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Kj's dnd5e spellbook WIP

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dnd, spell list, 5efrom Chub

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Tokens: 0 permanent · Lorebook: up to 159 tokens triggered, 56,157 across all entries · estimated prompt budget 159

Description on Chubfrom Chub

This was made with gpt5.5 to break a json then add all the spell list scrapped from 5etools and let gpt5.5 compose the json back togheter with the scrapped info in csv. It got weird keys but if you write the spell without issues your llm will find proper info about it. It does have the damage and resistances outputs with the dice explanation and DC. So LLM without propper prompt might freak out. None the less, fork this lorebook and add more to it, like RPG rules, It still can be polished a lot more, but I wont, I will just add rules and other things I liked from other lorebooks so the llm can make lots of sense about dnd ruling. I guess

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D&D 5e Spells Lorebook — Complete Levels 0–9

435 entries · scan depth 50 · budget 500 tokens · recursive scanning off

Chub-compatible lorebook containing functional, paraphrased spell lookup entries for D&D 5e roleplay. Entries are concise summaries intended for LLM retrieval, not verbatim rules text.

Book settings
  1. #1Spell - Acid Splash / Cantrip Evocation

    Keys: spell_acid_splash, cast acid splash, acid splash

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_acid_splash> Name: Acid Splash Level: Cantrip School: Evocation Casting Time: 1 action Range: 60 ft. Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Dexterity save Damage/Healing: 1d6 acid Effect: Creates an acidic burst in a small area. Creatures that fail the save take acid damage. Scaling: Cantrip damage scales at character levels 5, 11, and 17. RP Use: Good for groups packed close together, damaging weak objects, or forcing enemies to move. </spell_acid_splash>

  2. #2Spell - Blade Ward / Cantrip Abjuration

    Keys: blade ward, cast blade ward, spell_blade_ward

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_blade_ward> Name: Blade Ward Level: Cantrip School: Abjuration Casting Time: 1 action Range: Self Duration: Concentration, up to 1 minute Concentration: Yes Ritual: No Save/Attack: None Effect: Protective ward interferes with attacks against the caster, reducing enemy attack rolls. RP Use: Useful before expected melee pressure, retreats, duels, or buying time. </spell_blade_ward>

  3. #3Spell - Chill Touch / Cantrip Necromancy

    Keys: cast chill touch, chill touch, spell_chill_touch

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_chill_touch> Name: Chill Touch Level: Cantrip School: Necromancy Casting Time: 1 action Range: Touch Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Melee spell attack Damage/Healing: 1d10 necrotic Effect: Channels grave-cold necrotic power through a touch, damaging the target and interfering with vitality. Scaling: Cantrip damage scales at character levels 5, 11, and 17. RP Use: Best against living targets, undead scenes, interrogations, or grim necromantic flavor. </spell_chill_touch>

  4. #4Spell - Dancing Lights / Cantrip Illusion

    Keys: spell_dancing_lights, dancing lights, cast dancing lights

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_dancing_lights> Name: Dancing Lights Level: Cantrip School: Illusion Casting Time: 1 action Range: 120 ft. Duration: Concentration, up to 1 minute Concentration: Yes Ritual: No Save/Attack: None Effect: Creates several small floating lights that can move together or form a simple glowing shape. RP Use: Useful for scouting, signaling, distractions, and lighting dark ruins without a torch. </spell_dancing_lights>

  5. #5Spell - Druidcraft / Cantrip Transmutation

    Keys: cast druidcraft, druidcraft, spell_druidcraft

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_druidcraft> Name: Druidcraft Level: Cantrip School: Transmutation Casting Time: 1 action Range: 30 ft. Duration: Varies Concentration: No Ritual: No Save/Attack: None Effect: Produces minor nature effects: weather signs, blooming plants, small sensory effects, or tiny harmless flames. RP Use: Good for nature flavor, omens, camp utility, and subtle communication with wilderness themes. </spell_druidcraft>

  6. #6Spell - Eldritch Blast / Cantrip Evocation

    Keys: eldritch blast, spell_eldritch_blast, cast eldritch blast

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_eldritch_blast> Name: Eldritch Blast Level: Cantrip School: Evocation Casting Time: 1 action Range: 120 ft. Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Ranged spell attack Damage/Healing: 1d10 force per beam Effect: Fires a beam of force at a target. At higher levels, creates more beams that can target one or several creatures. Scaling: Additional beams at character levels 5, 11, and 17. RP Use: Reliable ranged force damage for warlock-style combat, sniping, and magical intimidation. </spell_eldritch_blast>

  7. #7Spell - Elementalism / Cantrip Transmutation

    Keys: elementalism, spell_elementalism, cast elementalism

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_elementalism> Name: Elementalism Level: Cantrip School: Transmutation Casting Time: 1 action Range: 30 ft. Duration: Varies Concentration: No Ritual: No Save/Attack: None Effect: Produces minor elemental effects involving air, earth, fire, or water, such as sparks, breezes, harmless tremors, or simple shaping. RP Use: Useful for elemental flavor, small tricks, environmental interaction, and showing magical control. </spell_elementalism>

  8. #8Spell - Fire Bolt / Cantrip Evocation

    Keys: cast fire bolt, spell_fire_bolt, fire bolt

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_fire_bolt> Name: Fire Bolt Level: Cantrip School: Evocation Casting Time: 1 action Range: 120 ft. Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Ranged spell attack Damage/Healing: 1d10 fire Effect: Hurls a mote of fire at a creature or object. Scaling: Cantrip damage scales at character levels 5, 11, and 17. RP Use: Good for ranged offense, igniting flammable objects, threats, and battlefield pressure. </spell_fire_bolt>

  9. #9Spell - Friends / Cantrip Enchantment

    Keys: cast friends, spell_friends, friends

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_friends> Name: Friends Level: Cantrip School: Enchantment Casting Time: 1 action Range: Self Duration: Concentration, up to 1 minute Concentration: Yes Ritual: No Save/Attack: Social check support Effect: Temporarily enhances social pressure or charm in conversation, but can create resentment or suspicion afterward depending on the scene. RP Use: Useful for risky negotiations, scams, flirtation, interrogations, or buying a moment of favor. </spell_friends>

  10. #10Spell - Guidance / Cantrip Divination

    Keys: guidance, cast guidance, spell_guidance

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_guidance> Name: Guidance Level: Cantrip School: Divination Casting Time: 1 action Range: Touch Duration: Concentration, up to 1 minute Concentration: Yes Ritual: No Save/Attack: Ability check bonus Effect: Blesses a willing creature with a small boost to an ability check before the spell ends. RP Use: Good for skill scenes: lockpicking, climbing, persuading, researching, crafting, or resisting pressure. </spell_guidance>

  11. #11Spell - Light / Cantrip Evocation

    Keys: cast light, spell_light, light

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_light> Name: Light Level: Cantrip School: Evocation Casting Time: 1 action Range: Touch Duration: 1 hour Concentration: No Ritual: No Save/Attack: Dexterity save if targeting unwilling creature/object Effect: Makes an object shine with bright light and dim light around it. RP Use: Basic exploration utility, anti-darkness flavor, or marking an object/person. </spell_light>

  12. #12Spell - Mage Hand / Cantrip Conjuration

    Keys: cast mage hand, mage hand, spell_mage_hand

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_mage_hand> Name: Mage Hand Level: Cantrip School: Conjuration Casting Time: 1 action Range: 30 ft. Duration: 1 minute Concentration: No Ritual: No Save/Attack: None Effect: Creates a spectral hand that manipulates objects at a distance but cannot attack or perform complex tasks. RP Use: Useful for traps, stealing small objects, opening doors, touching unsafe objects, or theatrical gestures. </spell_mage_hand>

  13. #13Spell - Mending / Cantrip Transmutation

    Keys: mending, cast mending, spell_mending

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_mending> Name: Mending Level: Cantrip School: Transmutation Casting Time: 1 minute Range: Touch Duration: Instantaneous Concentration: No Ritual: No Save/Attack: None Effect: Repairs a single small break or tear in an object, leaving no obvious seam. RP Use: Good for survival gear, disguising tampering, fixing evidence, maintaining weapons, or domestic scenes. </spell_mending>

  14. #14Spell - Message / Cantrip Transmutation

    Keys: message, spell_message, cast message

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_message> Name: Message Level: Cantrip School: Transmutation Casting Time: 1 action Range: 120 ft. Duration: 1 round Concentration: No Ritual: No Save/Attack: None Effect: Sends a whispered message to a creature within range, allowing a brief reply. RP Use: Useful for stealth coordination, private warnings, social manipulation, and split-party scenes. </spell_message>

  15. #15Spell - Mind Sliver / Cantrip Enchantment

    Keys: spell_mind_sliver, cast mind sliver, mind sliver

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_mind_sliver> Name: Mind Sliver Level: Cantrip School: Enchantment Casting Time: 1 action Range: 60 ft. Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Intelligence save Damage/Healing: 1d6 psychic Effect: Cuts into a target's mind with psychic force and makes its next saving throw less reliable. Scaling: Cantrip damage scales at character levels 5, 11, and 17. RP Use: Strong setup spell before control magic, intimidation, or mental duels. </spell_mind_sliver>

  16. #16Spell - Minor Illusion / Cantrip Illusion

    Keys: spell_minor_illusion, cast minor illusion, minor illusion

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_minor_illusion> Name: Minor Illusion Level: Cantrip School: Illusion Casting Time: 1 action Range: 30 ft. Duration: 1 minute Concentration: No Ritual: No Save/Attack: Investigation check to disbelieve if examined Effect: Creates a small sound or image that can distract, mislead, or conceal simple details. RP Use: Excellent for stealth, scams, distractions, hiding objects, or baiting enemies. </spell_minor_illusion>

  17. #17Spell - Poison Spray / Cantrip Necromancy

    Keys: cast poison spray, poison spray, spell_poison_spray

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_poison_spray> Name: Poison Spray Level: Cantrip School: Necromancy Casting Time: 1 action Range: 30 ft. Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Constitution save Damage/Healing: 1d12 poison Effect: Projects toxic magic at a creature in range. Scaling: Cantrip damage scales at character levels 5, 11, and 17. RP Use: Useful for close-range intimidation, assassins, monsters, and poison-themed casters. </spell_poison_spray>

  18. #18Spell - Prestidigitation / Cantrip Transmutation

    Keys: prestidigitation, spell_prestidigitation, cast prestidigitation

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_prestidigitation> Name: Prestidigitation Level: Cantrip School: Transmutation Casting Time: 1 action Range: 10 ft. Duration: Up to 1 hour depending on effect Concentration: No Ritual: No Save/Attack: None Effect: Performs minor magical tricks: clean, soil, flavor, chill, warm, make tiny sensory effects, or create harmless marks/trinkets. RP Use: Best utility cantrip for social scenes, flavor, comfort, scams, and casual displays of magic. </spell_prestidigitation>

  19. #19Spell - Produce Flame / Cantrip Conjuration

    Keys: produce flame, spell_produce_flame, cast produce flame

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_produce_flame> Name: Produce Flame Level: Cantrip School: Conjuration Casting Time: 1 action Range: Self / 60 ft. Duration: 10 minutes Concentration: No Ritual: No Save/Attack: Ranged spell attack when thrown Damage/Healing: 1d8 fire Effect: Creates a flame in the hand that lights the area and can be thrown as an attack. Scaling: Cantrip damage scales at character levels 5, 11, and 17. RP Use: Useful as torch, signal, threat, or druidic fire attack. </spell_produce_flame>

  20. #20Spell - Ray of Frost / Cantrip Evocation

    Keys: spell_ray_of_frost, ray of frost, cast ray of frost

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_ray_of_frost> Name: Ray of Frost Level: Cantrip School: Evocation Casting Time: 1 action Range: 60 ft. Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Ranged spell attack Damage/Healing: 1d8 cold Effect: Fires a freezing ray that damages and slows the target briefly. Scaling: Cantrip damage scales at character levels 5, 11, and 17. RP Use: Good for kiting enemies, slowing pursuit, freezing surfaces, or cold-themed casters. </spell_ray_of_frost>

  21. #21Spell - Resistance / Cantrip Abjuration

    Keys: resistance, spell_resistance, cast resistance

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_resistance> Name: Resistance Level: Cantrip School: Abjuration Casting Time: 1 action Range: Touch Duration: Concentration, up to 1 minute Concentration: Yes Ritual: No Save/Attack: Saving throw bonus Effect: Places a small protective blessing on a willing creature, improving one saving throw before the spell ends. RP Use: Useful before traps, poison, fear, hostile magic, or dangerous negotiations. </spell_resistance>

  22. #22Spell - Sacred Flame / Cantrip Evocation

    Keys: spell_sacred_flame, sacred flame, cast sacred flame

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_sacred_flame> Name: Sacred Flame Level: Cantrip School: Evocation Casting Time: 1 action Range: 60 ft. Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Dexterity save Damage/Healing: 1d8 radiant Effect: Calls radiant fire onto a creature the caster can see. Scaling: Cantrip damage scales at character levels 5, 11, and 17. RP Use: Useful against undead, fiends, hidden cover users, or divine judgment scenes. </spell_sacred_flame>

  23. #23Spell - Shillelagh / Cantrip Transmutation

    Keys: shillelagh, cast shillelagh, spell_shillelagh

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_shillelagh> Name: Shillelagh Level: Cantrip School: Transmutation Casting Time: Bonus action Range: Self Duration: 1 minute Concentration: No Ritual: No Save/Attack: Weapon attack Damage/Healing: Magical weapon damage Effect: Imbues a club or quarterstaff with nature magic, letting the caster fight using their spellcasting ability. Scaling: Damage improves at higher character levels in 2024-style play. RP Use: Good for druids or nature casters forced into melee. </spell_shillelagh>

  24. #24Spell - Shocking Grasp / Cantrip Evocation

    Keys: shocking grasp, cast shocking grasp, spell_shocking_grasp

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_shocking_grasp> Name: Shocking Grasp Level: Cantrip School: Evocation Casting Time: 1 action Range: Touch Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Melee spell attack Damage/Healing: 1d8 lightning Effect: Delivers lightning through touch and prevents the target from reacting briefly. Scaling: Cantrip damage scales at character levels 5, 11, and 17. RP Use: Useful for escaping melee, disabling opportunity attacks, and storm-themed combat. </spell_shocking_grasp>

  25. #25Spell - Sorcerous Burst / Cantrip Evocation

    Keys: sorcerous burst, cast sorcerous burst, spell_sorcerous_burst

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_sorcerous_burst> Name: Sorcerous Burst Level: Cantrip School: Evocation Casting Time: 1 action Range: 120 ft. Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Ranged spell attack Damage/Healing: 1d8 chosen type Effect: Launches unstable sorcerous energy of a chosen elemental or psychic type; strong rolls can surge into extra damage. Scaling: Cantrip damage scales at character levels 5, 11, and 17. RP Use: Good for flexible elemental flavor and chaotic sorcerer scenes. </spell_sorcerous_burst>

  26. #26Spell - Spare the Dying / Cantrip Necromancy

    Keys: cast spare the dying, spare the dying, spell_spare_the_dying

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_spare_the_dying> Name: Spare the Dying Level: Cantrip School: Necromancy Casting Time: 1 action Range: 15 ft. Duration: Instantaneous Concentration: No Ritual: No Save/Attack: None Effect: Stabilizes a living creature at 0 hit points so it stops dying. RP Use: Useful for battlefield mercy, emergency triage, and dramatic near-death scenes. </spell_spare_the_dying>

  27. #27Spell - Starry Wisp / Cantrip Evocation

    Keys: starry wisp, spell_starry_wisp, cast starry wisp

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_starry_wisp> Name: Starry Wisp Level: Cantrip School: Evocation Casting Time: 1 action Range: 60 ft. Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Ranged spell attack Damage/Healing: 1d8 radiant Effect: Fires a mote of starlight that deals radiant damage and can reveal the target by dim light. Scaling: Cantrip damage scales at character levels 5, 11, and 17. RP Use: Good for night battles, tracking invisible or fleeing enemies, and celestial flavor. </spell_starry_wisp>

  28. #28Spell - Thaumaturgy / Cantrip Transmutation

    Keys: spell_thaumaturgy, thaumaturgy, cast thaumaturgy

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_thaumaturgy> Name: Thaumaturgy Level: Cantrip School: Transmutation Casting Time: 1 action Range: 30 ft. Duration: Varies Concentration: No Ritual: No Save/Attack: None Effect: Creates minor supernatural signs such as booming voice, harmless tremors, altered flames, sounds, or dramatic sensory effects. RP Use: Good for intimidation, preaching, ritual flavor, and theatrical divine presence. </spell_thaumaturgy>

  29. #29Spell - Thorn Whip / Cantrip Transmutation

    Keys: spell_thorn_whip, thorn whip, cast thorn whip

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_thorn_whip> Name: Thorn Whip Level: Cantrip School: Transmutation Casting Time: 1 action Range: 30 ft. Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Melee spell attack Damage/Healing: 1d6 piercing Effect: Creates a thorny vine whip that damages and can pull a Large or smaller target closer. Scaling: Cantrip damage scales at character levels 5, 11, and 17. RP Use: Useful for dragging enemies into hazards, stopping retreats, or nature-themed aggression. </spell_thorn_whip>

  30. #30Spell - Thunderclap / Cantrip Evocation

    Keys: thunderclap, cast thunderclap, spell_thunderclap

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_thunderclap> Name: Thunderclap Level: Cantrip School: Evocation Casting Time: 1 action Range: Self, 5-ft. emanation Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Constitution save Damage/Healing: 1d6 thunder Effect: Releases a burst of thunder around the caster, damaging nearby creatures. Scaling: Cantrip damage scales at character levels 5, 11, and 17. RP Use: Good when surrounded, breaking silence, or making a loud magical entrance. </spell_thunderclap>

  31. #31Spell - Toll the Dead / Cantrip Necromancy

    Keys: spell_toll_the_dead, toll the dead, cast toll the dead

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_toll_the_dead> Name: Toll the Dead Level: Cantrip School: Necromancy Casting Time: 1 action Range: 60 ft. Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Wisdom save Damage/Healing: 1d8 or 1d12 necrotic Effect: A funeral bell-like necromantic force harms a creature, hitting harder if the target is already wounded. Scaling: Cantrip damage scales at character levels 5, 11, and 17. RP Use: Excellent grim execution flavor and punishing injured enemies. </spell_toll_the_dead>

  32. #32Spell - True Strike / Cantrip Divination

    Keys: true strike, spell_true_strike, cast true strike

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_true_strike> Name: True Strike Level: Cantrip School: Divination Casting Time: 1 action Range: Self Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Weapon attack Damage/Healing: Weapon damage, with radiant scaling in 2024-style play Effect: Guides a weapon strike with magic, letting the attack use spellcasting power and deal magically enhanced damage. Scaling: Extra damage improves at character levels 5, 11, and 17. RP Use: Good for battle mages, divine duelists, and precise finishing strikes. </spell_true_strike>

  33. #33Spell - Vicious Mockery / Cantrip Enchantment

    Keys: cast vicious mockery, vicious mockery, spell_vicious_mockery

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_vicious_mockery> Name: Vicious Mockery Level: Cantrip School: Enchantment Casting Time: 1 action Range: 60 ft. Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Wisdom save Damage/Healing: 1d6 psychic Effect: Insults or psychic barbs damage a creature and hinder its next attack. Scaling: Cantrip damage scales at character levels 5, 11, and 17. RP Use: Useful for bards, taunts, humiliation, and comedic combat. </spell_vicious_mockery>

  34. #34Spell - Word of Radiance / Cantrip Evocation

    Keys: cast word of radiance, spell_word_of_radiance, word of radiance

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_word_of_radiance> Name: Word of Radiance Level: Cantrip School: Evocation Casting Time: 1 action Range: Self, 5-ft. emanation Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Constitution save Damage/Healing: 1d6 radiant Effect: Radiant power erupts from the caster, damaging chosen nearby creatures. Scaling: Cantrip damage scales at character levels 5, 11, and 17. RP Use: Good for clerics surrounded by enemies, holy outbursts, and undead-clearing scenes. </spell_word_of_radiance>

  35. #35Spell - Alarm / 1st-level Abjuration

    Keys: cast alarm, spell_alarm, alarm

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_alarm> Name: Alarm Level: 1st-level School: Abjuration Casting Time: 1 minute Range: 30 ft. Duration: 8 hours Concentration: No Ritual: Yes Save/Attack: None Effect: Wards a small area, door, or window and alerts the caster when a creature intrudes unless exempted. RP Use: Good for camps, safehouses, ambush protection, and paranoia scenes. </spell_alarm>

  36. #36Spell - Animal Friendship / 1st-level Enchantment

    Keys: spell_animal_friendship, cast animal friendship, animal friendship

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_animal_friendship> Name: Animal Friendship Level: 1st-level School: Enchantment Casting Time: 1 action Range: 30 ft. Duration: 24 hours Concentration: No Ritual: No Save/Attack: Wisdom save Effect: Attempts to charm a Beast that can see and hear the caster. Violence from allies ends the charm. Scaling: Higher slots can target additional Beasts. RP Use: Useful for calming guard animals, wild mounts, scouts, and wilderness diplomacy. </spell_animal_friendship>

  37. #37Spell - Armor of Agathys / 1st-level Abjuration

    Keys: cast armor of agathys, spell_armor_of_agathys, armor of agathys

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_armor_of_agathys> Name: Armor of Agathys Level: 1st-level School: Abjuration Casting Time: Bonus action Range: Self Duration: 1 hour Concentration: No Ritual: No Save/Attack: None Damage/Healing: Cold retaliation while temporary hit points remain Effect: Covers the caster in spectral frost, granting temporary hit points and punishing melee attackers with cold damage. Scaling: Higher slots increase temporary hit points and retaliation damage. RP Use: Strong for warlocks, bruiser mages, intimidation, and cold-themed defense. </spell_armor_of_agathys>

  38. #38Spell - Arms of Hadar / 1st-level Conjuration

    Keys: cast arms of hadar, spell_arms_of_hadar, arms of hadar

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_arms_of_hadar> Name: Arms of Hadar Level: 1st-level School: Conjuration Casting Time: 1 action Range: Self, 10-ft. emanation Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Strength save Damage/Healing: 2d6 necrotic Effect: Dark tendrils erupt from the caster, damaging nearby creatures and interfering with their reactions. Scaling: Higher slots add damage. RP Use: Useful when surrounded, for eldritch horror scenes, or to escape melee pressure. </spell_arms_of_hadar>

  39. #39Spell - Bane / 1st-level Enchantment

    Keys: spell_bane, cast bane, bane

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_bane> Name: Bane Level: 1st-level School: Enchantment Casting Time: 1 action Range: 30 ft. Duration: Concentration, up to 1 minute Concentration: Yes Ritual: No Save/Attack: Charisma save Effect: Curses up to three creatures, making their attacks and saving throws less reliable. Scaling: Higher slots can affect additional creatures. RP Use: Good before crowd control, boss debuffs, social dread, or divine condemnation. </spell_bane>

  40. #40Spell - Bless / 1st-level Enchantment

    Keys: spell_bless, bless, cast bless

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_bless> Name: Bless Level: 1st-level School: Enchantment Casting Time: 1 action Range: 30 ft. Duration: Concentration, up to 1 minute Concentration: Yes Ritual: No Save/Attack: None Effect: Blesses up to three creatures, improving their attack rolls and saving throws. Scaling: Higher slots can affect additional creatures. RP Use: Core support magic before duels, battles, sieges, and dangerous saves. </spell_bless>

  41. #41Spell - Burning Hands / 1st-level Evocation

    Keys: cast burning hands, burning hands, spell_burning_hands

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_burning_hands> Name: Burning Hands Level: 1st-level School: Evocation Casting Time: 1 action Range: Self, 15-ft. cone Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Dexterity save Damage/Healing: 3d6 fire Effect: Releases a cone of flame from the caster. Scaling: Higher slots add fire damage. RP Use: Useful for clearing swarms, igniting environments, and close-range fire mage moments. </spell_burning_hands>

  42. #42Spell - Charm Person / 1st-level Enchantment

    Keys: cast charm person, spell_charm_person, charm person

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_charm_person> Name: Charm Person Level: 1st-level School: Enchantment Casting Time: 1 action Range: 30 ft. Duration: 1 hour Concentration: No Ritual: No Save/Attack: Wisdom save Effect: Attempts to charm a Humanoid, making it treat the caster favorably until harmed or the spell ends. Scaling: Higher slots can target additional Humanoids. RP Use: Good for social infiltration, guards, negotiations, scams, and messy consequences afterward. </spell_charm_person>

  43. #43Spell - Chromatic Orb / 1st-level Evocation

    Keys: spell_chromatic_orb, cast chromatic orb, chromatic orb

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_chromatic_orb> Name: Chromatic Orb Level: 1st-level School: Evocation Casting Time: 1 action Range: 90 ft. Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Ranged spell attack Damage/Healing: 3d8 chosen damage type Effect: Throws a sphere of chosen elemental power at a target. Scaling: Higher slots add damage and may improve chaining/impact depending on rules used. RP Use: Flexible damage for elemental casters and tactical weaknesses. </spell_chromatic_orb>

  44. #44Spell - Color Spray / 1st-level Illusion

    Keys: cast color spray, color spray, spell_color_spray

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_color_spray> Name: Color Spray Level: 1st-level School: Illusion Casting Time: 1 action Range: Self, 15-ft. cone Duration: Instantaneous Concentration: No Ritual: No Save/Attack: Constitution save Effect: Flashes dazzling color in a cone, potentially blinding creatures briefly. Scaling: Higher slots increase potency/affected durability depending on rules used. RP Use: Good for escapes, nonlethal control, stage magic, or disorienting enemies. </spell_color_spray>

  45. #45Spell - Command / 1st-level Enchantment

    Keys: command, cast command, spell_command

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_command> Name: Command Level: 1st-level School: Enchantment Casting Time: 1 action Range: 60 ft. Duration: Instantaneous / 1 round Concentration: No Ritual: No Save/Attack: Wisdom save Effect: Issues a one-word command that the target must obey briefly if it understands and fails the save. Scaling: Higher slots affect additional creatures. RP Use: Excellent for interrogation, battlefield openings, humiliation, and tactical disruption. </spell_command>

  46. #46Spell - Comprehend Languages / 1st-level Divination

    Keys: spell_comprehend_languages, comprehend languages, cast comprehend languages

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_comprehend_languages> Name: Comprehend Languages Level: 1st-level School: Divination Casting Time: 1 action Range: Self Duration: 1 hour Concentration: No Ritual: Yes Save/Attack: None Effect: Allows the caster to understand spoken and written language they perceive, without automatically decoding hidden messages. RP Use: Good for ruins, diplomacy, maps, contracts, and ancient inscriptions. </spell_comprehend_languages>

  47. #47Spell - Create or Destroy Water / 1st-level Transmutation

    Keys: cast create or destroy water, spell_create_or_destroy_water, create or destroy water

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_create_or_destroy_water> Name: Create or Destroy Water Level: 1st-level School: Transmutation Casting Time: 1 action Range: 30 ft. Duration: Instantaneous Concentration: No Ritual: No Save/Attack: None Effect: Creates clean water, destroys water, or manipulates rain/fog in a limited area. Scaling: Higher slots increase the amount or area. RP Use: Survival, desert travel, anti-fog utility, cleaning scenes, or logistical magic. </spell_create_or_destroy_water>

  48. #48Spell - Cure Wounds / 1st-level Abjuration

    Keys: cast cure wounds, cure wounds, spell_cure_wounds

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_cure_wounds> Name: Cure Wounds Level: 1st-level School: Abjuration Casting Time: 1 action Range: Touch Duration: Instantaneous Concentration: No Ritual: No Save/Attack: None Damage/Healing: Healing: 2d8 + spellcasting modifier in 2024-style play Effect: Heals a creature the caster touches. Scaling: Higher slots add healing dice. RP Use: Direct battlefield healing, emergency care, mercy, and post-fight recovery. </spell_cure_wounds>

  49. #49Spell - Detect Evil and Good / 1st-level Divination

    Keys: cast detect evil and good, spell_detect_evil_and_good, detect evil and good

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_detect_evil_and_good> Name: Detect Evil and Good Level: 1st-level School: Divination Casting Time: 1 action Range: Self, 30-ft. sphere Duration: Concentration, up to 10 minutes Concentration: Yes Ritual: No Save/Attack: None Effect: Senses certain supernatural creature types and consecrated/desecrated influence nearby, blocked by sufficient material. RP Use: Useful for demon hunts, cursed temples, hidden celestials, undead detection, and suspicion scenes. </spell_detect_evil_and_good>

  50. #50Spell - Detect Magic / 1st-level Divination

    Keys: detect magic, cast detect magic, spell_detect_magic

    Enabled · Selective · After character · Order 90 · 100%

    Entry settings

    <spell_detect_magic> Name: Detect Magic Level: 1st-level School: Divination Casting Time: 1 action Range: Self, 30-ft. sphere Duration: Concentration, up to 10 minutes Concentration: Yes Ritual: Yes Save/Attack: None Effect: Senses magical effects nearby and can reveal visible auras and schools of magic, blocked by sufficient material. RP Use: Essential for loot, traps, curses, illusions, wards, and magical investigations. </spell_detect_magic>

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