- Hollowcrown: The Rift Between Worlds as its own seed (npm run seed:hollowcrown), built from the campaign book: pools, 58 monsters, 57 NPCs, 28 locations, 72 encounters with rewards, and DM notes. Shared seeding logic moved to prisma/seedCampaign.js. - What players can see: only encounters their own character is in; only the pool entries their character holds (plus starting options while building); only locations their character has been to; no invite code; no gold, inventory or money log of other players' characters. Socket events carry ids only and campaign rooms are members-only. - Encounters have a location; while one is in progress its characters are there, and visits are remembered. - Campaign setting to show players a health bar only for monsters and NPCs. - Initiative is entered as the d20 roll (1-20) and the bonus is added; players can enter their own character's roll. - Number fields enforce their limits when typing, and the API enforces the same limits. - Temp HP shows on HP bars and absorbs damage before real HP. - All packages at version 1.3.0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
389 lines
21 KiB
Markdown
389 lines
21 KiB
Markdown
# Spells
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How spells work in this app: the campaign's spell list, how a character comes
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to know a spell, who can use which spells, and what the spellcasting numbers
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mean.
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This describes the code as it stands. The built-in list is
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`backend/src/game/data/spellsLibrary.js`. Related: [WEAPONS.md](WEAPONS.md),
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[ITEMS.md](ITEMS.md), [CHARACTERS.md](CHARACTERS.md).
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## Contents
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1. [The basics](#1-the-basics)
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2. [The spell list](#2-the-spell-list)
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3. [The built-in library](#3-the-built-in-library)
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4. [Granting spells to characters](#4-granting-spells-to-characters)
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5. [Spell level and who can use it](#5-spell-level-and-who-can-use-it)
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6. [Damage](#6-damage)
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7. [Spellcasting numbers](#7-spellcasting-numbers)
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8. [Starting spells](#8-starting-spells)
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9. [Permissions](#9-permissions)
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10. [What is not modelled](#10-what-is-not-modelled)
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11. [The complete spell library](#11-the-complete-spell-library)
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---
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## 1. The basics
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- Every campaign has its own **spell list**. A spell exists in one campaign
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only.
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- A character **knows** spells from that list, each with a Prepared tick box.
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- The DM runs the list and decides who learns what. Players can only prepare
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and unprepare the spells they know.
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- Unlike weapons and items, a spell has **no level of its own to raise**. Its
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level is fixed, and so is its damage.
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## 2. The spell list
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The list is the "Spell List" card on the campaign page (DM only).
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| Field | What it is |
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|---|---|
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| Name | Free text, up to 80 characters |
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| Level | Cantrip, or level 1 to 9. Also the character level needed to use it (section 5) |
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| School | Free text: Evocation, Illusion… |
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| What it does | One sentence. Shown wherever the spell is shown |
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| Damage | Picked from a list, or "No damage". Fixed; it does not grow |
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| Starting option | Whether a brand-new character may pick it in the builder (section 8) |
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| Casting time, range, duration | Stored for library spells but not shown on any screen |
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A cantrip is a spell of level 0. The app always calls it a **cantrip**, never
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"level 0" or "level 1".
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- **Adding:** by hand with the "+ Add Spell" form (name, level, school,
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damage and what it does), or from the library.
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- **Changing:** damage (the drop-down in the table) and the starting-option
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tick box. Name, level, school and description cannot be changed on screen
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once created (the API accepts it); remove and re-add instead.
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- **Damage choices:** the drop-down offers "No damage", then 1 to 6, 8 or 10
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dice of d4, d6, d8, d10 or d12 (1d4 up to 10d12), plus the three unusual
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values the library uses (`3d4+3`, `2d8+4d6`, `20`).
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- **Removing:** the ✕ button. Every character who knows the spell forgets it.
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There is no undo.
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## 3. The built-in library
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"📚 From Library" offers 131 standard spells to copy into the list:
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| Level | Spells |
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|---|---|
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| Cantrips | 26 |
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| 1 | 30 |
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| 2 | 26 |
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| 3 | 21 |
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| 4 | 13 |
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| 5 | 15 |
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Before you add one, each row shows:
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- whether it is a **cantrip** or its **level**, and who can use it;
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- its **default damage**, or "no damage";
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- its school;
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- **what it does**, in a sentence.
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Every library spell is listed in full in
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[section 11](#11-the-complete-spell-library).
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35 of the library spells deal damage and come with a default, taken from the
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standard rules at the spell's own level. For example:
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| Spell | Level | Default damage |
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|---|---|---|
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| Fire Bolt | Cantrip | 1d10 |
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| Sacred Flame | Cantrip | 1d8 |
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| Magic Missile | 1 | 3d4+3 (all three darts together) |
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| Burning Hands | 1 | 3d6 |
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| Scorching Ray | 2 | 2d6 (per ray; there are three) |
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| Fireball | 3 | 8d6 |
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| Ice Storm | 4 | 2d8+4d6 |
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| Cone of Cold | 5 | 8d8 |
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Spells that heal, protect or control (Cure Wounds, Shield, Hold Person…) have
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no default. Pick a value from the Damage drop-down after adding if you want
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one shown.
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A spell added from the library is **not** a starting option until ticked. The
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library has nothing above level 5; add higher spells by hand.
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## 4. Granting spells to characters
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On a character's sheet, the DM picks a spell from the list and clicks Grant.
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- Any class can be granted any spell. Whether a non-spellcaster should have
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one is the DM's call.
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- The DM can remove a known spell with ✕.
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- The owning player ticks **Prepared**. Prepared is a label: there is no limit
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on how many spells are prepared.
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- **Passing a spell on.** A character's owner (or the DM) can give a known
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spell to another character in the campaign from the "Give to Another
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Character" card on the sheet. The spell moves: the giver no longer knows
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it. It cannot be given to someone who already knows it, and a recipient
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below the spell's level knows it but cannot use it yet.
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- The "Spells Known" card only appears on a sheet when the campaign's spell
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list has at least one spell.
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- Each known spell shows its level (or "Cantrip"), its damage, and what it
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does.
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## 5. Spell level and who can use it
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This is a house rule of this app. In standard D&D a 3rd-level spell needs a
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5th-level caster; here the two numbers are the same.
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**A character must be at least the spell's level to use it.** Cantrips are
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open to everyone.
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| Spell | Who can use it |
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|---|---|
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| Cantrip | Any character |
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| Level 1 | Any character (everyone starts at level 1) |
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| Level 2 | Characters of level 2 and above |
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| Level 3 | Characters of level 3 and above |
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| … | … |
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| Level 9 | Characters of level 9 and above |
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A spell above the character's level can still be **known**, but it shows
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"Requires level N", cannot be prepared, and is left out of encounters. If the
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DM lowers a character's level, spells now out of reach are unprepared
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automatically.
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## 6. Damage
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A spell's damage is whatever is picked in its Damage drop-down, shown beside
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the spell on the sheet and in encounters. It does not change with the character's
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level, and nothing is added to it.
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## 7. Spellcasting numbers
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Shown only for classes with a spellcasting ability:
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| Class | Spellcasting ability |
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|---|---|
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| Wizard | Intelligence |
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| Cleric, Druid, Ranger | Wisdom |
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| Bard, Paladin, Sorcerer, Warlock | Charisma |
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| Barbarian, Fighter, Monk, Rogue | None |
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| Number | Formula | Used when |
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|---|---|---|
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| Spell save DC | 8 + proficiency bonus + spellcasting ability modifier | A target rolls to resist your spell |
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| Spell attack bonus | Proficiency bonus + spellcasting ability modifier | You roll to hit with a spell |
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A character without a spellcasting class can still be granted spells, but has
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no save DC or attack bonus shown.
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## 8. Starting spells
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In the builder's equipment step a new character can pick spells that are:
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- ticked as a **starting option** in the list,
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- **cantrips or level 1** (a new character is level 1), and
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- only if the character's **class has a spellcasting ability**.
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The number allowed is the campaign's "starting spells" setting. Starting
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spells arrive unprepared.
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## 9. Permissions
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| Action | DM | Owning player | Other players |
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|---|---|---|---|
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| See the spell list | Yes | Only what their own character holds, plus the starting options while they have a character to build | The same, for their own character |
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| See the built-in library | Yes | No | No |
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| Add, change or remove spells in the list | Yes | No | No |
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| Grant a spell from the list, or remove one | Yes | No | No |
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| Give a known spell to another character | Yes | Yes | No |
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| Prepare or unprepare | Yes | Yes, if the character can use it | No |
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| See a character's spells | Yes | Yes | Yes |
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## 10. What is not modelled
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- Spell slots, and casting a spell at a higher level
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- Cantrip damage increasing at higher character levels
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- Limits on how many spells can be prepared or known
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- Concentration, components, rituals
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- Class spell lists (any spell can be granted to anyone)
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- Healing amounts as a separate value (pick them in Damage if you want them
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shown)
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- Applying spell damage to a target automatically
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## 11. The complete spell library
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Every spell "📚 From Library" offers, with the damage it arrives with.
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This list is written from the app's own data by `npm run docs:lists` (in `/backend`). Re-run it after changing the data; do not edit the list by hand.
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<!-- BEGIN GENERATED: spell-library -->
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### Cantrips (26)
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Usable by any character.
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| Spell | School | Damage | What it does |
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|---|---|---|---|
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| Acid Splash | Conjuration | 1d6 | Hurl a bubble of acid at one or two creatures within 5 feet of each other. |
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| Blade Ward | Abjuration | — | Resist bludgeoning, piercing, and slashing damage until your next turn. |
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| Chill Touch | Necromancy | 1d8 | A ghostly hand deals necrotic damage and prevents healing. |
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| Dancing Lights | Illusion | — | Create up to four torch-sized lights that you can move. |
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| Druidcraft | Transmutation | — | A small, harmless nature-flavored effect: predict weather, sprout a seedling, and the like. |
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| Eldritch Blast | Evocation | 1d10 | A beam of crackling energy strikes one creature for force damage. |
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| Fire Bolt | Evocation | 1d10 | Hurl a mote of fire that deals fire damage on a hit. |
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| Friends | Enchantment | — | Advantage on Charisma checks against one creature for the duration. |
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| Guidance | Divination | — | Add 1d4 to one ability check of your choice. |
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| Light | Evocation | — | An object sheds bright light in a 20-foot radius. |
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| Mage Hand | Conjuration | — | A spectral hand manipulates objects, opens doors, and carries small items. |
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| Mending | Transmutation | — | Repairs a single break or tear in an object. |
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| Message | Transmutation | — | Whisper a message to a target that only they can hear, with a whispered reply. |
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| Minor Illusion | Illusion | — | Create a sound or an image of an object for the duration. |
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| Poison Spray | Conjuration | 1d12 | Project a puff of noxious gas that deals poison damage. |
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| Prestidigitation | Transmutation | — | A minor magical trick — light a candle, clean an object, chill or warm food, and the like. |
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| Produce Flame | Conjuration | 1d8 | A flickering flame in your hand sheds light and can be hurled for fire damage. |
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| Ray of Frost | Evocation | 1d8 | A ray of freezing energy deals cold damage and slows the target. |
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| Resistance | Abjuration | — | The target adds 1d4 to one saving throw of its choice. |
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| Sacred Flame | Evocation | 1d8 | Radiant flame descends on a creature that must succeed a Dexterity save or take damage. |
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| Shillelagh | Transmutation | — | Imbue a club or quarterstaff with magic, using Wisdom for its attack and damage. |
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| Shocking Grasp | Evocation | 1d8 | Lightning springs from your hand, dealing damage and preventing reactions. |
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| Spare the Dying | Necromancy | — | A creature you touch that has 0 hit points becomes stable. |
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| Thorn Whip | Transmutation | 1d6 | A vine-like whip deals damage and drags the target closer. |
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| True Strike | Divination | — | Gain advantage on your next attack roll against the target. |
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| Vicious Mockery | Enchantment | 1d4 | A string of insults deals psychic damage and imposes disadvantage on the target’s next attack. |
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### Level 1 (30 spells)
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Needs character level 1.
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| Spell | School | Damage | What it does |
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|---|---|---|---|
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| Alarm | Abjuration | — | Set an audible or mental alarm against intruders. |
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| Animal Friendship | Enchantment | — | Convince a beast that you mean it no harm. |
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| Bane | Enchantment | — | Up to three creatures subtract 1d4 from attack rolls and saves. |
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| Bless | Enchantment | — | Up to three creatures add 1d4 to attack rolls and saves. |
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| Burning Hands | Evocation | 3d6 | A thin sheet of flame sweeps out from your hands. |
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| Charm Person | Enchantment | — | A humanoid you can see regards you as a friendly acquaintance. |
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| Color Spray | Illusion | — | A dazzling array of flashing colors can blind weak creatures. |
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| Command | Enchantment | — | Speak a one-word command a creature must obey. |
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| Comprehend Languages | Divination | — | Understand any spoken or written language. |
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| Cure Wounds | Evocation | — | A creature you touch regains hit points. |
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| Detect Magic | Divination | — | Sense the presence of magic within 30 feet. |
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| Disguise Self | Illusion | — | Change your appearance, including clothing and gear. |
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| Entangle | Conjuration | — | Grasping weeds and vines sprout in a 20-foot square. |
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| Faerie Fire | Evocation | — | Objects in a 20-foot cube are outlined in light, granting attackers advantage. |
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| Feather Fall | Transmutation | — | Falling creatures slow to a gentle descent. |
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| Fog Cloud | Conjuration | — | A 20-foot-radius sphere of fog heavily obscures the area. |
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| Guiding Bolt | Evocation | 4d6 | A flash of light streaks to a target, dealing radiant damage. |
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| Healing Word | Evocation | — | A creature you can see regains hit points. |
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| Hunter's Mark | Divination | 1d6 | Deal extra damage to a marked target and track it magically. |
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| Identify | Divination | — | Learn the properties of a magic item or the nature of a spell affecting a creature. |
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| Jump | Transmutation | — | A creature's jump distance triples. |
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| Longstrider | Transmutation | — | A creature's speed increases by 10 feet. |
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| Mage Armor | Abjuration | — | A protective magical force gives the target a base AC of 13 + Dex modifier. |
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| Magic Missile | Evocation | 3d4+3 | Three darts of magical force each strike a target unerringly. |
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| Protection from Evil and Good | Abjuration | — | Protect a creature from aberrations, celestials, elementals, fey, fiends, and undead. |
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| Shield | Abjuration | — | An invisible barrier grants +5 AC until the start of your next turn. |
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| Sleep | Enchantment | — | Creatures in a 20-foot radius fall unconscious, weakest hit points first. |
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| Speak with Animals | Divination | — | Comprehend and verbally communicate with beasts. |
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| Thunderwave | Evocation | 2d8 | A wave of thunderous force sweeps out, damaging and pushing creatures. |
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| Witch Bolt | Evocation | 1d12 | A beam of lightning forms a sustained arc that damages the target each turn. |
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### Level 2 (26 spells)
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Needs character level 2.
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| Spell | School | Damage | What it does |
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|---|---|---|---|
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| Aid | Abjuration | — | Bolster allies with additional hit points. |
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| Alter Self | Transmutation | — | Assume a variety of minor physical changes. |
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| Animal Messenger | Enchantment | — | Send a tiny animal to deliver a short message. |
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| Blindness/Deafness | Necromancy | — | Blind or deafen a creature that fails a Constitution save. |
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| Blur | Illusion | — | Your outline blurs, giving attackers disadvantage. |
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| Darkvision | Transmutation | — | Grant a creature darkvision out to 60 feet. |
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| Enhance Ability | Transmutation | — | Grant advantage on checks with one chosen ability. |
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| Enlarge/Reduce | Transmutation | — | A creature or object doubles or halves in size. |
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| Flaming Sphere | Conjuration | 2d6 | A 5-foot-diameter sphere of fire rolls where you direct it. |
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| Gust of Wind | Evocation | — | A line of strong wind pushes creatures and extinguishes flames. |
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| Hold Person | Enchantment | — | Paralyze a humanoid that fails a Wisdom save. |
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| Invisibility | Illusion | — | A creature you touch becomes invisible. |
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| Lesser Restoration | Abjuration | — | End one disease or condition afflicting the target. |
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| Levitate | Transmutation | — | A creature or object rises vertically and can be moved. |
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| Mirror Image | Illusion | — | Three illusory duplicates of yourself spring into being. |
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| Misty Step | Conjuration | — | Teleport up to 30 feet in a burst of silvery mist. |
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| Moonbeam | Evocation | 2d10 | A silvery beam of pale light shines down in a 5-foot-radius cylinder. |
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| Pass without Trace | Abjuration | — | The party becomes exceptionally difficult to track. |
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| Scorching Ray | Evocation | 2d6 | Three rays of fire streak toward targets within range. |
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| Shatter | Evocation | 3d8 | A sudden loud ringing noise deals thunder damage in a 10-foot-radius sphere. |
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| Silence | Illusion | — | No sound can be created within or pass through a 20-foot-radius sphere. |
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| Spider Climb | Transmutation | — | A creature gains the ability to move on vertical surfaces and ceilings. |
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| Spiritual Weapon | Evocation | 1d8 | A spectral weapon attacks a target and can be moved each turn. |
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| Suggestion | Enchantment | — | Plant a reasonable-sounding suggestion in a creature’s mind. |
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| Web | Conjuration | — | Thick, sticky webs fill a 20-foot cube. |
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| Zone of Truth | Enchantment | — | Creatures in a 15-foot-radius sphere can’t speak a deliberate lie. |
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### Level 3 (21 spells)
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Needs character level 3.
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| Spell | School | Damage | What it does |
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|---|---|---|---|
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| Animate Dead | Necromancy | — | Raise a skeleton or zombie from a corpse to fight for you. |
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| Beacon of Hope | Abjuration | — | Bolster creatures against despair, granting advantage on saves and max healing. |
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| Call Lightning | Conjuration | 3d10 | A storm cloud forms and you can call down bolts of lightning. |
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| Counterspell | Abjuration | — | Interrupt a creature casting a spell. |
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| Daylight | Evocation | — | A 60-foot-radius sphere of bright light spreads out. |
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| Dispel Magic | Abjuration | — | End one active spell affecting a creature, object, or effect. |
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| Fear | Illusion | — | Creatures in the cone become frightened and drop what they’re holding. |
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| Fireball | Evocation | 8d6 | A bright streak explodes into flame, dealing fire damage in a 20-foot radius. |
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| Fly | Transmutation | — | The target gains a flying speed of 60 feet. |
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| Haste | Transmutation | — | Double the target’s speed and grant an extra action. |
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| Lightning Bolt | Evocation | 8d6 | A stroke of lightning blasts out in a line, dealing lightning damage. |
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| Mass Healing Word | Evocation | — | Up to six creatures you can see regain hit points. |
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| Nondetection | Abjuration | — | Hide a target from divination magic. |
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| Protection from Energy | Abjuration | — | Resistance to one damage type of your choice. |
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| Remove Curse | Abjuration | — | Lift a curse from a creature or object. |
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| Revivify | Necromancy | — | A creature that died within the last minute returns to life with 1 hit point. |
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| Sleet Storm | Conjuration | — | Freezing rain falls in a 40-foot-radius cylinder, icing the ground. |
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| Slow | Transmutation | — | Up to six creatures are hindered, halving their speed and worse. |
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| Spirit Guardians | Conjuration | 3d8 | Protective spirits swirl around you, damaging enemies that enter. |
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| Stinking Cloud | Conjuration | — | A 20-foot-radius sphere of yellow, nauseating gas spreads out. |
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| Water Breathing | Transmutation | — | Up to ten creatures can breathe underwater. |
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### Level 4 (13 spells)
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Needs character level 4.
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| Spell | School | Damage | What it does |
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|---|---|---|---|
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| Banishment | Abjuration | — | Send a creature to a harmless demiplane. |
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| Blight | Necromancy | 8d8 | Necromantic energy withers a creature, dealing necrotic damage. |
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| Confusion | Enchantment | — | Creatures in a 10-foot-radius sphere act randomly. |
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| Dimension Door | Conjuration | — | Teleport yourself (and possibly a companion) to a spot you can visualize. |
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| Fire Shield | Evocation | 2d8 | Wreathe yourself in flame that damages attackers and grants resistance. |
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| Freedom of Movement | Abjuration | — | The target’s movement is unaffected by difficult terrain and restraints. |
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| Greater Invisibility | Illusion | — | The target becomes invisible even while attacking. |
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| Guardian of Faith | Conjuration | 20 | A Large spectral guardian appears and attacks enemies near it. |
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| Ice Storm | Evocation | 2d8+4d6 | Hail hammers a 20-foot-radius cylinder, dealing bludgeoning and cold damage. |
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| Polymorph | Transmutation | — | Transform a creature into a new form. |
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| Stone Shape | Transmutation | — | Reshape a chunk of stone into a form you desire. |
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| Stoneskin | Abjuration | — | The target gains resistance to nonmagical bludgeoning, piercing, and slashing damage. |
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| Wall of Fire | Evocation | 5d8 | Conjure a wall of fire that damages creatures passing through it. |
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### Level 5 (15 spells)
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Needs character level 5.
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| Spell | School | Damage | What it does |
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|---|---|---|---|
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| Animate Objects | Transmutation | — | Up to ten nonmagical objects animate and fight for you. |
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| Cloudkill | Conjuration | 5d8 | A 20-foot-radius sphere of poisonous, yellow-green fog billows out. |
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| Cone of Cold | Evocation | 8d8 | A blast of cold air deals cold damage to everything in the cone. |
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| Contagion | Necromancy | — | Infect a creature with a magical disease. |
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| Dispel Evil and Good | Abjuration | — | Protection and the ability to banish otherworldly creatures. |
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| Dominate Person | Enchantment | — | Attempt to beguile a humanoid and control its actions. |
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| Flame Strike | Evocation | 8d6 | A column of divine fire roars down, dealing fire and radiant damage. |
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| Greater Restoration | Abjuration | — | Undo a debilitating effect: reduced ability score, exhaustion, or curse. |
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| Hold Monster | Enchantment | — | Paralyze one creature that fails a Wisdom save. |
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| Insect Plague | Conjuration | 4d10 | A swarm of biting, stinging insects fills a 20-foot-radius sphere. |
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| Legend Lore | Divination | — | Learn what you know, or have heard, about a name, place, or object. |
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| Mass Cure Wounds | Evocation | — | Up to six creatures in a 30-foot-radius sphere regain hit points. |
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| Raise Dead | Necromancy | — | Return a dead creature to life, as long as its body is mostly intact. |
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| Wall of Force | Evocation | — | An invisible wall of force springs into existence, impenetrable to physical force. |
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| Wall of Stone | Evocation | — | A nonmagical wall of solid stone springs into existence. |
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