{"Xanathar's Guide To Everything" {:orcpub.dnd.e5/spells {:shadow-blade- {:description "You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 1d8 + dex psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.\nIf you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. ", :key :shadow-blade-, :school "illusion", :name "Shadow blade ", :duration "concentration, up to 1 hour", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :attack-roll? true, :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "self"}}}, "Xanathars Guide to Everything Duplicates (arandomstringofnum#2919)" {:orcpub.dnd.e5/spells {:whirlwind {:description "A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.\nA creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.\nA restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.", :key :whirlwind, :school "evocation", :name "Whirlwind", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "a piece of straw", :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "300 feet"}, :shape-water {:description "You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\n• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.\n• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.\n• You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.\n• You freeze the water, provided that there are no crea-tures in it. The water unfreezes in 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :shape-water, :school "transmutation", :name "Shape Water", :duration "Instantaneous or 1 hour", :level 0, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}, :elemental-bane {:description "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 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.\nAt Higher Levels: 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.", :key :elemental-bane, :school "transmutation", :name "Elemental Bane", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :warlock true, :wizard true}, :range "90 feet"}, :skywrite {:description "You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.", :key :skywrite, :school "transmutation", :name "Skywrite", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :wizard true}, :range "Sight"}, :melf-s-minute-meteors {:description "You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.", :key :melf-s-minute-meteors, :school "evocation", :name "Melf’s Minute Meteors", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "niter, sulfur, and pine tar formed into a bead", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "Self"}, :frostbite {:description "You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :frostbite, :school "evocation", :name "Frostbite", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :dust-devil {:description "Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.\nAny creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.\nAs a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", :key :dust-devil, :school "conjuration", :name "Dust Devil", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "a pinch of dust", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :earth-tremor {:description "You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.\nAt Higher Levels. 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.", :key :earth-tremor, :school "evocation", :name "Earth Tremor", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "Self (10-foot radius)"}, :beast-bond {:description "You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see. ", :key :beast-bond, :school "divination", :name "Beast Bond", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "a bit of fur wrapped in a cloth", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :transmute-rock {:description "You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.\n\nTransmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration.\nIf you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.\nIf you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\n\nTransmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.", :key :transmute-rock, :school "transmutation", :name "Transmute Rock", :duration "Instantaneous", :level 5, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "clay and water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "120 feet"}, :thunderclap {:description "You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thunderclap, :school "evocation", :name "Thunderclap", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self (5-foot radius)"}, :storm-sphere {:description "A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.\nUntil the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.\nCreatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.", :key :storm-sphere, :school "evocation", :name "Storm Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :investiture-of-ice {:description "Until the spell ends, ice rimes your body, and you gain the following benefits:\n• You are immune to cold dama