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COM_5ePack_EEPC - Spells.user
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<?xml version="1.0" encoding="UTF-8"?>
<document signature="Hero Lab Data">
<thing id="sp5CEPCAbi" name="Abi-Dalzim's Horrid Wilting" description="Each creature in 30ft cube must make a Constitution saving throw or have all their moisture drawn out. Constructs and Undead are immune, plants and water elementals have disadvantage. Failure gives 10d8 necromantic damage, half on success." compset="Spell">
<fieldval field="sCompDesc" value="a bit of sponge"/>
<fieldval field="sRange" value="150 feet"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sCompDesc" value="a bit of sponge"/>
<fieldval field="sSave" value="Constitution negates"/>
<usesource source="5eEEPCCP"/>
<tag group="sSchool" tag="Necromancy"/>
<tag group="sLevel" tag="8"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
</thing>
<thing id="sp5CEPCAbs" name="Absorb Elements" description="Gives resistance to triggering energy type until start of your next turn. Adds 1d6 damage of the same type the first time you hit with a melee attack next turn, ending the spell. At higher levels: Add 1d6 for each slot level above 1." compset="Spell">
<fieldval field="sRange" value="Self"/>
<fieldval field="sDuration" value="1 round"/>
<fieldval field="sCastDesc" value="when you take acid, cold, fire, lightning, or thunder damage"/>
<usesource source="5eEEPCCP"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Reaction1"/>
<tag group="sDuration" tag="Round"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Abjur"/>
</thing>
<thing id="sp5CEPCAga" name="Aganazzar's Scorcher" description="A 30x5 feet line of flame roars out from you in the direction you choose. Creatures in the area must make a Dexterity saving throw or take 3d8 fire damage (half on success)." compset="Spell">
<fieldval field="sCompDesc" value="a red dragon's scale"/>
<fieldval field="sRange" value="30 feet"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sCompDesc" value="a red dragon’s scale"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWiz"/>
</thing>
<thing id="sp5CEPCBea" name="Beast Bond" description="A telepathic link is formed between you and the one friendly or charmed beast you touch (if it has Intelligence 4 or higher.) The beast understands your telepathic messages and can communicate simple emotional messages. It has advantage on on attack rolls on any creature that you can see within 5 feet of you. The link lasts until the spell ends or the two of you do not have line of sight." compset="Spell">
<fieldval field="sCompDesc" value="a bit of fur wrapped in a cloth"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sDuration" value="Concentration, up to 10 minutes"/>
<fieldval field="sCompDesc" value="a bit of fur wrapped in a cloth"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Divination"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCBon" name="Bones of the Earth" description="Six 5x30 feet pillars rise from an unobstructed place you can see within range (pillar may rise under a Medium or smaller creature, which must roll Dexterity save or rise with the pillar. If pillar reaches roof, creature will be squashed for 6d6 bludgeoning damage and is restrained until it succeeds with a Strength or Dexterity save, and must move or fall off the pillar.) Pillars have AC 5 and 30hp, crumble into difficult terrain when destroyed. <b>At higher levels: Two additional pillars per slot level over 6th." compset="Spell">
<fieldval field="sRange" value="120 feet"/>
<fieldval field="sDuration" value="Instantaneous"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="6"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCCat" name="Catapult" description="One unrestrained object weighing at most 5 lbs flies in a straight line till it reaches 90 feet or hits something. If a creature would be hit it must make a Dexterity saving throw, on a failed save object and creature both take 3d8 bludgeoning damage and the object stops. At higher levels: object max weight +5 lbs and damage +1d8 per spell slot level above 1." compset="Spell">
<fieldval field="sRange" value="150 feet"/>
<fieldval field="sDuration" value="Instantaneous"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpSor"/>
</thing>
<thing id="sp5CEPCCre" name="Create Bonfire" description="A bonfire fills a 5-foot cube. Any creature entering for the first time in a turn, ending it's turn, or in the cube when you cast the spell must make a Dexterity save or take 1d8 fire damage. Damage increases to 2d8 at 5th level, 3d8 at 11th level and 4d8 at 17th level." compset="Spell">
<fieldval field="sRange" value="60 feet"/>
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sLevel" tag="0"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sClass" tag="cHelpWiz"/>
</thing>
<thing id="sp5CEPCCon" name="Control Flames" description="Affect a nomagical flame up to the size of a 5ft cube that is within range in one of these ways:\n* Expande the flame 5ft in one direction, if something burnable is there.\n* The flame is instantly extinguished.\n* Halve or double the area of dim and/or bright light cast by the flame. You can also change it's color. Either way, it lasts an hour.\n* Simple shapes appear and animate in the flame, lasting for an hour." compset="Spell">
<fieldval field="sRange" value="60 feet"/>
<fieldval field="sDuration" value="Instantaneous or 1 hour (see below)"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="0"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="ProductId" tag="Wizards"/>
</thing>
<thing id="sp5CEPCCoW" name="Control Winds" description="You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.\n\nGusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.\n\nDowndraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. \n\nUpdraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal." compset="Spell">
<fieldval field="sRange" value="300 feet"/>
<fieldval field="sDuration" value="Concentration, up to 1 hour"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCDus" name="Dust Devil" description="Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.\n\nAny creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd." compset="Spell">
<fieldval field="sCompDesc" value="a pinch of dust"/>
<fieldval field="sRange" value="60 feet"/>
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<fieldval field="sCompDesc" value="a pinch of dust"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCEar" name="Earthbind" description="Choose one creature you can see within range. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends." compset="Spell">
<fieldval field="sRange" value="300 feet"/>
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCEaT" name="Earth Tremor" description="Each creature in a 10-foot radius other than you must roll a Dexterity saving throw or fall prone and take 1d6 bludgeoning damage due to a tremor in the ground. The area becomes difficult terrain until cleared if it was stone or loose earth. At Higher Levels: Damage increases for each spell slot level above 1st." compset="Spell">
<fieldval field="sRange" value="Self (10-foot radius)"/>
<fieldval field="sDuration" value="Instantaneous"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCEle" name="Elemental Bane" description="Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them." compset="Spell">
<fieldval field="sRange" value="90 feet"/>
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCEru" name="Erupting Earth" description="Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. \n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd." compset="Spell">
<fieldval field="sCompDesc" value="a piece of obsidian"/>
<fieldval field="sRange" value="120 feet"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sCompDesc" value="a piece of obsidian"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCFla" name="Flame Arrows" description="You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd." compset="Spell">
<fieldval field="sRange" value="Touch"/>
<fieldval field="sDuration" value="Concentration, up to 1 hour"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCFro" name="Frostbite" description="Numbing frost forms on one creature within range that you can see, it must make a Constitution save or take 1d6 cold damage and have disadvantage on it's next attack roll until the end of it's next turn. Damage increases to 2d6 at 5th level, 3d6 at 11th, 4d6 at 14th." compset="Spell">
<fieldval field="sRange" value="60 feet"/>
<fieldval field="sDuration" value="Instantaneous"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="0"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpWiz"/>
</thing>
<thing id="sp5CEPCGus" name="Gust" description="Create one of the following effects:\n* One Medium or smaller creature is pushed 5 feet away from you unless it succeeds in a Strength save.\n* You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.\n* A blast of air pushes one unrestrained object weighing at most 5 lbs 10 feet from you, weakly enough that it can't cause damage.\n* A harmless sensory effect (leaves rustling, etc)" compset="Spell">
<fieldval field="sRange" value="30 feet"/>
<fieldval field="sDuration" value="Instantaneous"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="0"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="ShowSplDC"/>
</thing>
<thing id="sp5CEPCIce" name="Ice Knife" description="Fling a conjured shard of ice at one creature within range with a ranged spell attack. A hit does 1d10 piercing damage, either way the shard explodes, making each creature within 5 feet of where it exploded take 2d6 cold damage unless they succeed in a Dexterity save. At Higher Levels: The cold damage increases by 1d6 for each slot level above 1st." compset="Spell">
<fieldval field="sCompDesc" value="a drop of water or piece of ice"/>
<fieldval field="sRange" value="60 feet"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sCompDesc" value="a drop of water or piece of ice"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCImm" name="Immolation" description="Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the\ntarget repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means.\n\nIf damage from this spell reduces a target to 0 hit points, the target is turned to ash." compset="Spell">
<fieldval field="sRange" value="90 feet"/>
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpSor"/>
</thing>
<thing id="sp5CEPCInF" name="Investiture of Flame" description="Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits: \n\n• You are immune to fire damage and have resistance to cold damage.\n• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.\n• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one." compset="Spell">
<fieldval field="sRange" value="Self"/>
<fieldval field="sDuration" value="Concentration, up to 10 minutes"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="6"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCInI" name="Investiture of Ice" description="Until the spell ends, ice rimes your body, and you gain the following benefits:\n\n• You are immune to cold damage and have resistance to fire damage.\n• You can move across difficult terrain created by ice or snow without spending extra movement. \n• The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.\n• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn." compset="Spell">
<fieldval field="sRange" value="Self"/>
<fieldval field="sDuration" value="Concentration, up to 10 minutes"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="6"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCInS" name="Investiture of Stone" description="Until the spell ends, bits of rock spread across your body, and you gain the following benefits:\n\n• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. \n20 Chapter 2 | Spells Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\n• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn." compset="Spell">
<fieldval field="sRange" value="Self"/>
<fieldval field="sDuration" value="Concentration, up to 10 minutes"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="6"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCInW" name="Investiture of Wind" description="Until the spell ends, wind whirls around you, and you gain the following benefits:\n\n• Ranged weapon attacks made against you have disadvantage on the attack roll.\n• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.\n• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube." compset="Spell">
<fieldval field="sRange" value="Self"/>
<fieldval field="sDuration" value="Concentration, up to 10 minutes"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="6"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCMae" name="Maelstrom" description="A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center." compset="Spell">
<fieldval field="sRange" value="120 feet"/>
<fieldval field="sDuration" value="up to 1 minute"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sComp" tag="V"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCMag" name="Magic Stone" description="One to three pebbles you touch become imbued with magic. They can be used in a ranged spell attack by throwing them by hand (range 60 ft) or with a sling, using your spellcasting ability modifier. The target takes 1d6+your spellcasting ability modifier if hit, either way the spell ends. If you recast this spell the spell ends on all your previous pebbles." compset="Spell">
<fieldval field="sRange" value="Touch"/>
<fieldval field="sDuration" value="1 minute"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="0"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="ProductId" tag="Wizards"/>
</thing>
<thing id="sp5CEPCMax" name="Maximilian's Earthen Grasp" description="You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.\n\nAs an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. \n\nTo break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.\n\nAs an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either." compset="Spell">
<fieldval field="sRange" value="30 feet"/>
<fieldval field="sDuration" value="up to 1 minute"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sComp" tag="V"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWiz"/>
</thing>
<thing id="sp5CEPCMel" name="Melf's Minute Meteors" description="You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid\nsurface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. \n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd." compset="Spell">
<fieldval field="sRange" value="Self"/>
<fieldval field="sDuration" value="up to 10 minutes"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpSor"/>
</thing>
<thing id="sp5CEPCMol" name="Mold Earth" description="A bit of dirt and stone that you can see, is within range and fits in a 5ft cube can be manipulated in one of these ways:\n * If loose earth you can excavate it, move it along the ground and leave it up to 5 feet away, slowly enough that it causes no damage.\n * Shapes, colors or both appear on the target material with words, images or patterns of your choosing that last for one hour. \n * If the targeted material is on the ground it becomes difficult terrain, or the reverse, either way it lasts for an hour.\nIf you have previous effects of this active when casting it again, only the two latest effects remain active. An effect can be dismissed as an action." compset="Spell">
<fieldval field="sRange" value="30 feet"/>
<fieldval field="sDuration" value="Instantaneous or 1 hour (see below)"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="0"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpWiz"/>
</thing>
<thing id="sp5CEPCPri" name="Primordial Ward" description="You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. \n\nWhen you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends." compset="Spell">
<fieldval field="sRange" value="Self"/>
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Abjur"/>
<tag group="sLevel" tag="6"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCPyr" name="Pyrotechnics" description="Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.\n\nFireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.\n\nSmoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it." compset="Spell">
<fieldval field="sRange" value="60 feet"/>
<fieldval field="sDuration" value="Instantaneous"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWiz"/>
</thing>
<thing id="sp5CEPCSha" name="Shape Water" description="Manipulate a 5-foot cube of water within range in one of these ways:\n* Move the water up to 5 feet, not hard enough to cause damage.\n* Form the water into simple shapes and animations that last for 1 hour.\n* Change it to have another color or opacity, lasts for 1 hour.\n* Freeze it if there are no creatures in it, lasts for 1 hour.\n\nIf cast repeatedly no more than two of the latter three effects can be active simultaneously. You can dismiss any effect as an action." compset="Spell">
<fieldval field="sRange" value="30 feet"/>
<fieldval field="sDuration" value="Instantaneous or 1 hour (see below)"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="0"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpWiz"/>
</thing>
<thing id="sp5CEPCSky" name="Skywrite" description="You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early" compset="Spell">
<fieldval field="sRange" value="Sight"/>
<fieldval field="sDuration" value="Concentration, up to 1 hour"/>
<usesource source="5eEEPCCP"/>
<tag group="Helper" tag="RitualSpel"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCSni" name="Snilloc's Snowball Swarm" description="A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. \n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by\n1d6 for each slot level above 2nd." compset="Spell">
<fieldval field="sRange" value="90 feet"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpSor"/>
</thing>
<thing id="sp5CEPCSto" name="Storm Sphere" description="A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.\n\nUntil the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.\n\nCreatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.\n \nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th." compset="Spell">
<fieldval field="sRange" value="150 feet"/>
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="ProductId" tag="Wizards"/>
</thing>
<thing id="sp5CEPCThu" name="Thunderclap" description="The sound of thunder can be hear 100 feet away. Creatures other than you within 5 feet of you must make a Constitution save or take 1d6 thunder damage. Damage increases to 2d6 at level 5, 3d6 at level 11 and 4d6 at level 17." compset="Spell">
<fieldval field="sRange" value="Self (5-foot radius)"/>
<fieldval field="sDuration" value="Instantaneous"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="0"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpWiz"/>
</thing>
<thing id="sp5CEPCTid" name="Tidal Wave" description="You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water\nthen spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it." compset="Spell">
<fieldval field="sCompDesc" value="a drop of water"/>
<fieldval field="sRange" value="120 feet"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sCompDesc" value="a drop of water"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCTra" name="Transmute Rock" description="You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects. \n\nTransmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration. \n\nIf you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. \n\nIf you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. \n\nTransmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space." compset="Spell">
<fieldval field="sCompDesc" value="clay and water"/>
<fieldval field="sRange" value="120 feet"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sCompDesc" value="clay and water"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="ProductId" tag="Wizards"/>
</thing>
<thing id="sp5CEPCVit" name="Vitriolic Sphere" description="You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of\nits next turn. \n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th." compset="Spell">
<fieldval field="sCompDesc" value="a drop of giant slug bile"/>
<fieldval field="sRange" value="150 feet"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sCompDesc" value="a drop of giant slug bile"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="ProductId" tag="Wizards"/>
</thing>
<thing id="sp5CEPCWaS" name="Wall of Sand" description="You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there." compset="Spell">
<fieldval field="sCompDesc" value="a handful of sand"/>
<fieldval field="sRange" value="90 feet"/>
<fieldval field="sDuration" value="Concentration, up to 10 minutes"/>
<fieldval field="sCompDesc" value="a handful of sand"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="ProductId" tag="Wizards"/>
</thing>
<thing id="sp5CEPCWaW" name="Wall of Water" description="You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. \n\nAny ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it." compset="Spell">
<fieldval field="sCompDesc" value="a drop of water"/>
<fieldval field="sRange" value="60 feet"/>
<fieldval field="sDuration" value="Concentration, up to 10 minutes"/>
<fieldval field="sCompDesc" value="a drop of water"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCWar" name="Warding Wind" description="A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.\n\nThe wind has the following effects:\n• It deafens you and other creatures in its area.\n• It extinguishes unprotected flames in its area that are torch-sized or smaller.\n• The area is difficult terrain for creatures other than you.\n• The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.\n• It hedges out vapor, gas, and fog that can be dispersed by strong wind." compset="Spell">
<fieldval field="sRange" value="Self"/>
<fieldval field="sDuration" value="Concentration, up to 10 minutes"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCWat" name="Watery Sphere" description="You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration. \n\nAny creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained\ntarget can repeat the saving throw. \n\nThe sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.\n\nAs an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn. \n\nWhen the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls." compset="Spell">
<fieldval field="sCompDesc" value="a droplet of water"/>
<fieldval field="sRange" value="90 feet"/>
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<fieldval field="sCompDesc" value="a droplet of water"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CEPCWhi" name="Whirlwind" description="A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.\n\nA creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. \n\nA restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction." compset="Spell">
<fieldval field="sCompDesc" value="a piece of straw"/>
<fieldval field="sRange" value="300 feet"/>
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<fieldval field="sCompDesc" value="a piece of straw"/>
<usesource source="5eEEPCCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="7"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="ProductId" tag="Wizards"/>
</thing>
</document>