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COM_5ePack_PHB - Spells.user
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<?xml version="1.0" encoding="UTF-8"?>
<document signature="Hero Lab Data">
<thing id="sp5CAnimFr" name="Animal Friendship" description=" Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends. \n\n{b}{i}At Higher Levels.{/i}{/b} When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st." compset="Spell">
<fieldval field="sRange" value="30 feet"/>
<fieldval field="sCompDesc" value="a morsel of food"/>
<fieldval field="sEffect" value="Duration: 24 hours"/>
<usesource source="5ePHBCP"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="sLevel" tag="1"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Enchant"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpDrd"/>
</thing>
<thing id="sp5CArcGat" name="Arcane Gate" description="Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost. \n\nThe portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.\n\nAny creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. \n\nOn your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction." compset="Spell">
<fieldval field="sRange" value="500 feet"/>
<fieldval field="sDuration" value="Up to 10 minutes"/>
<usesource source="5ePHBCP"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sLevel" tag="6"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sClass" tag="cHelpSor"/>
</thing>
<thing id="sp5CArmAga" name="Armor of Agathys" description="You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.\n\n{b}{i}At Higher Levels.{/i}{/b} When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st." compset="Spell">
<fieldval field="sCompDesc" value="a cup of water"/>
<fieldval field="sArea" value="1 hour"/>
<fieldval field="sRange" value="Self"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Abjur"/>
<tag group="sClass" tag="cHelpWlk"/>
</thing>
<thing id="sp5CArmHad" name="Arms of Hadar" description="Each creature within 10 feet of you must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.\n\n {b}{i}At Higher Levels.{/i}{/b} 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." compset="Spell">
<fieldval field="sTarget" value="Self"/>
<fieldval field="sArea" value="10-foot radius"/>
<usesource source="5ePHBCP"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
</thing>
<thing id="sp5CAurLif" name="Aura of Life" description="Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points." compset="Spell">
<fieldval field="sArea" value="30-foot radius"/>
<fieldval field="sDuration" value="up to 10 minutes"/>
<fieldval field="sRange" value="Self"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sSchool" tag="Abjur"/>
<tag group="sClass" tag="cHelpPal"/>
</thing>
<thing id="sp5CAurPur" name="Aura of Purity" description="Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned." compset="Spell">
<fieldval field="sArea" value="30-foot radius"/>
<fieldval field="sDuration" value="up to 10 minutes"/>
<fieldval field="sRange" value="Self"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sSchool" tag="Abjur"/>
<tag group="sClass" tag="cHelpPal"/>
</thing>
<thing id="sp5CAurVit" name="Aura of Vitality" description="Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points." compset="Spell">
<fieldval field="sArea" value="30-foot radius"/>
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sRange" value="Self"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sClass" tag="cHelpPal"/>
</thing>
<thing id="sp5CBanSmi" name="Banishing Smite" description="The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While\nthere, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied." compset="Spell">
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sRange" value="Self"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sSchool" tag="Abjur"/>
<tag group="sClass" tag="cHelpPal"/>
</thing>
<thing id="sp5CBeastS" name="Beast Sense" description="You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. \n\nWhile perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings." compset="Spell">
<fieldval field="sDuration" value="up to 1 hour"/>
<fieldval field="sRange" value="Touch"/>
<usesource source="5ePHBCP"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="sSchool" tag="Divination"/>
<tag group="sComp" tag="S"/>
<tag group="sLevel" tag="2"/>
</thing>
<thing id="sp5CBladeW" name="Blade Ward" description="You extend your hand and trace a sigil of warding in the air. Until the end o f your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks." compset="Spell">
<fieldval field="sDuration" value="1 round"/>
<fieldval field="sRange" value="Self"/>
<usesource source="5ePHBCP"/>
<tag group="sLevel" tag="0"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Abjur"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sComp" tag="S"/>
<tag group="sDuration" tag="Round"/>
<tag group="sComp" tag="V"/>
</thing>
<thing id="sp5CBlindS" name="Blinding Smite" description="The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.\n\nA 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." compset="Spell">
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sRange" value="Self"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sClass" tag="cHelpPal"/>
</thing>
<thing id="sp5CBrandS" name="Branding Smite" description="The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.\n\n {b}{i}At Higher Levels.{/i}{/b} When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd." compset="Spell">
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sRange" value="Self"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sClass" tag="cHelpPal"/>
</thing>
<thing id="sp5CChroO" name="Chromatic Orb" description="You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. \n\n {b}{i}At Higher Levels.{/i}{/b} 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." compset="Spell">
<fieldval field="sTarget" value="Creature that you can see within range."/>
<fieldval field="sDuration" value="90 feet"/>
<fieldval field="sCompDesc" value="a diamond worth at least 50 gp"/>
<usesource source="5ePHBCP"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sComp" tag="V"/>
</thing>
<thing id="sp5CCircPo" name="Circle of Power" description="Divine energy radiates from you, distorting and diffusing m agical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes\nno damage if it succeeds on the saving throw." compset="Spell">
<fieldval field="sArea" value="30-foot radius"/>
<fieldval field="sDuration" value="up to 10 minutes"/>
<fieldval field="sRange" value="Self"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sSchool" tag="Abjur"/>
<tag group="sClass" tag="cHelpPal"/>
</thing>
<thing id="sp5CCloudD" name="Cloud of Daggers" 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\n {b}{i}At Higher Levels.{/i}{/b} 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." compset="Spell">
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sRange" value="60 feet"/>
<fieldval field="sCompDesc" value="a sliver of glass"/>
<fieldval field="sArea" value="a cube 5 feet on each side"/>
<usesource source="5ePHBCP"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
</thing>
<thing id="sp5CCompDu" name="Compelled Duel" description="You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. \n\nThe spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target." compset="Spell">
<fieldval field="sTarget" value="One creature that you can see within range"/>
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sRange" value="30 feet"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sSchool" tag="Enchant"/>
<tag group="sClass" tag="cHelpPal"/>
</thing>
<thing id="sp5CCompul" name="Compulsion" description="Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect.\n\nA target isn’t compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction." compset="Spell">
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sRange" value="30 feet"/>
<fieldval field="sTarget" value="Creatures of your choice that you can see within range and that can hear"/>
<usesource source="5ePHBCP"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sSchool" tag="Enchant"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sLevel" tag="4"/>
</thing>
<thing id="sp5CConjBa" name="Conjure Barrage" description="You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component." compset="Spell">
<fieldval field="sRange" value="60-foot cone"/>
<fieldval field="sCompDesc" value="one piece of ammunition or a thrown weapon"/>
<usesource source="5ePHBCP"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sLevel" tag="3"/>
<tag group="sDuration" tag="Instant"/>
</thing>
<thing id="sp5CConjVo" name="Conjure Volley" description="You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon." compset="Spell">
<fieldval field="sRange" value="150 feet"/>
<fieldval field="sCompDesc" value="one piece of ammunition or one thrown weapon"/>
<fieldval field="sTarget" value="choose a point within range"/>
<fieldval field="sArea" value="40-foot-radius. 20-foot-high cylinder."/>
<usesource source="5ePHBCP"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sLevel" tag="5"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sClass" tag="cHelpRgr"/>
</thing>
<thing id="sp5CCordAr" name="Cordon of Arrows" description="You plant four pieces o f nonmagical ammunition—arrows or crossbow bolts—in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.\n\nWhen you cast this spell, you can designate any creatures you choose, and the spell ignores them. \n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd." compset="Spell">
<fieldval field="sDuration" value="8 hours"/>
<fieldval field="sRange" value="5 feet"/>
<fieldval field="sCompDesc" value="four or more arrows or bolts"/>
<fieldval field="sTarget" value="in the ground within range"/>
<usesource source="5ePHBCP"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
</thing>
<thing id="sp5CCounte" name="Counterspell" description="You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.\n\n {b}{i}At Higher Levels.{/i}{/b} When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used." compset="Spell">
<fieldval field="sTarget" value="1 reaction, which you take when you see a creature within 60 feet of you casting a spell"/>
<fieldval field="sRange" value="60 feet"/>
<usesource source="5ePHBCP"/>
<tag group="sCastTime" tag="Reaction1"/>
<tag group="sSchool" tag="Abjur"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sComp" tag="S"/>
<tag group="sLevel" tag="3"/>
<tag group="sDuration" tag="Instant"/>
</thing>
<thing id="sp5CCrownM" name="Crown of Madness" description="One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. \n\nThe charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.\n\nOn your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends." compset="Spell">
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sRange" value="120 feet"/>
<fieldval field="sTarget" value="One humanoid of your choice that you can see within range."/>
<usesource source="5ePHBCP"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sSchool" tag="Enchant"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sLevel" tag="2"/>
</thing>
<thing id="sp5CCrusMa" name="Crusader's Mantle" description="Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 minute."/>
<fieldval field="sRange" value="Self"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sClass" tag="cHelpPal"/>
</thing>
<thing id="sp5CDestrS" name="Destructive Wave" description="Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone." compset="Spell">
<fieldval field="sArea" value="30-foot radius"/>
<fieldval field="sRange" value="Self"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sClass" tag="cHelpPal"/>
<tag group="sDuration" tag="Instant"/>
</thing>
<thing id="sp5CDissW" name="Dissonant Whispers" description="Pick on creature within range that can hear you. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. \n\n{b}{i}At Higher Levels.{/i}{/b} 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." compset="Spell">
<fieldval field="sRange" value="60 feet"/>
<fieldval field="sTarget" value="one creature of your choice within range"/>
<usesource source="5ePHBCP"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sSchool" tag="Enchant"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="1"/>
<tag group="sDuration" tag="Instant"/>
</thing>
<thing id="sp5CElemWe" name="Elemental Weapon" description="A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.\n\n{b}{i}At Higher Levels.{/i}{/b} When you cast this spell using a spell slot o f 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4." compset="Spell">
<fieldval field="sDuration" value="up to 1 hour"/>
<fieldval field="sRange" value="Touch"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpPal"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
</thing>
<thing id="sp5CEnsnaS" name="Ensnaring Strike" description="The next time you hit a creature with a weapon attack before this spell ends, thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. \n\nWhile restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.\n\n{b}{i}At Higher Levels.{/i}{/b} If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st." compset="Spell">
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sRange" value="Self"/>
<usesource source="5ePHBCP"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sComp" tag="V"/>
</thing>
<thing id="sp5CFeignD" name="Feign Death" description="You touch a willing creature and put it into a unconscious state that replicates death. \n\nFor the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or b ecomes diseased or poisoned while under the spell’s effect, the disease and poison have no\neffect until the spell ends." compset="Spell">
<fieldval field="sDuration" value="1 hour"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sCompDesc" value="a pinch of graveyard dirt"/>
<usesource source="5ePHBCP"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sComp" tag="V"/>
<tag group="sSchool" tag="Necromancy"/>
<tag group="Helper" tag="RitualSpel"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sLevel" tag="3"/>
<tag group="sDuration" tag="Hour"/>
</thing>
<thing id="sp5CFireBo" name="Fire Bolt" description="Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.\n\nThis spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)." compset="Spell">
<fieldval field="sRange" value="120 feet"/>
<usesource source="5ePHBCP"/>
<tag group="sLevel" tag="0"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sDuration" tag="Instant"/>
</thing>
<thing id="sp5CFriend" name="Friends" description="For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it." compset="Spell">
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sCompDesc" value="a small amount of makeup applied to the face as this spell is cast"/>
<usesource source="5ePHBCP"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sSchool" tag="Enchant"/>
<tag group="sLevel" tag="0"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sCastTime" tag="Action1"/>
</thing>
<thing id="sp5CGraspV" name="Grasping Vine" description="You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. \n\nUntil the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns." compset="Spell">
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sRange" value="30 feet"/>
<usesource source="5ePHBCP"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
</thing>
<thing id="sp5CGuardF" name="Guardian of Faith" description="Pick an unoccupied space of your choice that you can see within range. A spectral guardian appears, hovering it occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. \n\nAny creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a uccessful one. The guardian vanishes when it has dealt a total of 60 damage." compset="Spell">
<fieldval field="sDuration" value="8 hours"/>
<fieldval field="sRange" value="30 feet"/>
<usesource source="5ePHBCP"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sComp" tag="V"/>
<tag group="sDuration" tag="Hour"/>
</thing>
<thing id="sp5CHailTh" name="Hail of Thorns" description="The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.\n\n {b}{i}At Higher Levels.{/i}{/b} If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6 d10)." compset="Spell">
<fieldval field="sDuration" value="up to 1 minute"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="sSchool" tag="Conjur"/>
</thing>
<thing id="sp5CHelliR" name="Hellish Rebuke" description="As a reaction you can point your finger at a creature that damaged you and it will be surrounded by flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.\n\n{b}{i}At Higher Levels.{/i}{/b} 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." compset="Spell">
<fieldval field="sTarget" value="1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see"/>
<fieldval field="sRange" value="60 feet"/>
<usesource source="5ePHBCP"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Reaction1"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sDuration" tag="Instant"/>
</thing>
<thing id="sp5CHex" name="Hex" description="You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.\n\nIf the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. \n\nA remove curse cast on the target ends this spell early. \n\n {b}{i}At Higher Levels.{/i}{/b} When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours." compset="Spell">
<fieldval field="sDuration" value="up to 1 hour"/>
<fieldval field="sRange" value=" 90 feet"/>
<fieldval field="sCompDesc" value="the petrified eye of a newt"/>
<usesource source="5ePHBCP"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sSchool" tag="Enchant"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sLevel" tag="1"/>
</thing>
<thing id="sp5CHungeH" name="Hunger of Hadar" description="A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void sounds like soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. \n\nThe void area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage." compset="Spell">
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sRange" value=" 150 feet"/>
<fieldval field="sCompDesc" value="a pickled octopus tentacle"/>
<fieldval field="sArea" value="20-foot-radius sphere"/>
<fieldval field="sTarget" value="a point with range"/>
<usesource source="5ePHBCP"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Concent"/>
</thing>
<thing id="sp5CHunteM" name="Hunter's Mark" description="You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.\n\n {b}{i}At Higher Levels.{/i}{/b} When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours." compset="Spell">
<fieldval field="sRange" value="90 feet"/>
<fieldval field="sArea" value="up to 1 hour"/>
<fieldval field="sTarget" value="You choose a creature you can see within range"/>
<usesource source="5ePHBCP"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="sSchool" tag="Divination"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="BonusAct1"/>
</thing>
<thing id="sp5CLightA" name="Lightning Arrow" description="The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.\n\nWhether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. The piece of ammunition or weapon then returns to its normal form.\n\n {b}{i}At Higher Levels.{/i}{/b} When you cast this spell using a spell slot o f 4th level or higher, the damage for both effects o f the spell increases by 1d8 for each slot level above 3rd." compset="Spell">
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sRange" value="Self"/>
<usesource source="5ePHBCP"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
</thing>
<thing id="sp5CPhantF" name="Phantasmal Force" description="Pick a target within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.\n\nThe phantasm includes sound, temperature, and other stimuli, also evident only to the creature. \n\nThe target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.\n\nWhile a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it w as pushed, it slipped, or a strong wind might have knocked it off.\n\nAn affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal amage, such as by attacking. The target perceives the damage as a type appropriate to the illusion." compset="Spell">
<fieldval field="sCompDesc" value="a bit of fleece"/>
<fieldval field="sRange" value="60 feet"/>
<fieldval field="sDuration" value="up to 1 minute"/>
<usesource source="5ePHBCP"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sSchool" tag="Illusion"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
</thing>
<thing id="sp5CPoisoS" name="Poison Spray" description="Pick a creature you can see within range. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. \n\nThis spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12)." compset="Spell">
<fieldval field="sRange" value="10 feet"/>
<fieldval field="sTarget" value="a creature you can see within range"/>
<usesource source="5ePHBCP"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="V"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sLevel" tag="0"/>
</thing>
<thing id="sp5CPwrWH" name="Power Word Heal" description="Touch a creature. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs." compset="Spell">
<fieldval field="sRange" value="Touch"/>
<usesource source="5ePHBCP"/>
<tag group="sLevel" tag="9"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sComp" tag="S"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sComp" tag="V"/>
</thing>
<thing id="sp5CRaySi" name="Ray of Sickness" description="Pick a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. \nOn a failed save, it is also poisoned until the end of your next turn.\n\n {b}{i}At Higher Levels.{/i}{/b} 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." compset="Spell">
<fieldval field="sRange" value="60 feet"/>
<usesource source="5ePHBCP"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sSchool" tag="Necromancy"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="V"/>
<tag group="sDuration" tag="Instant"/>
</thing>
<thing id="sp5CSearSm" name="Searing Smite" description="The next time you hit a creature with a melee weapon attack during the spell’s duration, the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet o f it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. \n\n{b}{i}At Higher Levels.{/i}{/b} When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st." compset="Spell">
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sRange" value="Self"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sClass" tag="cHelpPal"/>
</thing>
<thing id="sp5CStaggS" name="Staggering Smite" description="The next time you hit a creature with a melee weapon attack during this spell’s duration, the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn." compset="Spell">
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sRange" value="Self"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sClass" tag="cHelpPal"/>
</thing>
<thing id="sp5CSwiftQ" name="Swift Quiver" description="On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends." compset="Spell">
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sCompDesc" value="a quiver containing at least one piece of ammunition)"/>
<usesource source="5ePHBCP"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sLevel" tag="5"/>
</thing>
<thing id="sp5CTelepa" name="Telepathy" description="You link telepathically with a willing creature whom you are familiar with. The creature must be on the same plane as you. The spell will end if you or the target are not on the same plane. \n\nUntil the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it." compset="Spell">
<fieldval field="sDuration" value="24 hours"/>
<fieldval field="sCompDesc" value="a pair of linked silver rings"/>
<fieldval field="sRange" value="Unlimited"/>
<usesource source="5ePHBCP"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="8"/>
<tag group="sDuration" tag="Day"/>
</thing>
<thing id="sp5CThornW" name="Thorn Whip" description="Make a melee spell attack against a target in range. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.\n\nThis spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)." compset="Spell">
<fieldval field="sRange" value="30 feet"/>
<fieldval field="sCompDesc" value="the stem of a plant with thorns"/>
<usesource source="5ePHBCP"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sLevel" tag="0"/>
<tag group="sDuration" tag="Instant"/>
</thing>
<thing id="sp5CThunSm" name="Thunderous Smite" description="The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. \n\nAdditionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone." compset="Spell">
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sRange" value="Self"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sClass" tag="cHelpPal"/>
</thing>
<thing id="sp5CTsunam" name="Tsunami" description="A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.\n\nWhen the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6 d10 bludgeoning damage, or half as much damage on a successful save.\n\nAt the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5 d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.\n\nA creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground." compset="Spell">
<fieldval field="sDuration" value="up to 6 rounds"/>
<fieldval field="sRange" value="Sight"/>
<fieldval field="sArea" value="up to 300 feet long, 300 feet high, and 50 feet thick"/>
<fieldval field="sTarget" value="a point you choose within range"/>
<usesource source="5ePHBCP"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sDuration" tag="Round"/>
<tag group="sLevel" tag="8"/>
<tag group="sCastTime" tag="Minute1"/>
</thing>
<thing id="sp5CWitchB" name="Witch Bolt" description="A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.\n\nAt Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st." compset="Spell">
<fieldval field="sCompDesc" value="a twig from a tree that has been struck by lightning"/>
<fieldval field="sRange" value="30 feet"/>
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sTarget" value="a creature within range"/>
<usesource source="5ePHBCP"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Concent"/>
</thing>
<thing id="sp5CWrathS" name="Wrathful Smite" description="The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a W isdom check against your spell save DC to steel its resolve and end this spell." compset="Spell">
<fieldval field="sDuration" value="up to 1 minute"/>
<fieldval field="sRange" value="Self"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sClass" tag="cHelpPal"/>
</thing>
<thing id="sp5CNyMaAu" name="Magic Aura" 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\nWhen 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\nFalse 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\nMask. 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 that type or of that alignment." compset="Spell" summary="You place an illusion on a creature or an object you touch so that divination spells reveal false information about it.">
<fieldval field="sCompDesc" value="a small square of silk"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sDuration" value="24"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sClass" tag="cHelpWiz" name="Wizard" abbrev="Wizard"/>
<tag group="sComp" tag="M" name="Material" abbrev="{ref s_M}M{ref}"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sSchool" tag="Illusion"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sRange" tag="Touch"/>
</thing>
<thing id="sp5CLeSeCh" name="Secret Chest" 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\nWhile 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\nAfter 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." compset="Spell" summary="You hide a chest, and all its contents, on the Ethereal Plane.">
<fieldval field="sCompDesc" value="an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sCompCost" value="5050"/>
<usesource source="5ePHBCP"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sClass" tag="cHelpWiz" name="Wizard" abbrev="Wizard"/>
<tag group="sComp" tag="M" name="Material" abbrev="{ref s_M}M{ref}"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sRange" tag="Touch"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
</thing>
<thing id="sp5CMordFH" name="Mage’s Faithful Hound" description="You create a hallucination of a guarddog in an empty space that you can see within range, where is stays for the duration, until you dismiss it as an action, or until you move more than 100 feet away from the guarddog. \n\nThe 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\nAt 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. \n\nOn a hit, it deals 4d8 piercing damage." compset="Spell">
<fieldval field="sCompDesc" value="a tiny silver whistle, a piece of bone, and a thread"/>
<fieldval field="sRange" value="30 feet"/>
<fieldval field="sDuration" value="8 hours"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sClass" tag="cHelpWiz" name="Wizard" abbrev="Wizard"/>
<tag group="sComp" tag="M" name="Material" abbrev="{ref s_M}M{ref}"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
</thing>
<thing id="sp5CMordMM" name="Mages’s Magnificent Mansion" description="You create a dwelling in an extradminesional space within range that lasts for the duration. You create one entrance and choose where it is located. The entrance glimmers lightly; it is 5 feet wide and 10 feet tall. When you cast the spell you get to designate who can enter the portal as long as it remains open. You need to be within 30 feet of the entrance to open or close the portal. When closed, the portal is invisible. \n\nOnce you enter the portal you will see a fascinating foyer with multiple rooms beyond. The room feel clean, fresh and warm. \n\nYou can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance." compset="Spell">
<fieldval field="sCompDesc" value="a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp"/>
<fieldval field="sRange" value="300 feet"/>
<fieldval field="sDuration" value="24 hours"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sLevel" tag="7"/>
<tag group="sCastTime" tag="Minute1"/>
<tag group="sClass" tag="cHelpWiz" name="Wizard" abbrev="Wizard"/>
<tag group="sComp" tag="M" name="Material" abbrev="{ref s_M}M{ref}"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sDuration" tag="Day"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sClass" tag="cHelpBrd"/>
</thing>
<thing id="sp5CMordPS" name="Mage’s Private Sanctum" description="Pick an area within range. That area becomes magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. \n\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:\n• Sound can't pass through the barrier at the edge of the warded area.\n• The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.\n• Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.\n• Creatures in the area can’t be targeted by divination spells.\n• Nothing can teleport into or out of the warded area.\n• Planar travel is blocked within the warded area.\n\nCasting this spell on the same spot every day for a year makes this effect permanent. \n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level." compset="Spell">
<fieldval field="sCompDesc" value="a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite"/>
<fieldval field="sRange" value="120 feet"/>
<fieldval field="sDuration" value="24 hours"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Minutes10"/>
<tag group="sClass" tag="cHelpWiz" name="Wizard" abbrev="Wizard"/>
<tag group="sComp" tag="M" name="Material" abbrev="{ref s_M}M{ref}"/>
<tag group="sDuration" tag="Day"/>
<tag group="sSchool" tag="Abjur"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
</thing>
<thing id="sp5CMordSw" name="Mage’s Sword" description="You create a blade-shaped force that floats within range. It lasts for the duration of the spell. \n\nWhen the blade appears, you make a melee spell attack against a target of your choice within 5 feet of the blade. 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 blade up to 20 feet to a spot you can see and repeat this attack against the same target or a different one." compset="Spell">
<fieldval field="sCompDesc" value="a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp"/>
<fieldval field="sRange" value="60 feet"/>
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<usesource source="5ePHBCP"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sLevel" tag="7"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sClass" tag="cHelpWiz" name="Wizard" abbrev="Wizard"/>
<tag group="sComp" tag="M" name="Material" abbrev="{ref s_M}M{ref}"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sClass" tag="cHelpBrd"/>
</thing>
</document>