From be028f83e118969e420108e47d43950f5f6ab378 Mon Sep 17 00:00:00 2001 From: ThyWolf Date: Wed, 6 Nov 2024 16:51:39 -0800 Subject: [PATCH] minor tweaks and prepare for `1.5.97.37` release --- .../PowerSorcerousRestoration.json | 2 +- .../PowerWarlockMagicalCunning.json | 179 ++++- .../SpellDefinition/AcidClaws.json | 2 +- Documentation/Classes.md | 2 +- Documentation/Spells.md | 660 +++++++++--------- SolastaUnfinishedBusiness/Info.json | 2 +- .../Patches/RulesetCharacterPatcher.cs | 2 +- .../SolastaUnfinishedBusiness.csproj | 2 +- .../Subclasses/DomainNature.cs | 1 - 9 files changed, 485 insertions(+), 367 deletions(-) diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousRestoration.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousRestoration.json index 53c7c3ac9a..12713cb41e 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousRestoration.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousRestoration.json @@ -290,7 +290,7 @@ "delegatedToAction": false, "surrogateToSpell": null, "triggeredBySpecialMove": false, - "activationTime": "Minute1", + "activationTime": "Rest", "autoActivationRequiredTargetSenseType": "None", "autoActivationRequiredTargetCreatureTag": "", "autoActivationPowerTag": "", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWarlockMagicalCunning.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWarlockMagicalCunning.json index 83937b43d2..4339a6c600 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWarlockMagicalCunning.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWarlockMagicalCunning.json @@ -17,7 +17,7 @@ "targetExcludeCaster": false, "canBePlacedOnCharacter": true, "affectOnlyGround": false, - "targetFilteringMethod": "AllCharacterAndGadgets", + "targetFilteringMethod": "CharacterOnly", "targetFilteringTag": "No", "requiresVisibilityForPosition": true, "inviteOptionalAlly": false, @@ -41,7 +41,7 @@ "grantedConditionOnSave": null, "rollSaveOnlyIfRelevantForms": false, "hasShoveRoll": false, - "createdByCharacter": false, + "createdByCharacter": true, "difficultyClassComputation": "SpellCastingFeature", "savingThrowDifficultyAbility": "Wisdom", "fixedSavingThrowDifficultyClass": 15, @@ -85,33 +85,158 @@ "offsetImpactTimePerTarget": 0.0, "effectParticleParameters": { "$type": "EffectParticleParameters, Assembly-CSharp", - "casterParticleReference": null, - "casterSelfParticleReference": null, - "casterQuickSpellParticleReference": null, - "targetParticleReference": null, - "effectParticleReference": null, - "effectSubTargetParticleReference": null, - "zoneParticleReference": null, - "beforeImpactParticleReference": null, - "impactParticleReference": null, - "activeEffectImpactParticleReference": null, - "activeEffectCellStartParticleReference": null, - "activeEffectCellParticleReference": null, - "activeEffectCellEndParticleReference": null, - "activeEffectSurfaceStartParticleReference": null, - "activeEffectSurfaceParticleReference": null, - "activeEffectSurfaceEndParticleReference": null, + "casterParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "370bd5612dbadd74e83596f0937f0373", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "casterSelfParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "casterQuickSpellParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "targetParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "effectParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "effectSubTargetParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "zoneParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "beforeImpactParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "impactParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "activeEffectImpactParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "activeEffectCellStartParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "activeEffectCellParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "activeEffectCellEndParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "activeEffectSurfaceStartParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "activeEffectSurfaceParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "activeEffectSurfaceEndParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, "activeEffectSurfaceParticlePerIndex": "", "activeEffectSurfaceParticlePerIndexCount": 0, - "emissiveBorderCellStartParticleReference": null, - "emissiveBorderCellParticleReference": null, - "emissiveBorderCellEndParticleReference": null, - "emissiveBorderSurfaceStartParticleReference": null, - "emissiveBorderSurfaceParticleReference": null, - "emissiveBorderSurfaceEndParticleReference": null, - "conditionStartParticleReference": null, - "conditionParticleReference": null, - "conditionEndParticleReference": null, + "emissiveBorderCellStartParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "emissiveBorderCellParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "emissiveBorderCellEndParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "emissiveBorderSurfaceStartParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "emissiveBorderSurfaceParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "emissiveBorderSurfaceEndParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "conditionStartParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "conditionParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "conditionEndParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, "forceApplyZoneParticle": false, "applyEmissionColorOnWeapons": false, "emissionColor": { diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/AcidClaws.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/AcidClaws.json index d20e437572..641d68d8ac 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/AcidClaws.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/AcidClaws.json @@ -353,7 +353,7 @@ "vocalSpellSemeType": "Attack", "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", - "hidden": false, + "hidden": true, "title": "Spell/&AcidClawsTitle", "description": "Spell/&AcidClawsDescription", "spriteReference": { diff --git a/Documentation/Classes.md b/Documentation/Classes.md index 57236b8d46..2a69a045b9 100644 --- a/Documentation/Classes.md +++ b/Documentation/Classes.md @@ -1535,7 +1535,7 @@ Choose between increasing your ability scores or gaining a bonus feat. * Stroke of Luck -You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a critical hit. You can use this feature once per short or long rest. +You have an uncanny knack for succeeding when you need to. If you fail a D20 test, you can turn the roll into a 20. Once you use this feature, you can't use it again until you finish a Short Rest or a Long Rest. diff --git a/Documentation/Spells.md b/Documentation/Spells.md index eeb0296e59..095203ca11 100644 --- a/Documentation/Spells.md +++ b/Documentation/Spells.md @@ -1,322 +1,316 @@ -# 1. - Acid Claws (S) level 0 Transmutation [UB] - -**[Druid]** - -Your fingernails sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 ft of you. On a hit, the target takes 1d8 acid damage and has AC lowered by 1 for 1 round (not stacking). - -# 2. - Acid Splash (V,S) level 0 Conjuration [SOL] +# 1. - Acid Splash (V,S) level 0 Conjuration [SOL] **[Artificer, Sorcerer, Wizard]** Launch an acid bolt. -# 3. - Annoying Bee (V,S) level 0 Illusion [SOL] +# 2. - Annoying Bee (V,S) level 0 Illusion [SOL] **[Druid, Sorcerer, Wizard]** The target sees an illusional bee harassing them and has disadvantage on concentration checks until the start of their next turn. -# 4. - *Blade Ward* © (V,S) level 0 Abjuration [UB] +# 3. - *Blade Ward* © (V,S) level 0 Abjuration [UB] **[Bard, Sorcerer, Warlock, Wizard]** You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. -# 5. - *Booming Blade* © (M,S) level 0 Evocation [UB] +# 4. - *Booming Blade* © (M,S) level 0 Evocation [UB] **[Artificer, Sorcerer, Warlock, Wizard]** You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 ft distance. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 ft or more before then, the target takes 1d8 thunder damage, and the spell ends. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th and 17th levels. -# 6. - Chill Touch (V,S) level 0 Necromancy [SOL] +# 5. - Chill Touch (V,S) level 0 Necromancy [SOL] **[Sorcerer, Warlock, Wizard]** Deal damage to one enemy and prevent healing for a limited time. -# 7. - *Create Bonfire* © (V,S) level 0 Conjuration [Concentration] [UB] +# 6. - *Create Bonfire* © (V,S) level 0 Conjuration [Concentration] [UB] **[Artificer, Druid, Sorcerer, Warlock, Wizard]** You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space or ends its turn there. The spell's damage increases by an additional die at 5th, 11th and 17th level. -# 8. - Dancing Lights (V,S) level 0 Evocation [Concentration] [SOL] +# 7. - Dancing Lights (V,S) level 0 Evocation [Concentration] [SOL] **[Bard, Sorcerer, Wizard]** Create dancing lights that move at your command. -# 9. - Dazzle (S) level 0 Illusion [SOL] +# 8. - Dazzle (S) level 0 Illusion [SOL] **[Bard, Sorcerer, Warlock, Wizard]** Lower a target's AC and prevent reaction until the start of its next turn. -# 10. - Eldritch Blast (V,S) level 0 Evocation [SOL] +# 9. - Eldritch Blast (V,S) level 0 Evocation [SOL] **[Warlock]** Unleash a beam of crackling energy with a ranged spell attack against the target. On a hit, it takes 1d10 force damage. -# 11. - Fire Bolt (V,S) level 0 Evocation [SOL] +# 10. - Fire Bolt (V,S) level 0 Evocation [SOL] **[Artificer, Sorcerer, Wizard]** Launch a fire bolt. -# 12. - *Green-Flame Blade* © (M,S) level 0 Evocation [UB] +# 11. - *Green-Flame Blade* © (M,S) level 0 Evocation [UB] **[Artificer, Sorcerer, Warlock, Wizard]** You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 ft distance. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 ft of it. The second creature takes fire damage equal to your spellcasting ability modifier. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th and 17th levels. -# 13. - Guidance (V,S) level 0 Divination [Concentration] [SOL] +# 12. - Guidance (V,S) level 0 Divination [Concentration] [SOL] **[Artificer, Cleric, Druid]** Increase an ally's ability checks for a limited time. -# 14. - *Gust* © (V,S) level 0 Transmutation [UB] +# 13. - *Gust* © (V,S) level 0 Transmutation [UB] **[Druid, Sorcerer, Wizard]** Fire a blast of focused air at your target. -# 15. - Illuminating Sphere (V,S) level 0 Enchantment [UB] +# 14. - Illuminating Sphere (V,S) level 0 Enchantment [UB] **[Bard, Sorcerer, Wizard]** Causes light sources such as torches and mana lamps in the area of effect to light up. -# 16. - *Infestation* © (V,S) level 0 Conjuration [UB] +# 15. - *Infestation* © (V,S) level 0 Conjuration [UB] **[Druid, Sorcerer, Warlock, Wizard]** You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 ft in a random direction. The spell's damage increases by an additional die at 5th, 11th and 17th level. -# 17. - Light (V) level 0 Evocation [SOL] +# 16. - Light (V) level 0 Evocation [SOL] **[Bard, Cleric, Sorcerer, Wizard]** An object you can touch emits a powerful light for a limited time. -# 18. - *Lightning Lure* © (V) level 0 Evocation [UB] +# 17. - *Lightning Lure* © (V) level 0 Evocation [UB] **[Artificer, Sorcerer, Warlock, Wizard]** You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 ft of you. The target must succeed on a Strength saving throw or be pulled up to 10 ft in a straight line toward you and then take 1d8 lightning damage. The spell's damage increases by an additional die at 5th, 11th and 17th level. -# 19. - *Mind Sliver* © (V) level 0 Enchantment [UB] +# 18. - *Mind Sliver* © (V) level 0 Enchantment [UB] **[Sorcerer, Warlock, Wizard]** You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. -# 20. - Minor Lifesteal (V,S) level 0 Necromancy [UB] +# 19. - Minor Lifesteal (V,S) level 0 Necromancy [UB] **[Bard, Sorcerer, Warlock, Wizard]** You drain vital energy from a nearby enemy creature. Make a melee spell attack against a creature within 5 ft of you. On a hit, the creature takes 1d6 necrotic damage, and you heal for half the damage dealt (rounded down). This spell has no effect on undead and constructs. The spell's damage increases by an additional die at 5th, 11th and 17th level. -# 21. - Poison Spray (V,S) level 0 Conjuration [SOL] +# 20. - Poison Spray (V,S) level 0 Conjuration [SOL] **[Artificer, Druid, Sorcerer, Warlock, Wizard]** Fire a poison spray at an enemy you can see, within range. -# 22. - *Primal Savagery* © (S) level 0 Transmutation [UB] +# 21. - *Primal Savagery* © (S) level 0 Transmutation [UB] **[Druid]** You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 ft of you. On a hit, the target takes 1d10 acid damage. The spell's damage increases by an additional die at 5th, 11th and 17th level. -# 23. - Produce Flame (V,S) level 0 Conjuration [SOL] +# 22. - Produce Flame (V,S) level 0 Conjuration [SOL] **[Druid]** Conjures a flickering flame in your hand, which generates light or can be hurled to inflict fire damage. -# 24. - Ray of Frost (V,S) level 0 Evocation [SOL] +# 23. - Ray of Frost (V,S) level 0 Evocation [SOL] **[Artificer, Sorcerer, Wizard]** Launch a freezing ray at an enemy to damage and slow them. -# 25. - Resistance (V,S) level 0 Abjuration [Concentration] [SOL] +# 24. - Resistance (V,S) level 0 Abjuration [Concentration] [SOL] **[Artificer, Cleric, Druid]** Grant an ally a one-time bonus to saving throws. -# 26. - Sacred Flame (V,S) level 0 Evocation [SOL] +# 25. - Sacred Flame (V,S) level 0 Evocation [SOL] **[Cleric]** Strike an enemy with radiant damage. -# 27. - *Sapping Sting* © (V,S) level 0 Necromancy [UB] +# 26. - *Sapping Sting* © (V,S) level 0 Necromancy [UB] **[Wizard]** You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone. -# 28. - Shadow Armor (V,S) level 0 Abjuration [SOL] +# 27. - Shadow Armor (V,S) level 0 Abjuration [SOL] **[Bard, Sorcerer, Warlock, Wizard]** Grants 3 temporary hit points for one minute. -# 29. - Shadow Dagger (V,S) level 0 Illusion [SOL] +# 28. - Shadow Dagger (V,S) level 0 Illusion [SOL] **[Bard, Sorcerer, Warlock, Wizard]** Launches an illusionary dagger that causes psychic damage. -# 30. - Shillelagh (V,S) level 0 Transmutation [SOL] +# 29. - Shillelagh (V,S) level 0 Transmutation [SOL] **[Druid]** Conjures a magical club whose attacks are magical and use your spellcasting ability instead of strength. -# 31. - Shine (V,S) level 0 Conjuration [SOL] +# 30. - Shine (V,S) level 0 Conjuration [SOL] **[Cleric, Sorcerer, Wizard]** An enemy you can see becomes luminous for a while. -# 32. - Shocking Grasp (V,S) level 0 Evocation [SOL] +# 31. - Shocking Grasp (V,S) level 0 Evocation [SOL] **[Artificer, Sorcerer, Wizard]** Damage and daze an enemy on a successful touch. -# 33. - Spare the Dying (S) level 0 Necromancy [SOL] +# 32. - Spare the Dying (S) level 0 Necromancy [SOL] **[Artificer, Cleric]** Touch a dying ally to stabilize them. -# 34. - Sparkle (V,S) level 0 Enchantment [SOL] +# 33. - Sparkle (V,S) level 0 Enchantment [SOL] **[Bard, Cleric, Druid, Sorcerer, Warlock, Wizard]** Target up to three objects that can be illuminated and light them up immediately. -# 35. - *Starry Wisp* © (V,S) level 0 Evocation [UB] +# 34. - *Starry Wisp* © (V,S) level 0 Evocation [UB] **[Bard, Druid]** You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. The spell's damage increases by an additional die at 5th, 11th and 17th level. -# 36. - Sunlit Blade (M,S) level 0 Evocation [UB] +# 35. - Sunlit Blade (M,S) level 0 Evocation [UB] **[Artificer, Sorcerer, Warlock, Wizard]** You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 ft distance. On a hit, the target suffers the weapon attack's normal effects, and is enveloped in glowing radiant energy, shedding dim light for the turn. Next attack against this creature while it is highlighted is done with advantage. At 5th level, the melee attack deals an extra 1d8 radiant damage to the target. The damage increases by another 1d8 at 11th and 17th levels. -# 37. - *Sword Burst* © (V,S) level 0 Enchantment [UB] +# 36. - *Sword Burst* © (V,S) level 0 Enchantment [UB] **[Artificer, Sorcerer, Warlock, Wizard]** You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 ft of you must each succeed on a Dexterity saving throw or take 1d6 force damage. -# 38. - *Thorn Whip* © (V,S) level 0 Transmutation [UB] +# 37. - *Thorn Whip* © (V,S) level 0 Transmutation [UB] **[Artificer, Druid]** You create a long, whip-like vine covered in thorns that lashes out at your command toward a creature in range. Make a ranged spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and you pull the creature up to 10 ft closer to you. -# 39. - *Thunderclap* © (V,S) level 0 Evocation [UB] +# 38. - *Thunderclap* © (V,S) level 0 Evocation [UB] **[Artificer, Bard, Druid, Sorcerer, Warlock, Wizard]** Create a burst of thundering sound, forcing creatures adjacent to you to make a Constitution saving throw or take 1d6 thunder damage. The spell's damage increases by an additional die at 5th, 11th and 17th level. -# 40. - *Toll the Dead* © (V,S) level 0 Necromancy [UB] +# 39. - *Toll the Dead* © (V,S) level 0 Necromancy [UB] **[Cleric, Warlock, Wizard]** You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. -# 41. - True Strike (S) level 0 Divination [Concentration] [SOL] +# 40. - True Strike (S) level 0 Divination [Concentration] [SOL] **[Bard, Sorcerer, Warlock, Wizard]** Increases your chance to hit a target you can see, one time. -# 42. - Venomous Spike (V,S) level 0 Enchantment [SOL] +# 41. - Venomous Spike (V,S) level 0 Enchantment [SOL] **[Druid]** A bone spike that pierces and poisons its target. -# 43. - Vicious Mockery (V) level 0 Enchantment [SOL] +# 42. - Vicious Mockery (V) level 0 Enchantment [SOL] **[Bard]** Unleash a torrent of magically-enhanced insults on a creature you can see. It must make a successful wisdom saving throw, or take psychic damage and have disadvantage on its next attack roll. The effect lasts until the end of its next turn. -# 44. - *Word of Radiance* © (V) level 0 Evocation [UB] +# 43. - *Word of Radiance* © (V) level 0 Evocation [UB] **[Cleric]** Create a brilliant flash of shimmering light, damaging all enemies around you. -# 45. - Wrack (V,S) level 0 Necromancy [UB] +# 44. - Wrack (V,S) level 0 Necromancy [UB] **[Cleric]** Unleash a wave of crippling pain at a creature within range. The target must make a Constitution saving throw or take 1d6 necrotic damage, and preventing them from dashing or disengaging. -# 46. - *Absorb Elements* © (S) level 1 Abjuration [UB] +# 45. - *Absorb Elements* © (S) level 1 Abjuration [UB] **[Druid, Ranger, Sorcerer, Wizard]** The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. -# 47. - Animal Friendship (V,S) level 1 Enchantment [SOL] +# 46. - Animal Friendship (V,S) level 1 Enchantment [SOL] **[Bard, Druid, Ranger]** Choose a beast that you can see within the spell's range. The beast must make a Wisdom saving throw or be charmed for the spell's duration. -# 48. - *Armor of Agathys* © (V,S) level 1 Abjuration [UB] +# 47. - *Armor of Agathys* © (V,S) level 1 Abjuration [UB] **[Warlock]** A protective elemental skin envelops you, covering you and your gear. You gain 5 temporary hit points per spell level for the duration. In addition, if a creature hits you with a melee attack while you have these temporary hit points, the creature takes 5 cold damage per spell level. -# 49. - *Arms of Hadar* © (V,S) level 1 Evocation [UB] +# 48. - *Arms of Hadar* © (V,S) level 1 Evocation [UB] **[Warlock]** You invoke the power of malevolent forces. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until the start of your next turn. On a successful save, the creature takes half damage, but suffers no other effect. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. -# 50. - Bane (V,S) level 1 Enchantment [Concentration] [SOL] +# 49. - Bane (V,S) level 1 Enchantment [Concentration] [SOL] **[Bard, Cleric]** Reduce your enemies' attack and saving throws for a limited time. -# 51. - Bless (V,S) level 1 Enchantment [Concentration] [SOL] +# 50. - Bless (V,S) level 1 Enchantment [Concentration] [SOL] **[Cleric, Paladin]** Increase your allies' saving throws and attack rolls for a limited time. -# 52. - Burning Hands (V,S) level 1 Evocation [SOL] +# 51. - Burning Hands (V,S) level 1 Evocation [SOL] **[Sorcerer, Wizard]** Spray a cone of fire in front of you. -# 53. - Caustic Zap (V,S) level 1 Evocation [UB] +# 52. - Caustic Zap (V,S) level 1 Evocation [UB] **[Artificer, Sorcerer, Wizard]** You send a jolt of green energy toward the target momentarily disorientating them as the spell burn some of their armor. The spell targets one enemy with a spell attack and deals 1d4 acid and 1d6 lightning damage and applies the dazzled condition. -# 54. - *Chaos Bolt* © (V,S) level 1 Evocation [UB] +# 53. - *Chaos Bolt* © (V,S) level 1 Evocation [UB] **[Sorcerer]** @@ -327,25 +321,25 @@ Make a ranged spell attack against a target. On a hit, the target takes 2d8 + 1d 7: ◹ Psychic 8: ◼ Thunder If you roll the same number on both d8s, you can use your free action to target a different creature of your choice. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be damaged only once by each casting of this spell. -# 55. - Charm Person (V,S) level 1 Enchantment [SOL] +# 54. - Charm Person (V,S) level 1 Enchantment [SOL] **[Bard, Druid, Sorcerer, Warlock, Wizard]** Makes an ally of an enemy. -# 56. - *Chromatic Orb* © (M,V,S) level 1 Evocation [UB] +# 55. - *Chromatic Orb* © (M,V,S) level 1 Evocation [UB] **[Sorcerer, Wizard]** You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. -# 57. - Color Spray (V,S) level 1 Illusion [SOL] +# 56. - Color Spray (V,S) level 1 Illusion [SOL] **[Sorcerer, Wizard]** Spray a luminous cone that briefly blinds your enemies. Roll 6d10: the total is how many hit points of creatures this spell can affect. -# 58. - *Command* © (V) level 1 Enchantment [UB] +# 57. - *Command* © (V) level 1 Enchantment [UB] **[Bard, Cleric, Paladin]** @@ -353,438 +347,438 @@ You speak a one-word command to a creature you can see within range. The target You can only command creatures you share a language with. Humanoids are considered knowing Common. To command a non-humanoid creature, you must know Draconic for Dragons, Elvish for Fey, Giant for Giants, Infernal for Fiends and Terran for Elementals. Cannot target Undead or Surprised creatures. -# 59. - Comprehend Languages (V,S) level 1 Divination [SOL] +# 58. - Comprehend Languages (V,S) level 1 Divination [SOL] **[Bard, Sorcerer, Warlock, Wizard]** For the duration of the spell, you understand the literal meaning of any spoken words that you hear. -# 60. - Cure Wounds (V,S) level 1 Evocation [SOL] +# 59. - Cure Wounds (V,S) level 1 Evocation [SOL] **[Artificer, Bard, Cleric, Druid, Paladin, Ranger]** Heal an ally by touch. -# 61. - Detect Evil and Good (V,S) level 1 Divination [Concentration] [SOL] +# 60. - Detect Evil and Good (V,S) level 1 Divination [Concentration] [SOL] **[Cleric, Paladin]** Detect nearby creatures of evil or good nature. -# 62. - Detect Magic (V,S) level 1 Divination [Concentration] [SOL] +# 61. - Detect Magic (V,S) level 1 Divination [Concentration] [SOL] **[Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard]** Detect nearby magic objects or creatures. -# 63. - Detect Poison and Disease (V,S) level 1 Divination [Concentration] [SOL] +# 62. - Detect Poison and Disease (V,S) level 1 Divination [Concentration] [SOL] **[Druid]** TMP For the duration you sense the presence and location of poisonous creatures and diseases within 6 cells of you. -# 64. - *Dissonant Whispers* © (V) level 1 Enchantment [UB] +# 63. - *Dissonant Whispers* © (V) level 1 Enchantment [UB] **[Bard]** You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. -# 65. - Divine Favor (V,S) level 1 Evocation [Concentration] [SOL] +# 64. - Divine Favor (V,S) level 1 Evocation [Concentration] [SOL] **[Paladin]** Gain additional radiant damage for a limited time. -# 66. - *Earth Tremor* © (V,S) level 1 Evocation [UB] +# 65. - *Earth Tremor* © (V,S) level 1 Evocation [UB] **[Bard, Druid, Sorcerer, Wizard]** You strike the ground and unleash a tremor of seismic force, hurling up earth, rock, and sand. -# 67. - *Ensnaring Strike* © (V) level 1 Conjuration [Concentration] [UB] +# 66. - *Ensnaring Strike* © (V) level 1 Conjuration [Concentration] [UB] **[Ranger]** The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends.While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines can use its action to make a Strength check against your spell save DC. -# 68. - Entangle (V,S) level 1 Conjuration [Concentration] [SOL] +# 67. - Entangle (V,S) level 1 Conjuration [Concentration] [SOL] **[Druid]** Creatures in a four-cell square area are restrained if they fail a STR saving throw -# 69. - Expeditious Retreat (V,S) level 1 Transmutation [Concentration] [SOL] +# 68. - Expeditious Retreat (V,S) level 1 Transmutation [Concentration] [SOL] **[Artificer, Sorcerer, Warlock, Wizard]** Gain movement points and become able to dash as a bonus action for a limited time. -# 70. - Faerie Fire (V) level 1 Evocation [Concentration] [SOL] +# 69. - Faerie Fire (V) level 1 Evocation [Concentration] [SOL] **[Artificer, Bard, Druid]** Highlight creatures to give advantage to anyone attacking them. -# 71. - False Life (V,S) level 1 Necromancy [SOL] +# 70. - False Life (V,S) level 1 Necromancy [SOL] **[Artificer, Sorcerer, Wizard]** Gain a few temporary hit points for a limited time. -# 72. - Feather Fall (V) level 1 Transmutation [SOL] +# 71. - Feather Fall (V) level 1 Transmutation [SOL] **[Artificer, Bard, Sorcerer, Wizard]** Provide a safe landing when you or an ally falls. -# 73. - *Find Familiar* © (V,S) level 1 Conjuration [UB] +# 72. - *Find Familiar* © (V,S) level 1 Conjuration [UB] **[Wizard]** You gain the service of a familiar. The familiar can use the help action, and you can cast any touch or melee hit spell through the familiar. -# 74. - Fog Cloud (V,S) level 1 Conjuration [Concentration] [SOL] +# 73. - Fog Cloud (V,S) level 1 Conjuration [Concentration] [SOL] **[Druid, Ranger, Sorcerer, Wizard]** Generate a sphere of thick fog for a limited time. The area is heavily obscured, penalizing creatures inside it that rely on sight. -# 75. - *Gift of Alacrity* © (V,S) level 1 Divination [UB] +# 74. - *Gift of Alacrity* © (V,S) level 1 Divination [UB] **[Wizard]** You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls. -# 76. - Goodberry (V,S) level 1 Transmutation [SOL] +# 75. - Goodberry (V,S) level 1 Transmutation [SOL] **[Druid, Ranger]** Creates 10 berries infused with magic. Eating a berry restores 1 hit point and provides sustenance for a long rest. Berries vanish after a long rest. -# 77. - Grease (V,S) level 1 Conjuration [SOL] +# 76. - Grease (V,S) level 1 Conjuration [SOL] **[Artificer, Wizard]** Cover an area of 2 x 2 cells with grease. Creatures trying to cross it may fall prone. -# 78. - Guiding Bolt (V,S) level 1 Evocation [SOL] +# 77. - Guiding Bolt (V,S) level 1 Evocation [SOL] **[Cleric]** Launch a radiant attack against an enemy and make them easy to hit. -# 79. - *Hail of Thorns* © (V) level 1 Conjuration [Concentration] [UB] +# 78. - *Hail of Thorns* © (V) level 1 Conjuration [Concentration] [UB] **[Ranger]** The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one. -# 80. - Healing Word (V) level 1 Evocation [SOL] +# 79. - Healing Word (V) level 1 Evocation [SOL] **[Bard, Cleric, Druid]** Heal an ally you can see. -# 81. - Hellish Rebuke (V,S) level 1 Evocation [SOL] +# 80. - Hellish Rebuke (V,S) level 1 Evocation [SOL] **[Warlock]** When you are damaged by a creature within range, you can use your reaction to inflict fire damage back. -# 82. - Heroism (V,S) level 1 Enchantment [Concentration] [SOL] +# 81. - Heroism (V,S) level 1 Enchantment [Concentration] [SOL] **[Bard, Paladin]** An ally gains temporary hit points and cannot be frightened for a limited time. -# 83. - Hideous Laughter (V,S) level 1 Enchantment [Concentration] [SOL] +# 82. - Hideous Laughter (V,S) level 1 Enchantment [Concentration] [SOL] **[Bard, Wizard]** Make an enemy helpless with irresistible laughter. -# 84. - Hunter's Mark (V) level 1 Divination [Concentration] [SOL] +# 83. - Hunter's Mark (V) level 1 Divination [Concentration] [SOL] **[Ranger]** An enemy gets additional damage from you, and you can easily detect it for a limited time. -# 85. - *Ice Knife* © (S) level 1 Conjuration [UB] +# 84. - *Ice Knife* © (S) level 1 Conjuration [UB] **[Druid, Sorcerer, Wizard]** You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage. When you cast this spell using a spell slot of 2nd level or higher, both the cold and piercing damage increase by 1 die for each slot level above 1st. -# 86. - Identify (M,V,S) level 1 Divination [SOL] +# 85. - Identify (M,V,S) level 1 Divination [SOL] **[Artificer, Bard, Wizard]** Identify the hidden properties of an object. -# 87. - Inflict Wounds (V,S) level 1 Necromancy [SOL] +# 86. - Inflict Wounds (V,S) level 1 Necromancy [SOL] **[Cleric]** Deal necrotic damage to an enemy you hit. -# 88. - Jump (V,S) level 1 Transmutation [SOL] +# 87. - Jump (V,S) level 1 Transmutation [SOL] **[Artificer, Druid, Ranger, Sorcerer, Wizard]** Increase an ally's jumping distance. -# 89. - Jump (V,S) level 1 Transmutation [SOL] +# 88. - Jump (V,S) level 1 Transmutation [SOL] Increase an ally's jumping distance. -# 90. - Longstrider (V,S) level 1 Transmutation [SOL] +# 89. - Longstrider (V,S) level 1 Transmutation [SOL] **[Artificer, Bard, Druid, Ranger, Wizard]** Increases an ally's speed by two cells per turn. -# 91. - Mage Armor (V,S) level 1 Abjuration [SOL] +# 90. - Mage Armor (V,S) level 1 Abjuration [SOL] **[Sorcerer, Wizard]** Provide magical armor to an ally who doesn't wear armor. -# 92. - Magic Missile (V,S) level 1 Evocation [SOL] +# 91. - Magic Missile (V,S) level 1 Evocation [SOL] **[Sorcerer, Wizard]** Strike one or more enemies with projectiles that can't miss. -# 93. - *Magnify Gravity* © (V,S) level 1 Transmutation [UB] +# 92. - *Magnify Gravity* © (V,S) level 1 Transmutation [UB] **[Wizard]** Sharply increase gravity in a 10-foot-radius sphere to crush and slow targets. -# 94. - Malediction (V,S) level 1 Enchantment [Concentration] [SOL] +# 93. - Malediction (V,S) level 1 Enchantment [Concentration] [SOL] **[Warlock]** Until the spell ends, whenever you hit a target with an attack you deal an extra 1d6 magical damage of the same type as the attack's damage. -# 95. - Mule (V,S) level 1 Transmutation [UB] +# 94. - Mule (V,S) level 1 Transmutation [UB] **[Bard, Sorcerer, Warlock, Wizard]** The recipient of this spell is able to ignore the effects of heavy loads or armor on movement speed. They can also carry slightly more weight. -# 96. - Protect vs Evil & Good (V,S) level 1 Abjuration [Concentration] [SOL] +# 95. - Protect vs Evil & Good (V,S) level 1 Abjuration [Concentration] [SOL] **[Cleric, Paladin, Warlock, Wizard]** Touch an ally to give them protection from evil or good creatures for a limited time. -# 97. - Radiant Motes (V,S) level 1 Evocation [UB] +# 96. - Radiant Motes (V,S) level 1 Evocation [UB] **[Artificer, Wizard]** Unleashes a swarm of 4 radiant projectiles that deal 1d4 radiant damage each. When you cast this spell using a spell slot of 2nd level or higher, the spell creates 1 more projectile for each slot above 1st. -# 98. - *Sanctuary* © (V,S) level 1 Abjuration [UB] +# 97. - *Sanctuary* © (V,S) level 1 Abjuration [UB] **[Artificer, Cleric]** You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature loses the attack or spell. This spell doesn't protect the warded creature from area effects. If the warded creature makes an attack or casts a spell, this spell ends. -# 99. - *Searing Smite* © (V) level 1 Evocation [Concentration] [UB] +# 98. - *Searing Smite* © (V) level 1 Evocation [Concentration] [UB] **[Paladin, Ranger]** The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. -# 100. - Shield (V,S) level 1 Abjuration [SOL] +# 99. - Shield (V,S) level 1 Abjuration [SOL] **[Sorcerer, Wizard]** Increase your AC by 5 just before you would take a hit. -# 101. - Shield of Faith (V,S) level 1 Abjuration [Concentration] [SOL] +# 100. - Shield of Faith (V,S) level 1 Abjuration [Concentration] [SOL] **[Cleric, Paladin]** Increase an ally's AC by 2 for a limited time. -# 102. - Sleep (V,S) level 1 Enchantment [SOL] +# 101. - Sleep (V,S) level 1 Enchantment [SOL] **[Bard, Sorcerer, Wizard]** Put a number of creatures to sleep for a limited time. Roll 5d8: the total is how many hit points of creatures this spell can affect. -# 103. - *Tasha's Caustic Brew* © (V,S) level 1 Evocation [Concentration] [UB] +# 102. - *Tasha's Caustic Brew* © (V,S) level 1 Evocation [Concentration] [UB] **[Artificer, Sorcerer, Wizard]** A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. -# 104. - *Thunderous Smite* © (V) level 1 Evocation [Concentration] [UB] +# 103. - *Thunderous Smite* © (V) level 1 Evocation [Concentration] [UB] **[Paladin]** The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. -# 105. - Thunderwave (V,S) level 1 Evocation [SOL] +# 104. - Thunderwave (V,S) level 1 Evocation [SOL] **[Bard, Druid, Sorcerer, Wizard]** Emit a wave of force that causes damage and pushes creatures and objects away. -# 106. - Tiefling's Hellish Rebuke (V,S) level 1 Evocation [SOL] +# 105. - Tiefling's Hellish Rebuke (V,S) level 1 Evocation [SOL] When you are damaged by a creature withing range, you can use your reaction to inflict fire damage back at them. This tiefling version of the spell is more powerful than the common one but cannot use a higher level Spell Slot to increase damage. -# 107. - *Witch Bolt* © (V,S) level 1 Evocation [Concentration] [UB] +# 106. - *Witch Bolt* © (V,S) level 1 Evocation [Concentration] [UB] **[Sorcerer, Warlock, Wizard]** A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. -# 108. - *Wrathful Smite* © (V) level 1 Evocation [Concentration] [UB] +# 107. - *Wrathful Smite* © (V) level 1 Evocation [Concentration] [UB] **[Paladin]** The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell. -# 109. - *Zephyr Strike* © (V) level 1 Transmutation [Concentration] [UB] +# 108. - *Zephyr Strike* © (V) level 1 Transmutation [Concentration] [UB] **[Ranger]** You move like the wind. For the duration, your movement doesn't provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. -# 110. - Acid Arrow (V,S) level 2 Evocation [SOL] +# 109. - Acid Arrow (V,S) level 2 Evocation [SOL] **[Wizard]** Launch an acid arrow that deals some damage even if you miss your shot. -# 111. - *Aganazzar's Scorcher* © (V,S) level 2 Evocation [UB] +# 110. - *Aganazzar's Scorcher* © (V,S) level 2 Evocation [UB] **[Sorcerer, Wizard]** A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. -# 112. - Aid (V,S) level 2 Abjuration [SOL] +# 111. - Aid (V,S) level 2 Abjuration [SOL] **[Artificer, Cleric, Paladin]** Temporarily increases hit points for up to three allies. -# 113. - Barkskin (V,S) level 2 Transmutation [Concentration] [SOL] +# 112. - Barkskin (V,S) level 2 Transmutation [Concentration] [SOL] **[Druid, Ranger]** Gives you or an ally you can touch an AC of at least 16. -# 114. - Blindness (V) level 2 Necromancy [SOL] +# 113. - Blindness (V) level 2 Necromancy [SOL] **[Bard, Cleric, Sorcerer, Wizard]** Blind an enemy for one minute. -# 115. - Blur (V) level 2 Illusion [Concentration] [SOL] +# 114. - Blur (V) level 2 Illusion [Concentration] [SOL] **[Artificer, Sorcerer, Wizard]** Makes you blurry and harder to hit for up to one minute. -# 116. - *Borrowed Knowledge* © (V,S) level 2 Divination [UB] +# 115. - *Borrowed Knowledge* © (V,S) level 2 Divination [UB] **[Bard, Cleric, Warlock, Wizard]** You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For 1 hour, you have proficiency in the chosen skill. The spell ends early if you cast it again. -# 117. - Branding Smite (V) level 2 Evocation [Concentration] [SOL] +# 116. - Branding Smite (V) level 2 Evocation [Concentration] [SOL] **[Paladin]** Your next hit causes additional radiant damage and your target becomes luminous. -# 118. - Calm Emotions (V,S) level 2 Enchantment [Concentration] [SOL] +# 117. - Calm Emotions (V,S) level 2 Enchantment [Concentration] [SOL] **[Bard, Cleric]** Stops allies from being charmed or frightened and makes hostile humanoids indifferent. -# 119. - *Cloud of Daggers* © (V,S) level 2 Conjuration [Concentration] [UB] +# 118. - *Cloud of Daggers* © (V,S) level 2 Conjuration [Concentration] [UB] **[Bard, Sorcerer, Warlock, Wizard]** You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd. -# 120. - Color Burst (V,S) level 2 Illusion [UB] +# 119. - Color Burst (V,S) level 2 Illusion [UB] **[Artificer, Sorcerer, Wizard]** Burst a luminous cube that briefly blinds anyone within 10 ft. 8d10 is how many hit points of creatures this spell can affect. -# 121. - Conjure Goblinoids (V,S) level 2 Conjuration [Concentration] [UB] +# 120. - Conjure Goblinoids (V,S) level 2 Conjuration [Concentration] [UB] **[Druid, Ranger]** Conjures 2 goblins who obey your orders unless you lose concentration. -# 122. - Darkness (V) level 2 Evocation [Concentration] [SOL] +# 121. - Darkness (V) level 2 Evocation [Concentration] [SOL] **[Sorcerer, Warlock, Wizard]** Create an area of magical darkness. -# 123. - Darkvision (V,S) level 2 Transmutation [SOL] +# 122. - Darkvision (V,S) level 2 Transmutation [SOL] **[Artificer, Druid, Ranger, Sorcerer, Wizard]** Grant Darkvision to the target. -# 124. - Enhance Ability (V,S) level 2 Transmutation [Concentration] [SOL] +# 123. - Enhance Ability (V,S) level 2 Transmutation [Concentration] [SOL] **[Artificer, Bard, Cleric, Druid]** Grant temporary powers to an ally for up to one hour. -# 125. - Find Traps (V,S) level 2 Evocation [SOL] +# 124. - Find Traps (V,S) level 2 Evocation [SOL] **[Cleric, Druid, Ranger]** Spot mechanical and magical traps, but not natural hazards. -# 126. - Flame Blade (V,S) level 2 Evocation [Concentration] [SOL] +# 125. - Flame Blade (V,S) level 2 Evocation [Concentration] [SOL] **[Druid]** Evokes a fiery blade for ten minutes that you can wield in battle. -# 127. - Flaming Sphere (V,S) level 2 Evocation [Concentration] [SOL] +# 126. - Flaming Sphere (V,S) level 2 Evocation [Concentration] [SOL] **[Druid, Wizard]** Summons a movable, burning sphere. -# 128. - Heat Metal (V,S) level 2 Transmutation [Concentration] [SOL] +# 127. - Heat Metal (V,S) level 2 Transmutation [Concentration] [SOL] **[Artificer, Bard, Druid]** Causes metallic armor worn by a target creature to glow red hot, causing fire damage and disadvantage to attack rolls and ability checks. The damage can be repeated every turn with a bonus action. -# 129. - Hold Person (V,S) level 2 Enchantment [Concentration] [SOL] +# 128. - Hold Person (V,S) level 2 Enchantment [Concentration] [SOL] **[Bard, Cleric, Druid, Sorcerer, Warlock, Wizard]** Paralyze a humanoid you can see for a limited time. -# 130. - Invisibility (V,S) level 2 Illusion [Concentration] [SOL] +# 129. - Invisibility (V,S) level 2 Illusion [Concentration] [SOL] **[Artificer, Bard, Sorcerer, Warlock, Wizard]** Make an ally invisible for a limited time. -# 131. - *Kinetic Jaunt* © (S) level 2 Transmutation [Concentration] [UB] +# 130. - *Kinetic Jaunt* © (S) level 2 Transmutation [Concentration] [UB] **[Artificer, Bard, Sorcerer, Wizard]** @@ -793,36 +787,36 @@ You magically empower your movement with dance like steps, giving yourself the f • You don't provoke opportunity attacks. • You can move through the space of any creature. -# 132. - Knock (V) level 2 Transmutation [SOL] +# 131. - Knock (V) level 2 Transmutation [SOL] **[Bard, Sorcerer, Wizard]** Magically open locked doors, chests, and the like. -# 133. - Lesser Restoration (V,S) level 2 Abjuration [SOL] +# 132. - Lesser Restoration (V,S) level 2 Abjuration [SOL] **[Artificer, Bard, Cleric, Druid, Paladin, Ranger]** Remove a detrimental condition from an ally. -# 134. - Levitate (V,S) level 2 Transmutation [Concentration] [SOL] +# 133. - Levitate (V,S) level 2 Transmutation [Concentration] [SOL] **[Artificer, Sorcerer, Wizard]** Allow a creature to levitate and gain control of its aerial movement for a limited time. Can affect enemies if their size is medium or smaller. -# 135. - Levitate (V,S) level 2 Transmutation [Concentration] [SOL] +# 134. - Levitate (V,S) level 2 Transmutation [Concentration] [SOL] Allow a creature to levitate and gain control of its aerial movement for a limited time. Can affect enemies if their size is medium or smaller. -# 136. - Magic Weapon (V,S) level 2 Transmutation [Concentration] [SOL] +# 135. - Magic Weapon (V,S) level 2 Transmutation [Concentration] [SOL] **[Artificer, Paladin, Wizard]** A nonmagical weapon becomes a +1 weapon for up to one hour. -# 137. - *Mirror Image* © (V,S) level 2 Illusion [UB] +# 136. - *Mirror Image* © (V,S) level 2 Illusion [UB] **[Bard, Sorcerer, Warlock, Wizard]** @@ -831,348 +825,348 @@ If you have 3 duplicates, you must roll a 6 or higher to change the attack's tar A duplicate's AC is equal to 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it is Blinded, or has Blindsight, Truesight or Tremorsense (doesn't apply if you don't touch ground). -# 138. - Misty Step (V) level 2 Conjuration [SOL] +# 137. - Misty Step (V) level 2 Conjuration [SOL] **[Sorcerer, Warlock, Wizard]** Teleports you to a free cell you can see, no more than 6 cells away. -# 139. - Moon Beam (V,S) level 2 Evocation [Concentration] [SOL] +# 138. - Moon Beam (V,S) level 2 Evocation [Concentration] [SOL] **[Druid]** Conjures a vertical column of moonlight which causes radiant damage. Shapechangers have disadvantage on the save. -# 140. - Noxious Spray (V,S) level 2 Evocation [UB] +# 139. - Noxious Spray (V,S) level 2 Evocation [UB] **[Druid, Sorcerer, Warlock, Wizard]** You unleash a spray of noxious gases on a target within range. Make a ranged spell attack. On a hit, the target takes 4d6 poison damage and must succeed on a Constitution saving throw or spend all its next turn retching and heaving, unable to move or take actions. Constructs, elementals and undead are unaffected by this spell. When you cast this spell using a slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. -# 141. - Pass Without Trace (V,S) level 2 Abjuration [Concentration] [SOL] +# 140. - Pass Without Trace (V,S) level 2 Abjuration [Concentration] [SOL] **[Druid, Ranger]** Make yourself and up to 5 allies stealthier for one hour. -# 142. - Petal Storm (V,S) level 2 Conjuration [Concentration] [UB] +# 141. - Petal Storm (V,S) level 2 Conjuration [Concentration] [UB] **[Druid]** Choose an unoccupied 15-foot cube of air that you can see within range. An elemental force of swirling winds appears in the cube and lasts for the spell's duration. The cloud heavily obscures its area. Any creature that enters the storm for the first time on a turn or starts its turn there must make a Strength saving throw. On a failed save, the creature takes 3d4 slashing damage. As a bonus action, you can move the storm up to 30 ft in any direction. -# 143. - Prayer of Healing (V) level 2 Evocation [SOL] +# 142. - Prayer of Healing (V) level 2 Evocation [SOL] **[Cleric]** Heal multiple allies at the same time. -# 144. - Protect Threshold (V,S) level 2 Abjuration [UB] +# 143. - Protect Threshold (V,S) level 2 Abjuration [UB] **[Cleric, Druid, Paladin]** Tracing arcane sigils along its boundary, you can ward a doorway, window, or other portal from entry. For the duration, an invisible eldritch creature stalks the warded portal. Any creature that attempts to pass through the portal must make a Wisdom saving throw or take 4d6 psychic damage, or half as much on a successful save. -# 145. - Protection from Poison (V,S) level 2 Abjuration [SOL] +# 144. - Protection from Poison (V,S) level 2 Abjuration [SOL] **[Artificer, Druid, Paladin, Ranger]** Cures and protects against poison. -# 146. - Ray of Enfeeblement (V,S) level 2 Necromancy [Concentration] [SOL] +# 145. - Ray of Enfeeblement (V,S) level 2 Necromancy [Concentration] [SOL] **[Sorcerer, Warlock, Wizard]** Weaken an enemy so they deal less damage for one minute. -# 147. - *Rime's Binding Ice* © (S) level 2 Evocation [UB] +# 146. - *Rime's Binding Ice* © (S) level 2 Evocation [UB] **[Sorcerer, Wizard]** A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice. -# 148. - Scorching Ray (V,S) level 2 Evocation [SOL] +# 147. - Scorching Ray (V,S) level 2 Evocation [SOL] **[Sorcerer, Wizard]** Fling rays of fire at one or more enemies. -# 149. - See Invisibility (V,S) level 2 Divination [SOL] +# 148. - See Invisibility (V,S) level 2 Divination [SOL] **[Artificer, Bard, Sorcerer, Wizard]** You can see invisible creatures. -# 150. - *Shadow Blade* © (V,S) level 2 Illusion [Concentration] [UB] +# 149. - *Shadow Blade* © (V,S) level 2 Illusion [Concentration] [UB] **[Sorcerer, Warlock, Wizard]** You weave together threads of shadow to create a dagger of solidified gloom in your hand. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties. In addition, when you use it to attack a target that is in dim light or darkness, you make the attack roll with advantage. -# 151. - Shatter (V,S) level 2 Evocation [SOL] +# 150. - Shatter (V,S) level 2 Evocation [SOL] **[Bard, Sorcerer, Warlock, Wizard]** Triggers a sudden noise that causes Thunder Damage in a 2-cell radius. -# 152. - Silence (V,S) level 2 Illusion [Concentration] [SOL] +# 151. - Silence (V,S) level 2 Illusion [Concentration] [SOL] **[Bard, Cleric, Ranger]** Creates a sphere four cells in radius, inside which sound cannot exist. Stops thunder damage and prevents spellcasting using verbal components. -# 153. - *Snilloc's Snowball Storm* © (V,S) level 2 Evocation [UB] +# 152. - *Snilloc's Snowball Storm* © (V,S) level 2 Evocation [UB] **[Sorcerer, Wizard]** A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 3x3 cube centered on that point must make a Dexterity saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. -# 154. - Spider Climb (V,S) level 2 Transmutation [Concentration] [SOL] +# 153. - Spider Climb (V,S) level 2 Transmutation [Concentration] [SOL] **[Artificer, Sorcerer, Warlock, Wizard]** Touch an ally to allow them to climb walls like a spider for a limited time. -# 155. - Spike Growth (V,S) level 2 Transmutation [Concentration] [SOL] +# 154. - Spike Growth (V,S) level 2 Transmutation [Concentration] [SOL] **[Druid, Ranger]** Grows spikes and thorns in the area, making the terrain difficult and causing damage for every cell of movement. -# 156. - Spiritual Weapon (V,S) level 2 Evocation [SOL] +# 155. - Spiritual Weapon (V,S) level 2 Evocation [SOL] **[Cleric]** Summon a weapon that fights for you. -# 157. - *Tasha's Mind Whip* © (V) level 2 Enchantment [UB] +# 156. - *Tasha's Mind Whip* © (V) level 2 Enchantment [UB] **[Sorcerer, Wizard]** You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. -# 158. - *Warding Bond* © (V,S) level 2 Abjuration [SOL] +# 157. - *Warding Bond* © (V,S) level 2 Abjuration [SOL] Creates a bond with the target, who gains +1 AC, +1 to saving throws and resistance to all damage, but you share all damage it receives. Lasts for one hour. -# 159. - *Web* © (V,S) level 2 Conjuration [Concentration] [UB] +# 158. - *Web* © (V,S) level 2 Conjuration [Concentration] [UB] **[Artificer, Sorcerer, Wizard]** You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. Each creature that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. -# 160. - *Wither and Bloom* © (V,S) level 2 Necromancy [UB] +# 159. - *Wither and Bloom* © (V,S) level 2 Necromancy [UB] **[Druid, Sorcerer, Wizard]** You invoke both death and life upon a 10-foot-radius sphere centered on an ally. Each enemy in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. In addition, the target spends and rolls one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd. -# 161. - Adder's Fangs (V,S) level 3 Conjuration [UB] +# 160. - Adder's Fangs (V,S) level 3 Conjuration [UB] **[Druid, Ranger, Sorcerer, Warlock]** You create the visage of a massive green snake that appears for an instant before bearing down on your foe. Choose a creature you can see within range. The target must make a constitution saving throw, taking 4d10 poison damage on a failure, or half as much damage on a successful one. A creature that fails its saving throw is also poisoned, and its speed is halved while poisoned by this spell. At the end of each of its turns, a target may make a constitution saving throw, ending the poison on a success. Otherwise, the poison lasts for 1 minute. When you cast this spell using a spell slot of 4th level or higher, you may target an additional creature within range for each slot level above 3rd. -# 162. - *Ashardalon's Stride* © (V,S) level 3 Transmutation [Concentration] [UB] +# 161. - *Ashardalon's Stride* © (V,S) level 3 Transmutation [Concentration] [UB] **[Artificer, Ranger, Sorcerer, Wizard]** The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks. When you move within 5 feet of a creature, it takes 1d6 fire damage from your trail of heat. A creature can take this damage only once during a turn. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd. -# 163. - *Aura of Vitality* © (V) level 3 Evocation [Concentration] [UB] +# 162. - *Aura of Vitality* © (V) level 3 Evocation [Concentration] [UB] **[Cleric, Paladin]** Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. -# 164. - Beacon of Hope (V,S) level 3 Abjuration [Concentration] [SOL] +# 163. - Beacon of Hope (V,S) level 3 Abjuration [Concentration] [SOL] **[Cleric]** Raise hope and vitality. -# 165. - Bestow Curse (V,S) level 3 Necromancy [Concentration] [SOL] +# 164. - Bestow Curse (V,S) level 3 Necromancy [Concentration] [SOL] **[Bard, Cleric, Wizard]** Curses a creature you can touch. -# 166. - *Blinding Smite* © (V) level 3 Evocation [Concentration] [UB] +# 165. - *Blinding Smite* © (V) level 3 Evocation [Concentration] [UB] **[Paladin]** The next time you hit a creature with a melee weapon attack during this spell's duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. -# 167. - Call Lightning (V,S) level 3 Conjuration [Concentration] [SOL] +# 166. - Call Lightning (V,S) level 3 Conjuration [Concentration] [SOL] **[Druid]** Conjures a storm cloud from which you can call a vertical bolt of lightning to strike targets, dealing 3D10 lightning damage. Another bolt can be repeated every turn by using an action. -# 168. - Conjure Animal (V,S) level 3 Conjuration [Concentration] [SOL] +# 167. - Conjure Animal (V,S) level 3 Conjuration [Concentration] [SOL] **[Druid, Ranger]** Summon spirits in the form of beasts to help you in battle -# 169. - Corrupting Bolt (V,S) level 3 Necromancy [UB] +# 168. - Corrupting Bolt (V,S) level 3 Necromancy [UB] **[Sorcerer, Warlock, Wizard]** You can fire a pulse of necrotic energy that causes a creature's body to begin to wither and decay. Make a ranged attack against a creature. On a hit, the target takes 4d8 necrotic damage and must succeed a Constitution saving throw. On a failed saving throw, the next time you or an ally of yours hits the corrupted creature with an attack before the end of your next turn, the creature has vulnerability to all of that attack's damage, and then the corruption ends. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. -# 170. - Counterspell (S) level 3 Abjuration [SOL] +# 169. - Counterspell (S) level 3 Abjuration [SOL] **[Sorcerer, Warlock, Wizard]** Interrupt an enemy's spellcasting. -# 171. - Create Food (S) level 3 Conjuration [SOL] +# 170. - Create Food (S) level 3 Conjuration [SOL] **[Artificer, Cleric, Paladin]** Conjure 15 units of food. -# 172. - *Crusader's Mantle* © (V) level 3 Evocation [Concentration] [UB] +# 171. - *Crusader's Mantle* © (V) level 3 Evocation [Concentration] [UB] **[Paladin]** Surround yourself with a magical aura. Allies within the aura gain a bonus 1d4 radiant damage on their attacks. -# 173. - Daylight (V,S) level 3 Evocation [SOL] +# 172. - Daylight (V,S) level 3 Evocation [SOL] **[Cleric, Druid, Paladin, Ranger, Sorcerer]** Summon a globe of bright light. -# 174. - Dispel Magic (V,S) level 3 Abjuration [SOL] +# 173. - Dispel Magic (V,S) level 3 Abjuration [SOL] **[Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard]** End active spells on a creature or object. -# 175. - *Elemental Weapon* © (V,S) level 3 Transmutation [Concentration] [UB] +# 174. - *Elemental Weapon* © (V,S) level 3 Transmutation [Concentration] [UB] **[Artificer, Druid, Paladin, Ranger]** Imbue a non-magical weapon with elemental magic. It gains a +1 to attack and damage rolls, and it gains 1d4 of the corresponding element's damage. When casting with a 5 or 6 spell slots, the effects increased by one die while casting at a spell slot 7 or higher increases the effects by 2. -# 176. - Fear (V,S) level 3 Illusion [Concentration] [SOL] +# 175. - Fear (V,S) level 3 Illusion [Concentration] [SOL] **[Bard, Sorcerer, Warlock, Wizard]** Frighten creatures and force them to flee. -# 177. - Fireball (V,S) level 3 Evocation [SOL] +# 176. - Fireball (V,S) level 3 Evocation [SOL] **[Sorcerer, Wizard]** Launch a fireball that explodes from a point of your choosing. -# 178. - *Flame Arrows* © (M,V,S) level 3 Transmutation [Concentration] [UB] +# 177. - *Flame Arrows* © (M,V,S) level 3 Transmutation [Concentration] [UB] **[Artificer, Druid, Ranger, Sorcerer, Wizard]** You must be wielding a ranged weapon. When a target is hit by it, the target takes an extra 1d6 fire damage. The spell ends when twelve pieces of ammunition have been drawn from the quiver. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. -# 179. - Fly (V,S) level 3 Transmutation [Concentration] [SOL] +# 178. - Fly (V,S) level 3 Transmutation [Concentration] [SOL] **[Artificer, Sorcerer, Warlock, Wizard]** An ally you touch gains the ability to fly for a limited time. -# 180. - Haste (V,S) level 3 Transmutation [Concentration] [SOL] +# 179. - Haste (V,S) level 3 Transmutation [Concentration] [SOL] **[Artificer, Sorcerer, Wizard]** Make an ally faster and more agile, and grant them an additional action for a limited time. -# 181. - *Hunger of Hadar* © (V,S) level 3 Transmutation [Concentration] [UB] +# 180. - *Hunger of Hadar* © (V,S) level 3 Transmutation [Concentration] [UB] **[Warlock]** You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. The area extinguishes light, and creatures within it are blinded. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it. -# 182. - Hypnotic Pattern (S) level 3 Illusion [Concentration] [SOL] +# 181. - Hypnotic Pattern (S) level 3 Illusion [Concentration] [SOL] **[Bard, Sorcerer, Warlock, Wizard]** Charms enemies to make them harmless until attacked, but also affects allies in range. -# 183. - *Intellect Fortress* © (V) level 3 Abjuration [Concentration] [UB] +# 182. - *Intellect Fortress* © (V) level 3 Abjuration [Concentration] [UB] **[Artificer, Bard, Sorcerer, Warlock, Wizard]** For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. When you cast this spell using a spell slot of 4th level or higher, you may target an additional creature within range for each slot level above 3rd. -# 184. - *Life Transference* © (V,S) level 3 Necromancy [UB] +# 183. - *Life Transference* © (V,S) level 3 Necromancy [UB] **[Cleric, Wizard]** You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. When you cast this spell using a spell s lot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. -# 185. - *Lightning Arrow* © (V,S) level 3 Transmutation [Concentration] [UB] +# 184. - *Lightning Arrow* © (V,S) level 3 Transmutation [Concentration] [UB] **[Ranger]** The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 3d8 lightning damage on a hit, or half as much damage on a miss. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd. -# 186. - Lightning Bolt (V,S) level 3 Evocation [SOL] +# 185. - Lightning Bolt (V,S) level 3 Evocation [SOL] **[Sorcerer, Wizard]** Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches. -# 187. - Mass Healing Word (V) level 3 Evocation [SOL] +# 186. - Mass Healing Word (V) level 3 Evocation [SOL] **[Cleric]** Instantly heals up to six allies you can see. -# 188. - Protection from Energy (V,S) level 3 Abjuration [Concentration] [SOL] +# 187. - Protection from Energy (V,S) level 3 Abjuration [Concentration] [SOL] **[Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard]** Touch one willing creature to give them resistance to this damage type. -# 189. - *Pulse Wave* © (V,S) level 3 Evocation [UB] +# 188. - *Pulse Wave* © (V,S) level 3 Evocation [UB] **[Wizard]** You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd. -# 190. - Remove Curse (V,S) level 3 Abjuration [SOL] +# 189. - Remove Curse (V,S) level 3 Abjuration [SOL] **[Cleric, Paladin, Warlock, Wizard]** Removes all curses affecting the target. -# 191. - Revivify (M,V,S) level 3 Necromancy [SOL] +# 190. - Revivify (M,V,S) level 3 Necromancy [SOL] **[Artificer, Cleric, Paladin]** Brings one creature back to life, up to 1 minute after death. -# 192. - Sleet Storm (V,S) level 3 Conjuration [Concentration] [SOL] +# 191. - Sleet Storm (V,S) level 3 Conjuration [Concentration] [SOL] **[Druid, Sorcerer, Wizard]** Creates an area where the ground is slippery, vision is obscured, and concentration is harder. -# 193. - Slow (V,S) level 3 Transmutation [Concentration] [SOL] +# 192. - Slow (V,S) level 3 Transmutation [Concentration] [SOL] **[Sorcerer, Wizard]** Slows and impairs the actions of up to 6 creatures. -# 194. - Spirit Guardians (V,S) level 3 Conjuration [Concentration] [SOL] +# 193. - Spirit Guardians (V,S) level 3 Conjuration [Concentration] [SOL] **[Cleric]** Call forth spirits to protect you. -# 195. - *Spirit Shroud* © (V,S) level 3 Necromancy [Concentration] [UB] +# 194. - *Spirit Shroud* © (V,S) level 3 Necromancy [Concentration] [UB] **[Cleric, Paladin, Warlock, Wizard]** @@ -1181,444 +1175,444 @@ Until the spell ends, any attack you make deals 1d8 extra damage when you hit a In addition, any enemy creature within 10ft of you when you cast, or that enters or starts its turn in that range has its movement speed lowered by 10ft until start of its next turn. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd. -# 196. - Stinking Cloud (V,S) level 3 Conjuration [Concentration] [SOL] +# 195. - Stinking Cloud (V,S) level 3 Conjuration [Concentration] [SOL] **[Bard, Sorcerer, Wizard]** Create a cloud of incapacitating, noxious gas. -# 197. - *Thunder Step* © (V) level 3 Conjuration [UB] +# 196. - *Thunder Step* © (V) level 3 Conjuration [UB] **[Sorcerer, Warlock, Wizard]** You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. You can also teleport one willing ally. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. -# 198. - Tongues (V) level 3 Divination [SOL] +# 197. - Tongues (V) level 3 Divination [SOL] **[Bard, Cleric, Sorcerer, Warlock, Wizard]** Grants knowledge of all languages for one hour. -# 199. - Vampiric Touch (V,S) level 3 Necromancy [Concentration] [SOL] +# 198. - Vampiric Touch (V,S) level 3 Necromancy [Concentration] [SOL] **[Warlock, Wizard]** Grants you a life-draining melee attack for one minute. -# 200. - Wind Wall (V,S) level 3 Evocation [Concentration] [SOL] +# 199. - Wind Wall (V,S) level 3 Evocation [Concentration] [SOL] **[Druid, Ranger]** Create a wall of wind that causes damage, pushes creatures and objects away, and disperses fogs and gases. -# 201. - Winter's Breath (V,S) level 3 Conjuration [UB] +# 200. - Winter's Breath (V,S) level 3 Conjuration [UB] **[Druid, Sorcerer, Wizard]** Create a blast of cold wind to chill your enemies and knock them prone. -# 202. - *Aura of Life* © (V) level 4 Abjuration [Concentration] [UB] +# 201. - *Aura of Life* © (V) level 4 Abjuration [Concentration] [UB] **[Cleric, Paladin]** Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura, including you, has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points. -# 203. - *Aura of Purity* © (V) level 4 Abjuration [Concentration] [UB] +# 202. - *Aura of Purity* © (V) level 4 Abjuration [Concentration] [UB] **[Cleric, Paladin]** Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura, including you, can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned. -# 204. - Banishment (V,S) level 4 Abjuration [Concentration] [SOL] +# 203. - Banishment (V,S) level 4 Abjuration [Concentration] [SOL] **[Cleric, Paladin, Sorcerer, Warlock, Wizard]** Banishes a creature as long as you concentrate. The creature can be permanently banished if it is extraplanar. -# 205. - Black Tentacles (V,S) level 4 Conjuration [Concentration] [SOL] +# 204. - Black Tentacles (V,S) level 4 Conjuration [Concentration] [SOL] **[Wizard]** Conjures black tentacles that restrain and damage creatures within the area of effect. -# 206. - Blessing of Rime (V,S) level 4 Evocation [UB] +# 205. - Blessing of Rime (V,S) level 4 Evocation [UB] **[Bard, Druid, Ranger]** You summon a chill wind that numbs the pain of your allies. Choose up to three creatures within range. Each creature gains 3d8 temporary hit points for the duration. While a creature has these hit points, if it would make a Constitution saving throw, it gains advantage on the roll. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points increase by 1d8 for each slot level above 4th. -# 207. - Blight (V,S) level 4 Necromancy [SOL] +# 206. - Blight (V,S) level 4 Necromancy [SOL] **[Druid, Sorcerer, Warlock, Wizard]** Drains life from a creature, causing massive necrotic damage. -# 208. - Brain Bulwark (V) level 4 Abjuration [UB] +# 207. - Brain Bulwark (V) level 4 Abjuration [UB] **[Artificer, Bard, Sorcerer, Warlock, Wizard]** For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as Immunity to the Charmed, Frightened, Fear, Mind dominated and Mind controlled conditions. -# 209. - Confusion (V,S) level 4 Enchantment [Concentration] [SOL] +# 208. - Confusion (V,S) level 4 Enchantment [Concentration] [SOL] **[Bard, Druid, Sorcerer, Wizard]** Creates confusion and erratic behavior in a creature, possibly leading it to attack its allies. -# 210. - Conjure 4 Elementals (V,S) level 4 Conjuration [Concentration] [SOL] +# 209. - Conjure 4 Elementals (V,S) level 4 Conjuration [Concentration] [SOL] 4 elementals are conjured (CR 1/2). -# 211. - Conjure Minor Elementals (V,S) level 4 Conjuration [Concentration] [SOL] +# 210. - Conjure Minor Elementals (V,S) level 4 Conjuration [Concentration] [SOL] **[Druid, Wizard]** Conjure elemental creatures under your command, which are dismissed when the spell ends or is broken. -# 212. - Death Ward (V,S) level 4 Abjuration [SOL] +# 211. - Death Ward (V,S) level 4 Abjuration [SOL] **[Cleric, Paladin]** Protects the creature once against instant death or being reduced to 0 hit points. -# 213. - Dimension Door (V) level 4 Conjuration [SOL] +# 212. - Dimension Door (V) level 4 Conjuration [SOL] **[Bard, Sorcerer, Warlock, Wizard]** Transfers the caster and a friendly creature to a specified destination. -# 214. - Dominate Beast (V,S) level 4 Enchantment [Concentration] [SOL] +# 213. - Dominate Beast (V,S) level 4 Enchantment [Concentration] [SOL] **[Druid, Sorcerer]** Grants you control over an enemy beast. -# 215. - Dreadful Omen (V,S) level 4 Enchantment [SOL] +# 214. - Dreadful Omen (V,S) level 4 Enchantment [SOL] **[Bard, Warlock]** You whisper dreadful words that cause immense mental anguish in your enemies. On a failed wisdom saving throw, they take psychic damage and become frightened until the end of their next turn, moving away from you as much as possible. On a successful save, they take half as much damage and are not frightened. -# 216. - *Elemental Bane* © (V,S) level 4 Transmutation [Concentration] [UB] +# 215. - *Elemental Bane* © (V,S) level 4 Transmutation [Concentration] [UB] **[Artificer, Druid, Warlock, Wizard]** Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes non-recurrent damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. -# 217. - Fire Shield (V,S) level 4 Evocation [SOL] +# 216. - Fire Shield (V,S) level 4 Evocation [SOL] **[Sorcerer, Wizard]** Grants resistance to fire or cold, and damages creatures attacking the caster with melee attacks. -# 218. - Freedom of Movement (V,S) level 4 Abjuration [SOL] +# 217. - Freedom of Movement (V,S) level 4 Abjuration [SOL] **[Artificer, Bard, Cleric, Druid, Ranger]** Grants immunity to movement restrictions, as well as being paralyzed or restrained. -# 219. - Giant Insect (V,S) level 4 Transmutation [Concentration] [SOL] +# 218. - Giant Insect (V,S) level 4 Transmutation [Concentration] [SOL] **[Druid]** Conjures a giant version of a natural insect or arthropod. -# 220. - *Gravity Sinkhole* © (V,S) level 4 Evocation [UB] +# 219. - *Gravity Sinkhole* © (V,S) level 4 Evocation [UB] **[Wizard]** A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible. On a successful save, the creature takes half as much damage and isn't pulled. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. -# 221. - Greater Invisibility (V,S) level 4 Illusion [Concentration] [SOL] +# 220. - Greater Invisibility (V,S) level 4 Illusion [Concentration] [SOL] **[Bard, Sorcerer, Wizard]** Target becomes invisible for the duration, even when attacking or casting spells. -# 222. - Guardian of Faith (V) level 4 Conjuration [SOL] +# 221. - Guardian of Faith (V) level 4 Conjuration [SOL] **[Cleric]** Conjures a large spectral guardian that damages approaching enemies. -# 223. - *Guardian of Nature* © (V) level 4 Transmutation [Concentration] [UB] +# 222. - *Guardian of Nature* © (V) level 4 Transmutation [Concentration] [UB] **[Druid, Ranger]** A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose between a Beast or a Tree form. -# 224. - Ice Storm (V,S) level 4 Evocation [SOL] +# 223. - Ice Storm (V,S) level 4 Evocation [SOL] **[Druid, Sorcerer, Wizard]** Causes bludgeoning and cold damage in the area, and turns the ground into difficult terrain. -# 225. - Identify Creatures (V,S) level 4 Divination [SOL] +# 224. - Identify Creatures (V,S) level 4 Divination [SOL] **[Wizard]** Reveals full bestiary knowledge for the affected creatures. -# 226. - Irresistible Performance (V) level 4 Enchantment [UB] +# 225. - Irresistible Performance (V) level 4 Enchantment [UB] **[Bard]** You weave a song into the air, causing those who hear it to applaud its magnificence. All creatures of your choice inside a 30-foot-cube within range must make a Charisma saving throw or be forced to clap and shout until the start of your next turn. A creature that is charmed by you always fails this saving throw. A clapping creature cannot perform any actions that require their hands or mouth but can otherwise act normally. This spell has no effect on creatures that are immune to charm. -# 227. - *Mordenkainen's Faithful Hound* © (V,S) level 4 Conjuration [UB] +# 226. - *Mordenkainen's Faithful Hound* © (V,S) level 4 Conjuration [UB] **[Artificer, Wizard]** You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration. The hound has Darkvision up to 60 ft, Truesight up to 80 ft, is invisible to all creatures except you and can't be harmed. During each of your turns, the hound can attempt to bite one creature within 5 feet of it that is hostile to you as a free action. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. -# 228. - Phantasmal Killer (V,S) level 4 Illusion [Concentration] [SOL] +# 227. - Phantasmal Killer (V,S) level 4 Illusion [Concentration] [SOL] **[Wizard]** Causes psychic damage to the target creature with each turn, unless a saving throw is successful or the effect ends. -# 229. - Psionic Blast (V) level 4 Evocation [UB] +# 228. - Psionic Blast (V) level 4 Evocation [UB] **[Sorcerer, Warlock, Wizard]** You unleash a debilitating wave of mental power in a 30-foot cone. Each creature in the area must make an Intelligence saving throw. On a failed save, a target takes 5d8 psychic damage, becomes dazzled and has its movement speed halved until the end of your next turn. On a successful save, a target only takes half as much damage. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 4th. -# 230. - *Raulothim's Psychic Lance* © (V) level 4 Enchantment [UB] +# 229. - *Raulothim's Psychic Lance* © (V) level 4 Enchantment [UB] **[Bard, Sorcerer, Warlock, Wizard]** You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. It must succeed on an Intelligence saving throw or take 7d6 psychic damage and be incapacitated until the end of your next turn. On a successful save, the creature takes half damage and isn't incapacitated. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th. -# 231. - *Sickening Radiance* © (V,S) level 4 Evocation [Concentration] [UB] +# 230. - *Sickening Radiance* © (V,S) level 4 Evocation [Concentration] [UB] **[Sorcerer, Warlock, Wizard]** Dim light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends. -# 232. - *Staggering Smite* © (V) level 4 Evocation [Concentration] [UB] +# 231. - *Staggering Smite* © (V) level 4 Evocation [Concentration] [UB] **[Paladin]** The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn. -# 233. - Stoneskin (M,V,S) level 4 Abjuration [Concentration] [SOL] +# 232. - Stoneskin (M,V,S) level 4 Abjuration [Concentration] [SOL] **[Artificer, Druid, Ranger, Sorcerer, Wizard]** Grants resistance to non-magical bludgeoning, slashing, and piercing damage. -# 234. - *Vitriolic Sphere* © (V,S) level 4 Evocation [UB] +# 233. - *Vitriolic Sphere* © (V,S) level 4 Evocation [UB] **[Sorcerer, Wizard]** You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th. -# 235. - Wall of Fire (V,S) level 4 Evocation [Concentration] [SOL] +# 234. - Wall of Fire (V,S) level 4 Evocation [Concentration] [SOL] **[Druid, Sorcerer, Wizard]** Create a burning wall that injures creatures in or next to it. -# 236. - *Banishing Smite* © (V) level 5 Abjuration [Concentration] [UB] +# 235. - *Banishing Smite* © (V) level 5 Abjuration [Concentration] [UB] **[Paladin]** The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demi-plane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. -# 237. - *Circle of Power* © (V) level 5 Abjuration [Concentration] [UB] +# 236. - *Circle of Power* © (V) level 5 Abjuration [Concentration] [UB] **[Paladin]** Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area, including you, has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws. -# 238. - Cloudkill (V,S) level 5 Conjuration [Concentration] [SOL] +# 237. - Cloudkill (V,S) level 5 Conjuration [Concentration] [SOL] **[Sorcerer, Wizard]** Creates an obscuring and poisonous cloud. The cloud moves every round. -# 239. - Cone of Cold (V,S) level 5 Evocation [SOL] +# 238. - Cone of Cold (V,S) level 5 Evocation [SOL] **[Sorcerer, Wizard]** Inflicts massive cold damage in the cone of effect. -# 240. - Conjure Elemental (V,S) level 5 Conjuration [Concentration] [SOL] +# 239. - Conjure Elemental (V,S) level 5 Conjuration [Concentration] [SOL] **[Druid, Wizard]** Conjures an elemental of the chosen element that fights alongside you. If you lose concentration, the elemental remains and becomes hostile. -# 241. - Contagion (V,S) level 5 Necromancy [SOL] +# 240. - Contagion (V,S) level 5 Necromancy [SOL] **[Cleric, Druid]** Hit a creature to inflict a disease from the options. -# 242. - *Dawn* © (V,S) level 5 Evocation [Concentration] [UB] +# 241. - *Dawn* © (V,S) level 5 Evocation [Concentration] [UB] **[Cleric, Wizard]** The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. -# 243. - *Destructive Wave* © (V) level 5 Evocation [UB] +# 242. - *Destructive Wave* © (V) level 5 Evocation [UB] **[Paladin]** You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. -# 244. - Dispel Evil and Good (V,S) level 5 Abjuration [Concentration] [SOL] +# 243. - Dispel Evil and Good (V,S) level 5 Abjuration [Concentration] [SOL] **[Cleric, Paladin]** Celestial, elementals, feys, fiends, and undead have disadvantage on attacks against you. This spell also allows you to cancel hostile enchantments or dismiss extraplanar creatures hit by your attacks once. -# 245. - Dominate Person (V,S) level 5 Enchantment [Concentration] [SOL] +# 244. - Dominate Person (V,S) level 5 Enchantment [Concentration] [SOL] **[Bard, Sorcerer, Wizard]** Grants you control over an enemy creature. -# 246. - *Far Step* © (V) level 5 Conjuration [Concentration] [UB] +# 245. - *Far Step* © (V) level 5 Conjuration [Concentration] [UB] **[Sorcerer, Warlock, Wizard]** You teleport up to 60 ft to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again. -# 247. - Flame Strike (V,S) level 5 Evocation [SOL] +# 246. - Flame Strike (V,S) level 5 Evocation [SOL] **[Cleric]** Conjures a burning column of fire and radiance affecting all creatures inside. -# 248. - Greater Restoration (V,S) level 5 Abjuration [SOL] +# 247. - Greater Restoration (V,S) level 5 Abjuration [SOL] **[Artificer, Bard, Cleric, Druid]** Removes one detrimental condition, such as a charm or curse, or an effect that reduces an ability score or hit points. -# 249. - Hold Monster (V,S) level 5 Enchantment [Concentration] [SOL] +# 248. - Hold Monster (V,S) level 5 Enchantment [Concentration] [SOL] **[Bard, Sorcerer, Warlock, Wizard]** Paralyzes a creature unless it succeeds a WIS saving throw. No effect on undead. -# 250. - *Holy Weapon* © (V,S) level 5 Evocation [Concentration] [UB] +# 249. - *Holy Weapon* © (V,S) level 5 Evocation [Concentration] [UB] **[Cleric, Paladin]** You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration. As a bonus action on your turn, if the weapon is within 30 ft, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. -# 251. - *Immolation* © (V) level 5 Evocation [Concentration] [UB] +# 250. - *Immolation* © (V) level 5 Evocation [Concentration] [UB] **[Sorcerer, Wizard]** Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet and takes 8d6 fire damage at the start of each of its turns. -# 252. - Insect Plague (V,S) level 5 Conjuration [Concentration] [SOL] +# 251. - Insect Plague (V,S) level 5 Conjuration [Concentration] [SOL] **[Cleric, Druid, Sorcerer]** Summons a sphere of biting insects. -# 253. - Mantle of Thorns (V,S) level 5 Transmutation [Concentration] [UB] +# 252. - Mantle of Thorns (V,S) level 5 Transmutation [Concentration] [UB] **[Druid]** Surround yourself with an aura of thorns. Those that start or walk through take 2d8 piercing damage. This damage scales at higher levels by 1d8 per slot. -# 254. - Mass Cure Wounds (V,S) level 5 Evocation [SOL] +# 253. - Mass Cure Wounds (V,S) level 5 Evocation [SOL] **[Bard, Cleric, Druid]** Heals up to 6 creatures. -# 255. - Mind Twist (V,S) level 5 Enchantment [SOL] +# 254. - Mind Twist (V,S) level 5 Enchantment [SOL] **[Sorcerer, Warlock, Wizard]** Causes massive psychic damage to all creatures around you, and incapacitates them if they fail their INT saving throw. -# 256. - Raise Dead (M,V,S) level 5 Necromancy [SOL] +# 255. - Raise Dead (M,V,S) level 5 Necromancy [SOL] **[Bard, Cleric, Paladin]** Brings one creature back to life, up to 10 days after death. -# 257. - *Skill Empowerment* © (V,S) level 5 Divination [UB] +# 256. - *Skill Empowerment* © (V,S) level 5 Divination [UB] **[Artificer, Bard, Sorcerer, Wizard]** Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. For 1 hour, you have proficiency in the chosen skill. The spell ends early if you cast it again. You must choose a skill in which the target is proficient and that isn't already benefiting from expertise. -# 258. - Sonic Boom (V,S) level 5 Evocation [UB] +# 257. - Sonic Boom (V,S) level 5 Evocation [UB] **[Sorcerer, Wizard]** A small orb the same color as the balloon used appears at a point you choose within range then expands with a loud crack into an explosion of force. Each creature in a 30-foot radius must make a Strength saving throw. A target is pushed up to 30 feet away from the center and dealt 6d8 thunder damage on a failed save, or half as much damage and no movement on a successful one. -# 259. - *Steel Wind Strike* © (M,S) level 5 Conjuration [UB] +# 258. - *Steel Wind Strike* © (M,S) level 5 Conjuration [UB] **[Ranger, Wizard]** You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. -# 260. - *Swift Quiver* © (M,V,S) level 5 Transmutation [Concentration] [UB] +# 259. - *Swift Quiver* © (M,V,S) level 5 Transmutation [Concentration] [UB] **[Ranger]** You transmute your quiver so it automatically makes the ammunition leap into your hand when you reach for it. On each of your turns until the spell ends, you can use a bonus action to make two attacks with a ranged weapon. -# 261. - *Synaptic Static* © (V) level 5 Evocation [UB] +# 260. - *Synaptic Static* © (V) level 5 Evocation [UB] **[Bard, Sorcerer, Warlock, Wizard]** You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. -# 262. - *Telekinesis* © (V,S) level 5 Transmutation [Concentration] [UB] +# 261. - *Telekinesis* © (V,S) level 5 Transmutation [Concentration] [UB] **[Sorcerer, Wizard]** You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest, or target a new creature, ending the restrained effect on the previously affected creature. -# 263. - Blade Barrier (V,S) level 6 Evocation [Concentration] [SOL] +# 262. - Blade Barrier (V,S) level 6 Evocation [Concentration] [SOL] **[Cleric]** Conjures a wall of razor sharp blades which causes 6d10 slashing damage to anyone crossing it -# 264. - Chain Lightning (V,S) level 6 Evocation [SOL] +# 263. - Chain Lightning (V,S) level 6 Evocation [SOL] **[Sorcerer, Wizard]** Target a creature with lightning, which can arc to 3 other targets within 6 cells. -# 265. - Circle of Death (M,V,S) level 6 Necromancy [SOL] +# 264. - Circle of Death (M,V,S) level 6 Necromancy [SOL] **[Sorcerer, Warlock, Wizard]** A sphere of negative energy causes Necrotic damage from a point you choose -# 266. - Conjure Fey (V,S) level 6 Conjuration [Concentration] [SOL] +# 265. - Conjure Fey (V,S) level 6 Conjuration [Concentration] [SOL] **[Druid, Warlock]** Conjures a fey creature of challenge rating 1 to 6 to fight alongside you. If you lose concentration, the creature stays but becomes hostile. -# 267. - Disintegrate (V,S) level 6 Transmutation [SOL] +# 266. - Disintegrate (V,S) level 6 Transmutation [SOL] **[Sorcerer, Wizard]** Causes massive force damage on the target, which can be disintegrated if reduced to 0 hit points -# 268. - Eyebite (V,S) level 6 Necromancy [Concentration] [SOL] +# 267. - Eyebite (V,S) level 6 Necromancy [Concentration] [SOL] **[Bard, Sorcerer, Warlock, Wizard]** Your eyes gain a specific property which can target a creature each turn -# 269. - *Fizban's Platinum Shield* © (M,V,S) level 6 Abjuration [Concentration] [UB] +# 268. - *Fizban's Platinum Shield* © (M,V,S) level 6 Abjuration [Concentration] [UB] **[Sorcerer, Wizard]** @@ -1628,91 +1622,91 @@ You create a field of silvery light that surrounds a creature of your choice wit • If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field. -# 270. - Flash Freeze (V,S) level 6 Evocation [UB] +# 269. - Flash Freeze (V,S) level 6 Evocation [UB] **[Druid, Sorcerer, Warlock]** You attempt to encase a creature you can see within range in a prison of solid ice. The target must make a Dexterity saving throw. On a failed save, the target takes 10d6 cold damage and becomes restrained in layers of thick ice. On a successful save, the target takes half as much damage and is not restrained. The spell can only be used on creatures up to large size. To break out, the restrained target can make a Strength check as an action against your spell save DC. On success, the target escapes and is no longer restrained. When you cast this spell using a spell slot of 7th level or higher, the cold damage increases by 2d6 for each slot level above 6th. -# 271. - Freezing Sphere (V,S) level 6 Evocation [SOL] +# 270. - Freezing Sphere (V,S) level 6 Evocation [SOL] **[Wizard]** Toss a huge ball of cold energy that explodes on impact -# 272. - Globe Of Invulnerability (V,S) level 6 Abjuration [Concentration] [SOL] +# 271. - Globe Of Invulnerability (V,S) level 6 Abjuration [Concentration] [SOL] **[Sorcerer, Wizard]** A sphere surrounding you prevents any spell up to 5th level to affect anyone inside it. -# 273. - *Gravity Fissure* © (V,S) level 6 Evocation [UB] +# 272. - *Gravity Fissure* © (V,S) level 6 Evocation [UB] **[Wizard]** You manifest a ravine of gravitational energy in a line originating from you that is 60 feet long, and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one. Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area. When you cast this spell using a slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. -# 274. - Harm (V,S) level 6 Necromancy [SOL] +# 273. - Harm (V,S) level 6 Necromancy [SOL] **[Cleric]** Inflicts devastating necrotic damage and reduces the maximum hit points accordingly. Cannot drop the target below 1 hit points -# 275. - Heal (V,S) level 6 Evocation [SOL] +# 274. - Heal (V,S) level 6 Evocation [SOL] **[Cleric, Druid]** Heals 70 hit points and also removes blindness and diseases -# 276. - Heroes Feast (M,V,S) level 6 Conjuration [SOL] +# 275. - Heroes Feast (M,V,S) level 6 Conjuration [SOL] **[Cleric, Druid]** Summons a feast which cures most ailments and grants immunity to poisonand being frightened, WIS save advantage, and increased maximum hitpoints -# 277. - Hilarity (V) level 6 Enchantment [Concentration] [SOL] +# 276. - Hilarity (V) level 6 Enchantment [Concentration] [SOL] **[Bard, Wizard]** Choose one target. They fall down laughing, becoming prone and incapacitated, and take psychic damage until they save at the end of one of their turns, or until the spell ends. -# 278. - Poison Wave (M,V,S) level 6 Evocation [UB] +# 277. - Poison Wave (M,V,S) level 6 Evocation [UB] **[Wizard]** A poisonous wave erupts from you, engulfing those close by. Each creature within the spell's radius must make a Constitution saving throw, taking 6d10 poison damage on a failure, or half as much damage on a successful one. A creature who fails their saving throw is also poisoned for 1 minute, and can repeat the saving throw at the end of each of its turn. When you cast this spell using a slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. -# 279. - Ring of Blades (M,V,S) level 6 Conjuration [Concentration] [UB] +# 278. - Ring of Blades (M,V,S) level 6 Conjuration [Concentration] [UB] **[Wizard]** You raise both hands as you evoke six transparent blades around you as a bonus action. When you cast this spell, and as a bonus action on each subsequent turn, you can throw one of these blades at a creature within 60 feet from you. Make a ranged spell attack. On a hit, the target takes 4d10 force damage. When you cast this spell using a spell slot of 7th level or higher, the damage of each blade increases by 1d10 for each slot level above 6th. -# 280. - *Scatter* © (V) level 6 Conjuration [UB] +# 279. - *Scatter* © (V) level 6 Conjuration [UB] **[Sorcerer, Warlock, Wizard]** The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor. -# 281. - Shelter from Energy (V,S) level 6 Abjuration [UB] +# 280. - Shelter from Energy (V,S) level 6 Abjuration [UB] **[Cleric, Druid, Sorcerer, Wizard]** Choose one of the following damage types: acid, cold, fire, lightning, necrotic, radiant, or thunder, and then choose up to six willing creatures that you can see within range. For 1 hour, targets have resistance to that damage type. When you cast this spell using a spell slot of 7th level or higher, you may target up to one additional willing creature for each slot level above 6th. -# 282. - Sunbeam (V,S) level 6 Evocation [Concentration] [SOL] +# 281. - Sunbeam (V,S) level 6 Evocation [Concentration] [SOL] **[Druid, Sorcerer, Wizard]** You conjure a line of radiance which can burn and blind creatures in the line of effect; undead and oozes save with disadvantage. The beam can be retargeted each turn -# 283. - *Tasha's Otherworldly Guise* © (M,V,S) level 6 Transmutation [Concentration] [UB] +# 282. - *Tasha's Otherworldly Guise* © (M,V,S) level 6 Transmutation [Concentration] [UB] **[Sorcerer, Warlock, Wizard]** Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. -# 284. - *Tenser's Transformation* © (V,S) level 6 Transmutation [Concentration] [UB] +# 283. - *Tenser's Transformation* © (V,S) level 6 Transmutation [Concentration] [UB] **[Wizard]** @@ -1724,49 +1718,49 @@ You endow yourself with endurance and martial prowess fueled by magic. Until the • You can attack twice, instead of once, when you take the Attack action on your turn. Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. -# 285. - True Seeing (V,S) level 6 Divination [SOL] +# 284. - True Seeing (V,S) level 6 Divination [SOL] **[Bard, Cleric, Sorcerer, Warlock, Wizard]** A creature you touch gains True Sight for one hour -# 286. - Wall of Thorns (V,S) level 6 Conjuration [Concentration] [SOL] +# 285. - Wall of Thorns (V,S) level 6 Conjuration [Concentration] [SOL] **[Druid]** Creates a wall of tough of needle-sharp thorns, that hurts and slows every creature in it. -# 287. - Arcane Sword (M,V,S) level 7 Evocation [Concentration] [SOL] +# 286. - Arcane Sword (M,V,S) level 7 Evocation [Concentration] [SOL] **[Bard, Wizard]** Summon a weapon that fights for you. -# 288. - Conjure Celestial (V,S) level 7 Conjuration [Concentration] [SOL] +# 287. - Conjure Celestial (V,S) level 7 Conjuration [Concentration] [SOL] **[Cleric]** Conjures a celestial creature of challenge rating 4 that fights alongside you. If you lose concentration, the creature is dismissed. -# 289. - *Crown of Stars* © (V,S) level 7 Evocation [UB] +# 288. - *Crown of Stars* © (V,S) level 7 Evocation [UB] **[Sorcerer, Warlock, Wizard]** Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th. -# 290. - Delayed Blast Fireball (V,S) level 7 Evocation [Concentration] [SOL] +# 289. - Delayed Blast Fireball (V,S) level 7 Evocation [Concentration] [SOL] **[Sorcerer, Wizard]** Conjures a ball of fire that grows more powerful with time, detonating when a creature enters its space or when the spell ends. -# 291. - Divine Word (V) level 7 Evocation [SOL] +# 290. - Divine Word (V) level 7 Evocation [SOL] **[Cleric]** Utter a divine word that inflicts various negative conditions on enemies you can see, based on their HP. Also banishes all celestials, elementals, feys, and fiends if they fail their saving throws. -# 292. - *Draconic Transformation* © (M,V,S) level 7 Transmutation [Concentration] [UB] +# 291. - *Draconic Transformation* © (M,V,S) level 7 Transmutation [Concentration] [UB] **[Druid, Sorcerer, Wizard]** @@ -1775,216 +1769,216 @@ With a roar, you draw on the magic of dragons to transform yourself, taking on d • When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one. • Incorporeal wings sprout from your back, giving you a flying speed of 60 feet. -# 293. - Finger of Death (V,S) level 7 Necromancy [SOL] +# 292. - Finger of Death (V,S) level 7 Necromancy [SOL] **[Sorcerer, Warlock, Wizard]** Send negative energy coursing through a creature within range. -# 294. - Fire Storm (V,S) level 7 Evocation [SOL] +# 293. - Fire Storm (V,S) level 7 Evocation [SOL] **[Cleric, Druid, Sorcerer]** Causes a wide wall of roaring flames to burst up wherever you choose within range. -# 295. - Gravity Slam (V,S) level 7 Transmutation [SOL] +# 294. - Gravity Slam (V,S) level 7 Transmutation [SOL] **[Druid, Sorcerer, Warlock, Wizard]** Increase gravity to slam everyone in a specific area onto the ground. -# 296. - Prismatic Spray (V,S) level 7 Evocation [SOL] +# 295. - Prismatic Spray (V,S) level 7 Evocation [SOL] **[Sorcerer, Wizard]** Each creature within the cone of effect is randomly affected by one or two (roll 8 on d8) rays with the following effects: -# 297. - Regenerate (V,S) level 7 Transmutation [SOL] +# 296. - Regenerate (V,S) level 7 Transmutation [SOL] **[Bard, Cleric, Druid]** Touch a creature and stimulate its natural healing ability. -# 298. - Rescue the Dying (V) level 7 Transmutation [UB] +# 297. - Rescue the Dying (V) level 7 Transmutation [UB] **[Cleric, Druid]** With a word, you call positive energy into the target's body to heal and ward it. The target regains a number of hit points equal to 4d10 + 30. It also gains temporary hit points equal to half that amount and resistance to all damage, both lasting until the end of your next turn. When you cast this spell using a spell slot of 8th level or higher, the healing increases by 2d10 for each slot level above 7th. -# 299. - Resurrection (M,V,S) level 7 Necromancy [SOL] +# 298. - Resurrection (M,V,S) level 7 Necromancy [SOL] **[Bard, Cleric, Druid]** Brings one creature back to life, up to 100 years after death. -# 300. - *Reverse Gravity* © (V,S) level 7 Transmutation [Concentration] [UB] +# 299. - *Reverse Gravity* © (V,S) level 7 Transmutation [Concentration] [UB] **[Druid, Sorcerer, Wizard]** This spell reverses gravity in a 50-foot-radius, 100-foot-high cylinder centered on a point within range. -# 301. - Symbol (V,S) level 7 Abjuration [SOL] +# 300. - Symbol (V,S) level 7 Abjuration [SOL] **[Bard, Cleric, Wizard]** Inscribe a glyph on a surface. When an enemy starts its turn in the area or enters it, the glyph's effect is applied in a sphere with a 12-cell radius. -# 302. - *Abi-Dalzim's Horrid Wilting* © (V,S) level 8 Necromancy [UB] +# 301. - *Abi-Dalzim's Horrid Wilting* © (V,S) level 8 Necromancy [UB] **[Sorcerer, Wizard]** You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and ice elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. -# 303. - Divine Blade (V,S) level 8 Evocation [Concentration] [SOL] +# 302. - Divine Blade (V,S) level 8 Evocation [Concentration] [SOL] **[Cleric]** A glowing blade of pure energy springs from your hand. On a hit, the target takes 6d8 radiant damage and must roll a Wisdom saving throw to avoid being stunned until the end of its next turn. -# 304. - Dominate Monster (V,S) level 8 Enchantment [Concentration] [SOL] +# 303. - Dominate Monster (V,S) level 8 Enchantment [Concentration] [SOL] **[Bard, Sorcerer, Warlock, Wizard]** Grants you control over an enemy creature of any type. -# 305. - Earthquake (V,S) level 8 Evocation [Concentration] [SOL] +# 304. - Earthquake (V,S) level 8 Evocation [Concentration] [SOL] **[Cleric, Druid, Sorcerer]** You create a seismic disturbance that violently shakes the ground and the creatures standing on it for the duration of the spell. -# 306. - Feeblemind (V,S) level 8 Enchantment [SOL] +# 305. - Feeblemind (V,S) level 8 Enchantment [SOL] **[Bard, Druid, Warlock, Wizard]** You blast the mind of one creature, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature's Intelligence, Charisma and Wisdom scores become 1 and it is unable to cast spells. These effects last for 1 minute. -# 307. - *Glibness* © (V) level 8 Transmutation [UB] +# 306. - *Glibness* © (V) level 8 Transmutation [UB] **[Bard, Warlock]** Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. -# 308. - Holy Aura (V,S) level 8 Abjuration [Concentration] [SOL] +# 307. - Holy Aura (V,S) level 8 Abjuration [Concentration] [SOL] **[Cleric]** Allies within 6 cells of you when you cast Holy Aura gain advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, they must succeed on a Constitution saving throw or be blinded until the spell ends. -# 309. - Incendiary Cloud (V,S) level 8 Conjuration [Concentration] [SOL] +# 308. - Incendiary Cloud (V,S) level 8 Conjuration [Concentration] [SOL] **[Sorcerer, Wizard]** A cloud of smoke appears in a sphere with a 4-cell radius. The cloud damages each creature inside it, and moves away from you each turn until the end of the spell's duration or until a moderate wind disperses the cloud. -# 310. - *Maddening Darkness* © (V) level 8 Evocation [Concentration] [UB] +# 309. - *Maddening Darkness* © (V) level 8 Evocation [Concentration] [UB] **[Warlock, Wizard]** Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. Shrieks, gibbering, and mad laughter can be heard within the sphere. On activation, and whenever a creature ends its turn in the sphere, it must make a Wisdom saving throw, taking 6d8 psychic damage on a failed save, or half as much damage on a successful one. -# 311. - Maze (V,S) level 8 Abjuration [Concentration] [SOL] +# 310. - Maze (V,S) level 8 Abjuration [Concentration] [SOL] **[Wizard]** You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the spell's duration or until it escapes the maze. -# 312. - *Mind Blank* © (V,S) level 8 Transmutation [UB] +# 311. - *Mind Blank* © (V,S) level 8 Transmutation [UB] **[Bard, Wizard]** Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. -# 313. - Power Word Stun (V) level 8 Enchantment [SOL] +# 312. - Power Word Stun (V) level 8 Enchantment [SOL] **[Bard, Sorcerer, Warlock, Wizard]** Overwhelm the mind of a creature that has 150 hit points or fewer, leaving it stunned. -# 314. - Soul Expulsion (V,S) level 8 Necromancy [UB] +# 313. - Soul Expulsion (V,S) level 8 Necromancy [UB] **[Cleric, Sorcerer, Wizard]** You blast a foe's soul with magical power, causing it to glow with otherwordly light. Choose one creature that you can see within range, which must make a Charisma saving throw. On a failed saving throw, the target takes 11d8 necrotic damage and is stunned until the start of your next turn. On a successful saving throw, the target takes half damage and isn't stunned. Each enemy other than the target that is within 60 feet of the target must make a Wisdom saving throw. On a failed save, a creature takes 7d8 radiant damage and has disadvantage on attack rolls until the end of your next turn. On a successful saving throw a creature takes half damage and nothing else. When this spell targets undead, the spell ignores any resistance or immunity to necrotic damage, and the target has disadvantage on the saving throw. When you cast this spell using a spell slot of 9th level, both the necrotic damage and radiant damage increase by 2d8. -# 315. - Spell Ward (V,S) level 8 Abjuration [Concentration] [SOL] +# 314. - Spell Ward (V,S) level 8 Abjuration [Concentration] [SOL] **[Cleric, Wizard]** Creates a mobile globe that is impenetrable to enemy spells cast from outside it. -# 316. - Sunburst (V,S) level 8 Evocation [SOL] +# 315. - Sunburst (V,S) level 8 Evocation [SOL] **[Druid, Sorcerer, Wizard]** Brilliant sunlight blazes in a sphere with a 12-cell radius. Each creature that fails a Constitution saving throw takes radiant damage and is blinded for 1 minute. Any darkness created by a spell in the area is dispelled. -# 317. - Thunderstorm (V,S) level 8 Transmutation [SOL] +# 316. - Thunderstorm (V,S) level 8 Transmutation [SOL] **[Cleric, Druid, Wizard]** You create a blast of thunder in a sphere that causes thunder and lightning damage to everyone, and can blind or stun those who fail a CON saving throw. -# 318. - Wild Shapes (V,S) level 8 Transmutation [Concentration] [SOL] +# 317. - Wild Shapes (V,S) level 8 Transmutation [Concentration] [SOL] Turns other creatures in to beasts for one day. -# 319. - *Foresight* © (V,S) level 9 Transmutation [UB] +# 318. - *Foresight* © (V,S) level 9 Transmutation [UB] **[Bard, Druid, Warlock, Wizard]** You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. -# 320. - *Invulnerability* © (M,V,S) level 9 Abjuration [Concentration] [UB] +# 319. - *Invulnerability* © (M,V,S) level 9 Abjuration [Concentration] [UB] **[Wizard]** You are immune to all damage until the spell ends. -# 321. - *Mass Heal* © (V,S) level 9 Transmutation [UB] +# 320. - *Mass Heal* © (V,S) level 9 Transmutation [UB] **[Cleric]** A flood of healing energy flows from you into injured creatures around you. You restore 120 hit points each to 6 creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs. -# 322. - *Meteor Swarm* © (V,S) level 9 Transmutation [UB] +# 321. - *Meteor Swarm* © (V,S) level 9 Transmutation [UB] **[Sorcerer, Wizard]** Blazing orbs of fire plummet to the ground at a single point you can see within range. Each creature in a 40-foot-radius sphere centered on the point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. -# 323. - *Power Word Heal* © (V,S) level 9 Enchantment [UB] +# 322. - *Power Word Heal* © (V,S) level 9 Enchantment [UB] **[Bard, Cleric]** A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs. -# 324. - *Power Word Kill* © (V,S) level 9 Transmutation [UB] +# 323. - *Power Word Kill* © (V,S) level 9 Transmutation [UB] **[Bard, Sorcerer, Warlock, Wizard]** You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. -# 325. - *Psychic Scream* © (S) level 9 Enchantment [UB] +# 324. - *Psychic Scream* © (S) level 9 Enchantment [UB] **[Bard, Sorcerer, Warlock, Wizard]** You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned for 1 minute. On a successful save, a target takes half as much damage and isn't stunned. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends. -# 326. - *Shapechange* © (M,V,S) level 9 Transmutation [Concentration] [UB] +# 325. - *Shapechange* © (M,V,S) level 9 Transmutation [Concentration] [UB] **[Druid, Wizard]** You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. -# 327. - *Time Stop* © (V) level 9 Transmutation [UB] +# 326. - *Time Stop* © (V) level 9 Transmutation [UB] **[Sorcerer, Wizard]** You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4+1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you. -# 328. - *Weird* © (V,S) level 9 Illusion [Concentration] [UB] +# 327. - *Weird* © (V,S) level 9 Illusion [Concentration] [UB] **[Warlock, Wizard]** diff --git a/SolastaUnfinishedBusiness/Info.json b/SolastaUnfinishedBusiness/Info.json index b0d3155460..ccbdafd455 100644 --- a/SolastaUnfinishedBusiness/Info.json +++ b/SolastaUnfinishedBusiness/Info.json @@ -1,7 +1,7 @@ { "Id": "SolastaUnfinishedBusiness", "DisplayName": "[Un] Finished Business", - "Version": "1.5.97.36", + "Version": "1.5.97.37", "GameVersion": "1.5.97", "ManagerVersion": "0.24.0", "AssemblyName": "SolastaUnfinishedBusiness.dll", diff --git a/SolastaUnfinishedBusiness/Patches/RulesetCharacterPatcher.cs b/SolastaUnfinishedBusiness/Patches/RulesetCharacterPatcher.cs index b12918189d..fb3a1de7a1 100644 --- a/SolastaUnfinishedBusiness/Patches/RulesetCharacterPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/RulesetCharacterPatcher.cs @@ -1703,9 +1703,9 @@ public static void Postfix(RulesetCharacter __instance, RestType restType, bool } //PATCH: support for Fighters to regain one second wind usage at short rests - // ReSharper disable once InvertIf var fighterClassLevel = __instance.GetClassLevel(Fighter); + // ReSharper disable once InvertIf if (Main.Settings.EnableSecondWindToUseOneDndUsagesProgression && restType == RestType.ShortRest && fighterClassLevel >= 1) diff --git a/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj b/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj index 077f7bda2f..796fb7e722 100644 --- a/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj +++ b/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj @@ -3,7 +3,7 @@ 12 net48 - 1.5.97.36 + 1.5.97.37 https://github.com/SolastaMods/SolastaUnfinishedBusiness git Debug Install;Release Install diff --git a/SolastaUnfinishedBusiness/Subclasses/DomainNature.cs b/SolastaUnfinishedBusiness/Subclasses/DomainNature.cs index 4d64c0c1c2..54e89f899e 100644 --- a/SolastaUnfinishedBusiness/Subclasses/DomainNature.cs +++ b/SolastaUnfinishedBusiness/Subclasses/DomainNature.cs @@ -24,7 +24,6 @@ namespace SolastaUnfinishedBusiness.Subclasses; public sealed class DomainNature : AbstractSubclass { private const string Name = "DomainNature"; - private const string AcquiredCantripsPoolName = $"{AttributeDefinitions.TagSubclass}Cleric1{Name}{Name}"; private static readonly string[] DampenElementsDamageTypes = [