From 0c7948afdd2046f5d14f5cab54ec1a9282d79b66 Mon Sep 17 00:00:00 2001 From: Jacob Date: Tue, 18 Jul 2017 20:24:12 +0100 Subject: [PATCH] Changed all "1 action" casting times to "action" so it displays properly i.e. it displays as "Evocation action" rather than "Evocation 1 action" for example Also did the same for "1 bonus action" -> "bonus action" --- dataSources/srd/spells.json | 484 ++++++++++++++++++------------------ 1 file changed, 242 insertions(+), 242 deletions(-) diff --git a/dataSources/srd/spells.json b/dataSources/srd/spells.json index de639795..bdbcde48 100644 --- a/dataSources/srd/spells.json +++ b/dataSources/srd/spells.json @@ -1,7 +1,7 @@ [ { - "castingTime": "1 action", + "castingTime": "action", "description": "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage aI the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.\n At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.", "duration": "Instantaneous", "level": 2, @@ -17,7 +17,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "duration": "Instantaneous", "level": 0, @@ -32,7 +32,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.", "duration": "8 hours", "level": 2, @@ -64,7 +64,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.\n Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.\n Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.\n Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.", "duration": "Concentration, up to 1 hour", "level": 2, @@ -79,7 +79,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.\n When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.\n At Higher Levels.If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.", "duration": "24 hours", "level": 1, @@ -95,7 +95,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.\n The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells.\n The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.", "duration": "Concentration, up to 24 hours", "level": 8, @@ -126,7 +126,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.\n As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\nAnimated Object Statistics Size HP AC Attack Str Dex Tiny\n20 18 +8 to hit, 1d4 + 4 damage 4 18\nSmall 25 16 +6 to hit, 1d8 + 2 damage 6 14\nMedium 40 13 +5 to hit, 2d6 + 1 damage 10 12\nLarge 50 10 +6 to hit, 2d10 + 2 damage 14 10\nHuge 80 10 +8 to hit, 2d12 + 4 damage 18 6\n An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.\n If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.\n At Higher Levels.If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.", "duration": "Concentration, up to 1 minute", "level": 5, @@ -141,7 +141,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.\n The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.\n If you move so that an affected creature is forced to pass through the barrier, the spell ends.", "duration": "Concentration, up to 1 hour", "level": 5, @@ -156,7 +156,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. \n Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.", "duration": "Concentration, up to 1 hour", "level": 8, @@ -188,7 +188,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create an invisible, magical eye within range that hovers in the air for the duration.\n You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.\n As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.", "duration": "Concentration, up to 1 hour", "level": 4, @@ -204,7 +204,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.\n The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.\n Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.\n Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.\n Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.\n Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.\n At \n Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.", "duration": "Concentration, up to 1 minute", "level": 5, @@ -220,7 +220,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.\n While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.", "duration": "Until dispelled", "level": 2, @@ -284,7 +284,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.\n At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "duration": "Concentration, up to 1 minute", "level": 1, @@ -300,7 +300,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. \nIf the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target 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.\n If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.\n At 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.", "duration": "Concentration, up to 1 minute", "level": 4, @@ -316,7 +316,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.", "duration": "Concentration, up to 1 hour", "level": 2, @@ -332,7 +332,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.", "duration": "Concentration, up to 1 minute", "level": 3, @@ -347,7 +347,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spelL When you cast this spell, choose the nature of the curse from the following options:\n * Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.\n * While cursed, the target has disadvantage on attack rolls against you.\n * While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.\n * While the target is cursed, your attacks and spells deal an extra ld8 necrotic damage to the target.\nA remove curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.\n At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration. ", "duration": "Concentration, up to 1 minute", "level": 3, @@ -362,7 +362,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.\n When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles lakes 3d6 bludgeoning damage.\n A creature restrained by the tentacles can use its action lo make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.", "duration": "Concentration, up to 1 minute", "level": 4, @@ -378,7 +378,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.\n When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.", "duration": "Concentration, up to 10 minutes", "level": 6, @@ -393,7 +393,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.\n At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "duration": "Concentration, up to 1 minute", "level": 1, @@ -409,7 +409,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.\n If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.\n If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.\n At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.", "duration": "Instantaneous", "level": 4, @@ -424,7 +424,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.\n At Higher Levels. 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.", "duration": "1 minute", "level": 2, @@ -439,7 +439,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.\n While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.", "duration": "1 minute", "level": 3, @@ -454,7 +454,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.", "duration": "Concentration, up to 1 minute", "level": 2, @@ -469,7 +469,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.\n The fire ignites any flammable objects in the area that aren’t being worn or carried.\n At 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.", "duration": "Instantaneous", "level": 1, @@ -484,7 +484,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).\n When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed sav , or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.\n If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.\n At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.", "duration": "Concentration, up to 10 minutes", "level": 3, @@ -499,7 +499,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.\n You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.\n Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.", "duration": "Concentration, up to 1 minute", "level": 2, @@ -514,7 +514,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.", "duration": "Instantaneous", "level": 6, @@ -530,7 +530,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.\n At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", "duration": "1 hour", "level": 1, @@ -545,7 +545,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.\n If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.\n This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "1 round", "level": 0, @@ -560,7 +560,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.\n At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.", "duration": "Instantaneous", "level": 6, @@ -608,7 +608,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "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.\n At Higher Levels. 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.", "duration": "Concentration, up to 10 minutes", "level": 5, @@ -623,7 +623,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).\n Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.\n At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.", "duration": "1 round", "level": 1, @@ -639,7 +639,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.\n Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.\n Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n Drop. The target drops whatever it is holding and then ends its turn.\n Flee. The target spends its turn moving away from you by the fastest available means.\n Grovel. The target falls prone and then ends its turn.\n Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.\n At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", "duration": "1 round", "level": 1, @@ -685,7 +685,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.\n This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.", "duration": "1 hour", "level": 1, @@ -701,7 +701,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", "duration": "Instantaneous", "level": 5, @@ -717,7 +717,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.\n An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\nBehavior for each d10 Roll\n• 1 -> The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.\n• 2-6 -> The creature doesn’t move or take actions this turn.\n• 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. • 9-10 -> The creature can act and move normally.\n\nAt the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. \n At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.", "duration": "Concentration, up to 1 minute", "level": 4, @@ -733,7 +733,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:\n• One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower\n• Four beasts of challenge rating 1/2 or lower\n• Eight beasts of challenge rating 1/4 or lower\nEach beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.\n The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.\n The DM has the creatures’ statistics.\n At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot. and four times as many with a 9th level slot.", "duration": "Concentration, up to 1 hour", "level": 3, @@ -809,7 +809,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "V, S, M (one holly berry per creature summoned)", "duration": "Concentration, up to 1 hour", "level": 4, @@ -840,7 +840,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.\n At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.\n Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.\n Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.\n Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws. and attack rolls that use Strength.\n Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.\n Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.\n Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.\n Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.", "duration": "7 days", "level": 5, @@ -871,7 +871,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.", "duration": "Until Dispelled", "level": 2, @@ -887,7 +887,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choosr a different one.\n Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.\n If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.\n The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.\n When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.\n The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.", "duration": "Concentration, up to 8 hours", "level": 4, @@ -919,7 +919,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.", "duration": "Instantaneous", "level": 3, @@ -934,7 +934,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You either create or destroy water.\n Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. \n Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. \n At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.", "duration": "Instantaneous", "level": 1, @@ -982,7 +982,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.\n At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.", "duration": "Instantaneous", "level": 1, @@ -997,7 +997,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.\n As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.", "duration": "Concentration, up to 1 minute", "level": 0, @@ -1013,7 +1013,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.\n If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.\n If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.", "duration": "Concentration, up to 10 minutes", "level": 2, @@ -1029,7 +1029,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.", "duration": "8 hours", "level": 2, @@ -1045,7 +1045,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.\n If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.\n If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.", "duration": "8 hours", "level": 4, @@ -1060,7 +1060,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch a creature and grant it a measure of protection from death.\n The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.\n If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.", "duration": "8 hours", "level": 4, @@ -1075,7 +1075,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.\n The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.\n If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.\n The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.\n At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.", "duration": "Concentration, up to 1 minute", "level": 7, @@ -1091,7 +1091,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create a shadowy door on a fIat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.\n Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.", "duration": "1 hour", "level": 8, @@ -1106,7 +1106,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.\n The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "duration": "Concentration, up to 10 minutes", "level": 1, @@ -1121,7 +1121,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "duration": "Concentration, up to 10 minutes", "level": 1, @@ -1136,7 +1136,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.\n The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "duration": "Concentration, up to 10 minutes", "level": 1, @@ -1152,7 +1152,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "For the duration, you can read the thoughts of certain creatures, When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you, If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. \n You initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.\n Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.\n You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.\n Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.", "duration": "Concentration, up to 1 minute ", "level": 2, @@ -1168,7 +1168,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”\n You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.\n If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.", "duration": "Instantaneous", "level": 4, @@ -1183,7 +1183,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.\n The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.\n To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.", "duration": "1 hour", "level": 1, @@ -1198,7 +1198,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.\n A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.\n A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.\n This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.\n At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.", "duration": "Instantaneous", "level": 6, @@ -1214,7 +1214,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.\n You can end the spell early by using either of the following special functions.\n Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.\n Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.", "duration": "Concentration, up to 1 minute", "level": 5, @@ -1230,7 +1230,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.", "duration": "Instantaneous", "level": 3, @@ -1245,7 +1245,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.", "duration": "Instantaneous", "level": 4, @@ -1261,7 +1261,7 @@ } }, { - "castingTime": "1 bonus action", + "castingTime": "bonus action", "description": "Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.", "duration": "Concentration, up to 1 minute", "level": 1, @@ -1276,7 +1276,7 @@ } }, { - "castingTime": "1 bonus action", + "castingTime": "bonus action", "description": "You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:\n• 50 hit points or fewer: deafened for 1 minute\n• 40 hit points or fewer: deafened and blinded for 10 minutes\n• 30 hit points or fewer: blinded, deafened, and stunned for 1 hour\n• 20 hit points or fewer: killed instantly\nRegardless of its current hit points, a celestial, an elemental, a fey. or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.", "duration": "Instantaneous", "level": 7, @@ -1291,7 +1291,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\n While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as ”Attack that creature.” ”Run over there,” or ”Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.\n You can use your action to take total and precise controI of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\n Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.\n At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.", "duration": "Concentration, up to 1 minute", "level": 4, @@ -1306,7 +1306,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\n While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.\n You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\n Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.\n At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.", "duration": "Concentration, up to 1 hour", "level": 8, @@ -1321,7 +1321,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\n While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.\n You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.\n Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.", "duration": "Concentration, up to 1 minute", "level": 5, @@ -1368,7 +1368,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.\n The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.\n When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.\n This spell can have additional effects depending on the terrain in the area, as determined by the DM.\n Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.\n A fissure that opens beneath a structure causes it to automatically collapse (see below). \n Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.", "duration": "Concentration, up to 1 minute", "level": 8, @@ -1384,7 +1384,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.\n Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.\n Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.\n Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.\n Eagle’s Splendor. The target has advantage on Charisma checks.\n Fox’s Cunning. The target has advantage on Intelligence checks.\n Owl’s Wisdom. The target has advantage on Wisdom checks.\n At Higher Levels. 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.", "duration": "Concentration, up to 1 hour", "level": 2, @@ -1400,7 +1400,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.\n If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. \n Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on strength checks and strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.\n Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category-from Medium to Small, for example. Until the spell ends, the target also has disadvantage on strength checks and strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).", "duration": "Concentration, up to 1 minute", "level": 2, @@ -1416,7 +1416,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.\n A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.\n When the spell ends, the conjured plants wilt away.", "duration": "Concentration, up to 1 minute", "level": 1, @@ -1431,7 +1431,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You weave a distracting string of words, causing the creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.", "duration": "1 minute", "level": 2, @@ -1446,7 +1446,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away. \n While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.\n You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.\n When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.\n This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.\n At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.", "duration": "Up to 8 hours", "level": 7, @@ -1461,7 +1461,7 @@ } }, { - "castingTime": "1 bonus action", + "castingTime": "bonus action", "description": "This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.", "duration": "Concentration, up to 10 minutes", "level": 1, @@ -1476,7 +1476,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.\n Asleep. The target falls unconscious, it wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.\n Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.\n Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.", "duration": "Concentration, up to 1 minute", "level": 6, @@ -1506,7 +1506,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10 foot radius. Any attack roll against an affected creature or object the attacker can see it, and the affected creature or object can’t benefit from being invisible.", "duration": "Concentration, up to 1 minute", "level": 1, @@ -1521,7 +1521,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.\n At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.", "duration": "1 hour", "level": 1, @@ -1537,7 +1537,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You project a phantasmal fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.\n While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.", "duration": "Concentration, up to 1 minute", "level": 3, @@ -1569,7 +1569,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.\n On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.\n At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.\n The spell can also be ended by greater restoration, heal, or wish.", "duration": "Instantaneous", "level": 8, @@ -1616,7 +1616,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.\n This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.", "duration": "Instantaneous", "level": 2, @@ -1631,7 +1631,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.\n A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.", "duration": "Instantaneous", "level": 7, @@ -1646,7 +1646,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. 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 3rd.", "duration": "Instantaneous", "level": 3, @@ -1662,7 +1662,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.\n The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.\n In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.", "duration": "10 minutes", "level": 4, @@ -1678,7 +1678,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.", "duration": "Instantaneous", "level": 7, @@ -1693,7 +1693,7 @@ } }, { - "castingTime": "1 bonus action", + "castingTime": "bonus action", "description": "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but You can evoke the blade again as a bonus action.\n You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.\n The flaming blade sheds bright light in a 10.foot radills and dim light for an additional 10 feel.\n At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.", "duration": "Concentration, up to 10 minutes", "level": 2, @@ -1709,7 +1709,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.\n At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.", "duration": "Instantaneous", "level": 5, @@ -1725,7 +1725,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.\n As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. \n When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "duration": "Concentration, up to 1 minute", "level": 2, @@ -1741,7 +1741,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.\n A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.\n If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.\n If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.", "duration": "Concentration, up to 1 minute", "level": 6, @@ -1757,7 +1757,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.\n At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", "duration": "Concentration, up to 10 minutes", "level": 3, @@ -1773,7 +1773,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.\n At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.", "duration": "Concentration, up to 1 hour", "level": 1, @@ -1804,7 +1804,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.\n A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.\n A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\n When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit Inside the area, are pushed away from the center of the area until they are completely outside the area.\n A creature inside the cage can’t leave It by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\n This spell can’t be dispelled by dispel magic.", "duration": "1 hour", "level": 7, @@ -1836,7 +1836,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.\n The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.", "duration": "1 hour", "level": 4, @@ -1852,7 +1852,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.\n While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.\n While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.", "duration": "Concentration, up to 1 hour", "level": 3, @@ -1868,7 +1868,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.\n The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.\n Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. \n When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.", "duration": "Concentration, up to 1 minute", "level": 9, @@ -1899,7 +1899,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.", "duration": "10 days", "level": 2, @@ -1915,7 +1915,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.\n Each creature obeys your verbal commands, and in combat, they act on your tum each round. The DM has the statistics for these creatures and resolves their actions and movement.\n A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.\n The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp. ", "duration": "Concentration, up to 10 minutes ", "level": 4, @@ -1930,7 +1930,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.", "duration": "1 hour", "level": 8, @@ -1945,7 +1945,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.\n Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.\n At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.", "duration": "Concentration, up to 1 minute", "level": 6, @@ -1977,7 +1977,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Slick grease covers the ground in a 10-fool square centered on a point within range and turns it into difficult terrain for the duration.\n When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.", "duration": "1 minute", "level": 1, @@ -1993,7 +1993,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.", "duration": "Concentration, up to 1 minute", "level": 4, @@ -2008,7 +2008,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:\n• One effect that charmed or petrified the target\n• One curse, including the target’s attunement to a cursed magic item\n• Any reduction to one of the target’s ability scores\n• One effect reducing the target’s hit point maximum", "duration": "Instantaneous", "level": 5, @@ -2040,7 +2040,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.", "duration": "Concentration, up to 1 minute", "level": 0, @@ -2055,7 +2055,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.\n At 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.", "duration": "1 round", "level": 1, @@ -2070,7 +2070,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.\n Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\n The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\n As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.", "duration": "Concentration, up to 1 minute", "level": 2, @@ -2118,7 +2118,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.", "duration": "Instantaneous", "level": 6, @@ -2133,7 +2133,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.", "duration": "Concentration, up to 1 minute", "level": 3, @@ -2149,7 +2149,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.", "duration": "Instantaneous", "level": 6, @@ -2164,7 +2164,7 @@ } }, { - "castingTime": "1 bonus action", + "castingTime": "bonus action", "description": "A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.", "duration": "Instantaneous", "level": 1, @@ -2179,7 +2179,7 @@ } }, { - "castingTime": "1 bonus action", + "castingTime": "bonus action", "description": "Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.\n If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.\n At 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.", "duration": "Instantaneous", "level": 2, @@ -2210,7 +2210,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.\n At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "duration": "Concentration, up to 1 minute", "level": 1, @@ -2225,7 +2225,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.\n At Higher Levels. When you cast this spell using a spell slot of 6th level or higher. you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.", "duration": "Concentration, up to 1 minute", "level": 5, @@ -2241,7 +2241,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.\n At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.", "duration": "Concentration, up to 1 minute", "level": 2, @@ -2257,7 +2257,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have 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, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.", "duration": "Concentration, up to 1 minute", "level": 8, @@ -2273,7 +2273,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.\n The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.", "duration": "Concentration, up to 1 minute", "level": 3, @@ -2289,7 +2289,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.\n Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.\n At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.", "duration": "Instantaneous", "level": 4, @@ -2353,7 +2353,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.\n When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.\n The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.", "duration": "Instantaneous", "level": 8, @@ -2368,7 +2368,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.\n At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.", "duration": "Instantaneous", "level": 1, @@ -2383,7 +2383,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range, The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain.\n When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.\n At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.", "duration": "Concentration, up to 10 minutes", "level": 5, @@ -2398,7 +2398,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. 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.", "duration": "Concentration, up to 1 hour", "level": 2, @@ -2414,7 +2414,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch a creature. The creature’s jump distance is tripled until the spell ends.", "duration": "1 minute", "level": 1, @@ -2430,7 +2430,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.\n A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.\n If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.\n When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.", "duration": "Instantaneous", "level": 2, @@ -2461,7 +2461,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You hide a chest, and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).\n While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.\n After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.", "duration": "Instantaneous", "level": 4, @@ -2493,7 +2493,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.", "duration": "Instantaneous", "level": 2, @@ -2508,7 +2508,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.\n The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.\n When the spell ends, the target floats gently to the ground if it is still aloft.", "duration": "Concentration, up to 10 minutes", "level": 2, @@ -2524,7 +2524,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.\n If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.", "duration": "1 hour", "level": 0, @@ -2540,7 +2540,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. 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 3rd.", "duration": "Instantaneous", "level": 3, @@ -2556,7 +2556,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.", "duration": "Instantaneous", "level": 2, @@ -2572,7 +2572,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. \n The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.\n This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.", "duration": "Concentration, up to 1 hour", "level": 4, @@ -2588,7 +2588,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Describe or name an object that is familiar to you. You sense the direction to the object’s location, as lang as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n The spell can locate a specific object known to you, as long as you have seen it up close-within 30 feet-at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.", "duration": "Concentration, up to 1 hour", "level": 2, @@ -2604,7 +2604,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch a creature. The target’s speed increases by 10 feet until the spell ends.\n At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "duration": "1 hour", "level": 1, @@ -2620,7 +2620,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.", "duration": "8 hours", "level": 1, @@ -2636,7 +2636,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand.\n You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.\n The hand can’t attack, activate magic items, or carry more than 10 pounds.", "duration": "1 minute", "level": 0, @@ -2683,7 +2683,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.", "duration": "Instantaneous", "level": 1, @@ -2714,7 +2714,7 @@ } }, { - "castingTime": "1 bonus action", + "castingTime": "bonus action", "description": "You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.\n At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.", "duration": "Concentration, up to 1 hour", "level": 2, @@ -2729,7 +2729,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).\n As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.\n At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.", "duration": "Concentration, up to 10 minutes", "level": 3, @@ -2745,7 +2745,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. \n At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.\n\n(Spell's description has been modified to fix the error during printing as described in the Player's Handbook errata. See http://media.wizards.com/2016/downloads/DND/PH-Errata-V1.pdf for full details)", "duration": "Instantaneous", "level": 5, @@ -2760,7 +2760,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of 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. \n\n(Spell school has been modified to fix the error during printing as described in the Player's Handbook errata. See http://media.wizards.com/2016/downloads/DND/PH-Errata-V1.pdf for full details)", "duration": "Instantaneous", "level": 9, @@ -2775,7 +2775,7 @@ } }, { - "castingTime": "1 bonus action", + "castingTime": "bonus action", "description": "As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.\n At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.", "duration": "Instantaneous", "level": 3, @@ -2790,7 +2790,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.\n Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.\n You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed.\n If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.\n At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.", "duration": "24 hours", "level": 6, @@ -2806,7 +2806,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.\n The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).\n When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.", "duration": "Concentration, up to 10 minutes", "level": 8, @@ -2821,7 +2821,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.\n While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.\n Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.", "duration": "8 hours", "level": 3, @@ -2852,7 +2852,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\n You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.", "duration": "1 round", "level": 0, @@ -2868,7 +2868,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each 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.\n The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.", "duration": "Instantaneous", "level": 9, @@ -2883,7 +2883,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "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. The spell even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.", "duration": "24 hours", "level": 8, @@ -2898,7 +2898,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.\n If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.\n If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.", "duration": "1 minute", "level": 0, @@ -2929,7 +2929,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.\n Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.\n If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.\n A duplicate’s AC equals 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.\n A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.", "duration": "1 minute", "level": 2, @@ -2944,7 +2944,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.\n You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.\n You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.", "duration": "Concentration, up to 1 hour", "level": 5, @@ -2959,7 +2959,7 @@ } }, { - "castingTime": "1 bonus action", + "castingTime": "bonus action", "description": "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.", "duration": "Instantaneous", "level": 2, @@ -2974,7 +2974,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.\n While this charm lasts, you can offset the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.\n You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.\n A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory to a nonsensical to affect a creature in a significant manner.\n A remove curse or greater restoration spell cast on the target restores the creature’s true memory.\n At Higher Levels. If you east this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).", "duration": "Concentration, up to 1 minute", "level": 5, @@ -2989,7 +2989,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.\n When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.\n A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.\n On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.\n At Higher Levels. 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.", "duration": "Concentration, up to 1 minute", "level": 2, @@ -3005,7 +3005,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.\n The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.\n At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.", "duration": "8 hours", "level": 4, @@ -3053,7 +3053,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.", "duration": "Concentration, up to 1 minute", "level": 7, @@ -3069,7 +3069,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.\n At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.\n Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.\n This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\n Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.", "duration": "Concentration, up to 2 hours", "level": 8, @@ -3085,7 +3085,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors. ", "duration": "8 hours", "level": 3, @@ -3101,7 +3101,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.\n When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.\n False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.\n Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of t hat type or of that alignment.", "duration": "24 hours", "level": 2, @@ -3117,7 +3117,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.\n If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.\n You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.\n At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.", "duration": "Instanteous", "level": 5, @@ -3133,7 +3133,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save. the creature is enclosed for the duration.\n Nothing-not physical objects. energy. or other spell effects-can pass through the barrier. in or out. though a creature in the sphere can breathe there. The sphere is immune to all damage. and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\n The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.\n A disintegrate spell targeting the globe destroys it without harming anything inside it.", "duration": "Concentration, up to 1 minute", "level": 4, @@ -3149,7 +3149,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell.\n A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.", "duration": "Concentration, up to 1 minute", "level": 6, @@ -3164,7 +3164,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A veil of shadows and silence radiates from you, masking you and your companions from detection. For the durationm each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.", "duration": "Concentration, up to 1 hour", "level": 2, @@ -3180,7 +3180,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.\n When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.", "duration": "1 hour", "level": 5, @@ -3196,7 +3196,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.\n At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by ldlO for each slot level above 4th. \n\n(Spell's description has been modified to fix the error during printing as described in the Player's Handbook errata. See http://media.wizards.com/2016/downloads/DND/PH-Errata-V1.pdf for full details)", "duration": "Concentration, up to 1 minute", "level": 4, @@ -3288,7 +3288,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.\n This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).", "duration": "Instantaneous", "level": 0, @@ -3303,7 +3303,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. \n The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.\n The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.\n The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.\n The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 hit points. \n\n(Spell's description has been modified to fix the error during printing as described in the Player's Handbook errata. See http://media.wizards.com/2016/downloads/DND/PH-Errata-V1.pdf for full details)", "duration": "Concentration, up to 1 hour", "level": 4, @@ -3319,7 +3319,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "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.", "duration": "Instantaneous", "level": 9, @@ -3334,7 +3334,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.\n The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.", "duration": "Instantaneous", "level": 8, @@ -3364,7 +3364,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:\n• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musi- cal notes, or an odd odor.\n• You instantaneously light or snuff out a candle, a torch, or a small campfire.\n• You instantaneously clean or soil an object no larger than 1 cubic foot.\n• You chill, warm, or flavor up to 1 cubic foot of nonliv- ing material for 1 hour.\n• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.\n\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", "duration": "Up to 1 hour", "level": 0, @@ -3379,7 +3379,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target. roll a d8 to determine which color ray affects it.\n 1. Red. The target takes 10d6 tire damage on a failed save. or half as much damage on a successful one.\n 2. Orange. The target takes 10d6 acid damage on a failed save. or half as much damage on a successful one.\n 3. Yellow. The target takes 10d6 lightning damage on a failed save. or half as much damage on a successful one.\n 4. Green. The target takes 10d6 poison damage on a failed save. or half as much damage on a successful one.\n 5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.\n 6.Indigo. On a failed save. the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times. the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.\n 7. Violet, On a failed save, the target is blinded. lt must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. lf it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home. while other creatures are usually cast into the Astral or Ethereal planes.)\n 8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.", "duration": "Instanataneous", "level": 7, @@ -3394,7 +3394,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.\n The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there. the creature must succeed on a Constitution saving throw or become blinded for 1 minute.\n The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.\n The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it. \n 1. Red. The creatures takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.\n 2. Orange. The creatures takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.\n 3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.\n 4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n 5. Blue. The creatures takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.\n 6. Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind.\n While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.\n 7. Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.", "duration": "10 minutes", "level": 9, @@ -3409,7 +3409,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.\n You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.\n This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level(4d8). ", "duration": "10 minutes", "level": 0, @@ -3424,7 +3424,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create a illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.\n When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.\n The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.\n Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "duration": "Until Dispelled", "level": 6, @@ -3440,7 +3440,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.\n You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\n You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.\n Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "duration": "Concentration, up to 1 day", "level": 7, @@ -3456,7 +3456,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.", "duration": "Concentration, up to 1 hour", "level": 3, @@ -3471,7 +3471,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestiais, elementals, fey, fiends, and undead.\n The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.", "duration": "Concentration, up to 10 minutes", "level": 1, @@ -3487,7 +3487,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch a creature.If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.\n For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.", "duration": "1 hour", "level": 2, @@ -3502,7 +3502,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.", "duration": "Instantaneous", "level": 1, @@ -3533,7 +3533,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.\n Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.", "duration": "1 hour", "level": 5, @@ -3549,7 +3549,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.\n The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "level": 0, @@ -3596,7 +3596,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.", "duration": "Instantaneous", "level": 3, @@ -3611,7 +3611,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.", "duration": "Concentration, up to 1 minute", "level": 0, @@ -3643,7 +3643,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored lo the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw lo grab onto a fixed object it can reach, thus avoiding the fall.\n If some solid object (such as a ceiling) is encountered in this fall, faIling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.\n At the end of the duration, affected objects and creatures fall back down.", "duration": "Concentration, up to 1 minute", "level": 7, @@ -3659,7 +3659,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.\n\n(Spell school has been modified to fix the error during printing as described in the Player's Handbook errata. See http://media.wizards.com/2016/downloads/DND/PH-Errata-V1.pdf for full details)", "duration": "Instantaneous", "level": 3, @@ -3675,7 +3675,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch a length of rope that is up lo 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.\n The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.\n Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.\n Anything inside the extradimensional space drops out when the spell ends.", "duration": "1 hour", "level": 2, @@ -3691,7 +3691,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.\n The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "level": 0, @@ -3706,7 +3706,7 @@ } }, { - "castingTime": "1 bonus action", + "castingTime": "bonus action", "description": "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 must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.\n If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.", "duration": "1 minute", "level": 1, @@ -3753,7 +3753,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.", "duration": "1 hour", "level": 2, @@ -3769,7 +3769,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature se em I foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.\n The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outtit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.\n A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised. ", "duration": "8 hours", "level": 5, @@ -3784,7 +3784,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.\n You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. ", "duration": "1 round", "level": 3, @@ -3800,7 +3800,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by divination spells.\n If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.\n You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years“ or “when the tarrasque awakens.“ This spell also ends if the target takes any damage.", "duration": "Until dispelled", "level": 7, @@ -3816,7 +3816,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "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. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.\n Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form.\n You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to - hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.\n When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.\n During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception; if your new form has more hit points than your current one, your hit points remain at their current value. ", "duration": "Concentration, up to 1 hour", "level": 9, @@ -3832,7 +3832,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.\n A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.\n At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by ld8 for each slot level above 2nd.", "duration": "Instantaneous", "level": 2, @@ -3863,7 +3863,7 @@ } }, { - "castingTime": "1 bonus action", + "castingTime": "bonus action", "description": "A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.", "duration": "Concentration, up to 10 minutes", "level": 1, @@ -3879,7 +3879,7 @@ } }, { - "castingTime": "1 bonus action", + "castingTime": "bonus action", "description": "The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.", "duration": "1 minute", "level": 0, @@ -3895,7 +3895,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.\n The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "duration": "Instantaneous", "level": 0, @@ -3910,7 +3910,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.", "duration": "Concentration, up to 10 minutes", "level": 2, @@ -3925,7 +3925,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.\n You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.\n Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.", "duration": "Concentration, up to 10 minutes", "level": 1, @@ -3957,7 +3957,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. \n Undead and creatures immune to being charmed aren’t affected by this spell.\n At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.", "duration": "1 minute", "level": 1, @@ -3973,7 +3973,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.\n The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.\n If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.", "duration": "Concentration, up to 1 minute", "level": 3, @@ -3989,7 +3989,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You alter time around up to six creatures of your choice in a 40-foot cube within range, Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.\n An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action ora bonus action, not both. Regardless of the creature’ s abilities or magic items, it can’t make more than one melee arranged attack during its turn.\n If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.\n A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.", "duration": "Concentration, up to 1 minute", "level": 3, @@ -4004,7 +4004,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You grant the semblance of life and intelligence to a corpse of your choice within range, allowing It to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.\n Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new Information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.", "duration": "10 minutes", "level": 3, @@ -4020,7 +4020,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "V, S", "duration": "10 minutes", "level": 1, @@ -4035,7 +4035,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\n You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.\n Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.\n If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.\n This spell can cause the plants created by the entangle spell to release a restrained creature. ", "duration": "10 minutes", "level": 3, @@ -4050,7 +4050,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.", "duration": "Concentration, up to 1 hour", "level": 2, @@ -4066,7 +4066,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.\n The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.", "duration": "Concentration, up to 10 minute", "level": 2, @@ -4082,7 +4082,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\n When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.\n At Higher Levels. 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.", "duration": "Concentration, up to 10 minutes", "level": 3, @@ -4098,7 +4098,7 @@ } }, { - "castingTime": "1 bonus action", + "castingTime": "bonus action", "description": "You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.", "duration": "1 minute", "level": 2, @@ -4113,7 +4113,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.\n Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against paisano On a failed save, the creature spends its action that turn retching and reeling. Creatures that dan’t need to breathe or are immune to poison automatically succeed on this saving throw.\n A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.", "duration": "Concentration, up to 1 minute", "level": 3, @@ -4128,7 +4128,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.", "duration": "Instantaneous", "level": 4, @@ -4144,7 +4144,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.", "duration": "Concentration, up to 1 hour", "level": 4, @@ -4160,7 +4160,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.\n Each round you maintain concentration on this spell, the storm produces additional effects on your turn.\n Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes ld6 acid damage.\n Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.\n Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.\n Round 5-10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.\n The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.\n You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.\n If you or any of your companions damage the target, the spell ends. ", "duration": "Concentration, up to 1 minute", "level": 9, @@ -4175,7 +4175,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.\n The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.\n You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.\n If you or any of your companions damage the target, the spell ends.", "duration": "Concentration, up to 8 hours", "level": 2, @@ -4191,7 +4191,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.\n You can create a new line of radiance as your action on any turn until the spell ends.\n For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.", "duration": "Concentration, up to 1 minute", "level": 6, @@ -4207,7 +4207,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.\n 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.\n This spell dispels any darkness in its area that was created by a spell.", "duration": "Instantaneous", "level": 8, @@ -4223,7 +4223,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.\n You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.\n You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.\n When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light. for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.\\n Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.\n Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.\n Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.\n Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects.\n Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The DM controls its movement, which is erratic.\n Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.\n Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. ", "duration": "Until dispelled or triggered", "level": 7, @@ -4239,7 +4239,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A creature of your choice that you can see with range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for this duration. A creature with an Intelligence score of 4 or less isn’t affected.\n At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has an advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.", "duration": "Concentration, up to 1 minute", "level": 1, @@ -4255,7 +4255,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. \n Creature. 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, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.\n On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repealing the contest.\n Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up lo 30 feet in any direction, but not beyond the range of this spell.\n If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feel in any direction but not beyond the range of this spell.\n You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.", "duration": "Concentration, up to 10 minutes", "level": 5, @@ -4270,7 +4270,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.\n The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table. \n Familiarity. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb. \n “Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.\n “False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.\n On Target. You and your group (or the target object) appear where you want to.\n Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.\n Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.\n Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). Similar Off On Familiarity Mishap Area Target Target Permanent circle — — — 01–100 Associated object — — — 01–100 Very familiar 01–05 06–13 14–24 25–100 Seen casually 01–33 34–43 44–53 54–100 Viewed once 01–43 44–53 54–73 74–100 Description 01–43 44–53 54–73 74–100 False destination 01–50 51–100 — —", "duration": "Instantaneous", "level": 7, @@ -4301,7 +4301,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.\n The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.\n If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.", "duration": "1 hour", "level": 1, @@ -4317,7 +4317,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:\n• Your voice booms up to three times as loud as normal for 1 minute.\n• You cause flames to flicker, brighten, dim, or change color for 1 minute.\n• You cause harmless tremors in the ground for 1 minute.\n• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or omi- nous whispers.\n• You instantaneously cause an unlocked door or win- dow to fly open or slam shut.\n• You alter the appearance of your eyes for 1 minute.\n\nIf you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.", "duration": "Up to 1 minute", "level": 0, @@ -4332,7 +4332,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.\n In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.\n At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", "duration": "Instantaneous", "level": 1, @@ -4347,7 +4347,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "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 or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.", "duration": "Instantaneous", "level": 9, @@ -4362,7 +4362,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.", "duration": "1 hour", "level": 3, @@ -4378,7 +4378,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.", "duration": "1 round", "level": 6, @@ -4393,7 +4393,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.\n You can use this transportation ability once per round for the duration. You must end each turn outside a tree.", "duration": "Concentration, up to 1 minute", "level": 5, @@ -4408,7 +4408,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "\n Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent.\n Shapechangers aren’t affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.\n Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level). if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.\n The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.\n The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spell, or take any other action that requires hands or speech, unless its new form is capable of such actions.\n The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.\n Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s statistics and resolves all of its actions and movement.\n If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.\n Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. This spell can't affect a target that has 0 hit points. \n\n(Spell's description has been modified to fix the error during printing as described in the Player's Handbook errata. See http://media.wizards.com/2016/downloads/DND/PH-Errata-V1.pdf for full details)", "duration": "Concentration, up to 1 hour", "level": 9, @@ -4440,7 +4440,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.", "duration": "1 hour", "level": 6, @@ -4456,7 +4456,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.", "duration": "Concentration, up to 1 round", "level": 0, @@ -4471,7 +4471,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.\n Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\n If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.", "duration": "1 hour", "level": 1, @@ -4487,7 +4487,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.\n 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 3rd.", "duration": "Concentration, up to 1 minute", "level": 3, @@ -4502,7 +4502,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\n When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.\n One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.\n At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.", "duration": "Concentration, up to 1 minute", "level": 4, @@ -4518,7 +4518,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).\n Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.", "duration": "Concentration, up to 10 minutes", "level": 5, @@ -4534,7 +4534,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another pane!. In any form, the wall is 1 foot thick and lasts for the duration.\n If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.\n The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.\n At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.", "duration": "Concentration, up to 10 minutes", "level": 6, @@ -4550,7 +4550,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\n If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.\n The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\n If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.\n The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.\n If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.", "duration": "Concentration, up to 10 minutes", "level": 5, @@ -4566,7 +4566,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create a wall of tough, pliable. tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\n When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature lakes 7d8 piercing damage, or half as much damage on a successful save.\n A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.\n At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.", "duration": "Concentration, up to 10 minutes", "level": 6, @@ -4582,7 +4582,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.", "duration": "1 hour", "level": 2, @@ -4598,7 +4598,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "This spell grants up lo ten willing creatures you can see within range the ability lo breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.", "duration": "24 hours", "level": 3, @@ -4614,7 +4614,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "This spell grants the ability lo move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creature crossing molten lava can still take damage from the heat). Up to ten willing creature you can see within range gain this ability for the duration.\n If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feel per round.", "duration": "1 hour", "level": 3, @@ -4630,7 +4630,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "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. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or 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 action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.", "duration": "Concentration, up to 1 hour", "level": 2, @@ -4646,7 +4646,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.\n\n(Spell's description has been modified to fix the error during printing as described in the Player's Handbook errata. See http://media.wizards.com/2016/downloads/DND/PH-Errata-V1.pdf for full details)", "duration": "Concentration, up to one minute", "level": 9, @@ -4676,7 +4676,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "V, S, M (a tiny fan and a feather of exotic origin)", "duration": "Concentration, up to 1 minute", "level": 3, @@ -4692,7 +4692,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.\n The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.\n Alternatively, you can create one of the following effects of your choice:\n• You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground, \n• You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.\n• You grant up to ten creatures that you can see resistance to a damage type you choose\n• You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.\n • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last tum). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.\nYou might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.\n The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take IdlO necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.", "duration": "Instantaneous", "level": 9, @@ -4707,7 +4707,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below), you cast this spell without first preparing a sanctuary, the spell has no effect.\n You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect. ", "duration": "Instantaneous", "level": 6, @@ -4722,7 +4722,7 @@ } }, { - "castingTime": "1 action", + "castingTime": "action", "description": "You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its tum there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.\nAn affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.", "duration": "10 minutes", "level": 2,