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COM_5ePack_BOLS5e.-.Spells.user
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<?xml version="1.0" encoding="UTF-8"?>
<document signature="Hero Lab Data">
<thing id="sp5CLSZone" name="Zone of Metamagic Minimization" description="You create a zone of purple-hued air in a 20-foot-radius sphere around a point you can see. Within this zone, all damage caused directly by spells is minimized; each damage die is treated as having rolled a 1. The spell doesn’t reduce damage from effects that inflict damage indirectly, such as damage from conjured weapons and creatures, or damage from bonuses; for example, a spell that causes 4d6 + 20 damage is reduced to 4 + 20 damage by a {i}zone of metamagic minimization{/i}." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<fieldval field="sRange" value="50 ft."/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="Sphere, 20-ft. radius"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Abjur"/>
<tag group="sLevel" tag="8"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSZoAb" name="Zone of Ablation" description="For the duration of the spell, whenever you are struck by a weapon attack, you take the minimum damage possible from the attack (as if all dice rolled the lowest possible number). This doesn’t affect spell damage rolls or effects that don’t do hit point damage. " compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="Self"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Abjur"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpPal"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSZomb" name="Zombify Self" description="Your flesh becomes corrupt and dead as your body transforms into that of a zombie. You become immune to poison, paralysis, stun, disease, and unconsciousness for the duration of the spell. You also lose 4 points of Dexterity and have tactical disadvantage on Charisma checks used to interact with others. \n\nYou can end the spell as a bonus action. When the spell ends, you take 5d8 necrotic damage, or no damage if you make a successful Constitution saving throw." compset="Spell">
<fieldval field="sDuration" value="10 minutes"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sCompDesc" value="a piece of zombie flesh"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="Self"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Necromancy"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSZeph" name="Zephyr of Death" description="You send a zephyr that whispers hate and despair in a 100-foot cone. Each creature in the cone takes 4d8 necrotic damage and must make a Wisdom saving throw. If the saving throw fails, the whispers gather around the creature and it is frightened of you for the duration. The whispers gnaw at the creature’s mind, attempting to drive it to death. \n\nWhile a creature is frightened by the {i}zephyr of death{/i}, it must make a Wisdom saving throw at the start of each of its turns. If the saving throw fails, the creature takes 4d8 necrotic damage and is incapacitated until the start of its next turn. On a successful save, it remains frightened, takes half damage, and is not incapacitated. A creature that makes three successful saves, which don’t need to be consecutive, overcomes the spell and the effect ends for them." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sSave" value="Wis / 4d8 necrotic dmg and not frightened"/>
<fieldval field="sArea" value="Cone, 100 ft. long"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sSchool" tag="Necromancy"/>
<tag group="sLevel" tag="8"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSYell" name="Yellow Smoke" description="You create a 20-foot-radius sphere of yellow gas centered on a point you can see. The cloud spreads around corners and its area is heavily obscured. The gas dissipates when the spell ends. \n\nEach creature that starts its turn in the cloud must make a Constitution saving throw against poison. If the saving throw succeeds, the creature is unaffected by the gas until the start of its next turn. If the saving throw fails, the creature is poisoned for as long as it’s in the cloud and for another 1d4 rounds after it leaves the gas. Creatures that don’t need to breathe or that are immune to poison are immune to this effect. \n\nA moderate wind disperses the cloud after four rounds; a strong wind disperses it after one round." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<fieldval field="sRange" value="90 ft."/>
<fieldval field="sSave" value="Con / negates effect"/>
<fieldval field="sArea" value="Sphere, 20-ft. radius"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSXeno" name="Xenophobic Rage" description="You sow chaos by drawing upon the secret fears of any number of creatures you can see to make them instantly aggressive toward anyone not of their own race. Each creature must make a Wisdom saving throw. If the saving throw fails, the creature feels the full effect of this spell; on a successful save, the creature is confused (per the {i}confusion{/i} spell) until the start of your next turn. \n\nTargets that failed their saving throws become homicidal against creatures of different races. They have no allies except creatures of their own race, even if those creatures were their enemies before {i}xenophobic rage{/i} was cast. Affected creatures must use all of their powers to the best of their ability to destroy the nearest enemies they can see. \n\nEach time an affected creature reduces another creature to 0 hit points or kills it, it can repeat the Wisdom saving throw; a successful save ends the spell’s effect on that creature." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 8 hours"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sSave" value="Wis / confused 1 round"/>
<fieldval field="sArea" value="Sphere, 50-ft. radius"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Enchant"/>
<tag group="sLevel" tag="8"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWyve" name="Wyvern Guard" description="You create a bank of swirling, nearly insubstantial haze that quickly takes the shape of a wyvern in an unoccupied space you can see. The wyvern is Large and has a reach of 10 feet, but it can’t leave the space where it was created. \n\nWhen a creature moves into or starts its turn in the reach of the wyvern, the wyvern guard attacks it. Make a melee spell attack against the target. If it hits, the target takes 1d8 piercing damage and is paralyzed. A paralyzed creature makes a Constitution saving throw at the end of each of its turns; the paralysis ends on a successful save. \n\nThe wyvern guard disappears and the spell ends when the wyvern makes a successful attack. \n\nIn areas of bright light, the wyvern is clearly visible. In dim light, a DC 15 Perception check is needed to notice the wyvern at distances of 30 feet or more. In darkness, the wyvern is effectively invisible." compset="Spell">
<fieldval field="sDuration" value="8 hours"/>
<fieldval field="sRange" value="50 ft."/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 mist wyvern"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Abjur"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWrac" name="Wrack the Mind" description="Your hand glows with crackling black and red energy as you touch one creature within reach. The creature must make an Intelligence saving throw. If the saving throw fails, the creature loses 2d6 points of Intelligence (to a minimum of 3) and must roll on the following table to see how it is cursed. On a successful save, the creature loses half that amount of Intelligence and suffers no additional effect. \n\n{b}d6 Curse Effect {/b}\n1 The target is frightened of you. \n2 The target develops a severe phobia to a common object. Anytime the target is within 15 feet of the object and is able to perceive it, he or she becomes frightened until the object is again more than 15 feet away. You choose the subject of the phobia. The object should be common, but not ubiquitous. For example, “wooden spoons” would be an appropriate subject, but “shoes” would not. \n3 The target automatically fails Intelligence checks. \n4 The target is confused (per the confusion spell). \n5 The target suffers amnesia and is unable to recall details of its past or cast spells. \n6 The target’s mind regresses to a childlike state." compset="Spell">
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sSave" value="Int / negates effect"/>
<fieldval field="sArea" value="1 creature"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Necromancy"/>
<tag group="sLevel" tag="9"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWoun" name="Wound Reading" description="By touching a willing, wounded creature, you gain a mental image of what inflicted the injury (a specific person, monster, trap, and so on). If the victim didn’t see what wounded him or her, you must make a successful DC 10 Wisdom (Medicine) check to gain specific information; if the check fails, you learn only the general type of the attacker (beast, fiend, monstrosity, etc.). " compset="Spell">
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 wound"/>
<usesource source="5eBOLSCP"/>
<tag group="Helper" tag="RitualSpel"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Divination"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWord" name="Words of Thunder" description="When uttered, the {i}words of thunder{/i} rises to a tremendous pitch and wash outward as a tangible boom of sound in a 60-foot radius centered on you. All other creatures in the sphere with 30 or fewer hit points are permanently deafened and are incapacitated until the end of your next turn, with no saving throw. Creatures with 31 to 60 hit points are deafened for 1 minute, but not incapacitated. Creatures with more than 60 hit points are unaffected. \n\nYou can cast {i}words of thunder{/i} even if you are in a zone of magical silence. In this case, the spell destroys the silence effect but has no effect on creatures." compset="Spell">
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="Sphere, 60-ft. radius"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="6"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWolf" name="Wolf’s Hearing" description="For the duration of the spell, your hearing sharpens so that you have tactical advantage on Wisdom (Perception) checks that rely on hearing. " compset="Spell">
<fieldval field="sDuration" value="10 minutes"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="Self"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWood" name="Woodland Shriek" description="You imbue nonintelligent plants and bushes in a 20-foot radius with the ability to shriek loudly if a Small or larger creature enters the warded area. The creature can go unnoticed if it makes a successful Dexterity saving throw, but it must be a conscious effort at sneaking; a creature can’t “accidentally” go unnoticed by the plants. The shrieking plants are audible up to a mile away. Once the alarm is triggered, the plants shriek for 30 seconds, then the spell ends. \n\nOther than the size minimum, the spell is entirely nonspecific. Any creature that meets the size criterion, such as deer, foxes, and children, will set it off." compset="Spell">
<fieldval field="sDuration" value="8 hours"/>
<fieldval field="sRange" value="30 ft."/>
<fieldval field="sSave" value="Dex / alarm is not triggered"/>
<fieldval field="sArea" value="Circle, 20-ft. radius"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Abjur"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWoHo" name="Wolf’s Howl" description="You howl like a wolf, frightening beasts within 50 feet of you. Roll 8d8; the result is how many hit points of beasts can be affected by the spell. Beasts with 1 hit die must be affected first, then beasts with 2 hit dice, then 3 hit dice, and so on. Within that restriction, you choose the order that beasts are affected. \n\nEach beast affected by the spell becomes frightened until the start of your next turn, and must spend its turn moving as far away from you as it can." compset="Spell">
<fieldval field="sDuration" value="1 round"/>
<fieldval field="sRange" value="50 ft."/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="All beasts within range"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Enchant"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Round"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWith" name="Wither Limb" description="Choose a limb (either arm or leg) of one creature you can see. The creature must make a Constitution saving throw. If the saving throw fails, the limb withers, drops from the creature’s body, and crumbles to dust. A creature with only one leg drops prone and its speed is reduced to 5 feet per round. \n\nThe limb can be regrown by use of the {i}regenerate{/i} spell or comparable magic." compset="Spell">
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sRange" value="30 ft."/>
<fieldval field="sSave" value="Con / negates effect"/>
<fieldval field="sArea" value="1 creature"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Necromancy"/>
<tag group="sLevel" tag="9"/>
<tag group="sCastTime" tag="Cst5CSpec" name="Special" abbrev="Special"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWiWd" name="With the Wind" description="One ranged weapon you touch doubles its range for the duration of this spell, as the air moves around its missiles to propel them farther. " compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 hour"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 ranged weapon"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWise" name="Wise Defense" description="A creature you touch gains insight into the actions of its foes. For the duration of the spell, the creature can use its Wisdom modifier in place of its Dexterity modifier for calculating Armor Class, and it can substitute Wisdom saving throws for Dexterity saving throws. " compset="Spell">
<fieldval field="sDuration" value="10 minutes"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 creature"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Divination"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpPal"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWisd" name="Wisdom of the Divine" description="For the duration of the spell, one willing creature you touch can add 1d4 to its Wisdom checks and Wisdom saving throws. In addition, the creature has one additional 1st-level spell slot, which it can use to cast divine spells. " compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 8 hours"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 creature"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Divination"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpPal"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWing" name="Wings of Heaven" description="Your horse grows wings and can fly like a pegasus (fly speed 90 feet). The spell ends if another creature tries to use your horse as a mount without you also riding it. " compset="Spell">
<fieldval field="sDuration" value="2 hours"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sCompDesc" value="a feather"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 horse"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpPal"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWine" name="Wine Fount" description="You can choose one of two modes for this spell when you cast it. \n\n{i}Create Wine:{/i} You create up to 10 gallons of wine of a type and quality of your choosing. You can choose the characteristics of the wine to suit your specifications (acidity, bouquet, color, etc.), but you can’t raise or lower the alcohol content beyond the normal range for that type. The spell doesn’t create containers for the wine, but it appears inside whatever nearby empty bottles, jugs, skins, or tub you designate. Once it’s created, this wine is completely normal in all regards. \n\n{i}Dionysian Geyser:{/i} You slam your staff or another object onto the ground and cause a 10-foot tall, 5-foot diameter cylinder of wine to gush from a point on the ground within range. If the space is occupied by a creature, it must make a successful Dexterity saving th row to avoid taking 4d6 bludgeoning damage and being knocked prone and pushed 10 feet away from the geyser in a direction you choose. The same saving throw must be made by any creature that starts its turn in the geyser or that enters it. \n\nThe geyser can be maintained with concentration for up to 3 rounds." compset="Spell">
<fieldval field="sDuration" value="me: 1 action"/>
<fieldval field="sRange" value="n: Permanent for created wine; Concentration, up t"/>
<fieldval field="sArea" value="ser"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Cst5CSpec" name="Special" abbrev="Special"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWiSp" name="Wind Speak" description="You whisper a short message of no more than 15 words into the air, and the wind blows it to the ears of one creature you know. You must be in a place where the wind can blow freely (outdoors or in a building with large, open windows) when you cast the spell, and the target must be in a similar location when the message arrives; otherwise, the spell fails. The message travels 1 mile per round (10 miles per minute, or 600 miles per hour). " compset="Spell">
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sRange" value="Unlimited on the same plane"/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 creature you know"/>
<usesource source="5eBOLSCP"/>
<tag group="Helper" tag="RitualSpel"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Divination"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWill" name="Willful Transformation" description="For the duration of the spell, you can use your Wisdom score and modifier in place of your Strength, Dexterity, or Constitution score and modifier. Choose which ability score will be replaced when you cast the spell. " compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="Self"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpPal"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWhis" name="Whisper Wind" description="You create a magical link between yourself and one willing creature you can see. For the duration of the spell, you can hear anything that creature says, no matter how far it moves away from you or how softly it speaks, as long as you are still able to see them. The spell is not broken by brief periods when you can’t see the target (though you can’t hear the target when it’s out of sight), but if you lose sight of it for more than 10 minutes, the spell ends. " compset="Spell">
<fieldval field="sDuration" value="8 hours"/>
<fieldval field="sRange" value="120 ft."/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 creature"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Divination"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWhir" name="Whirlwind of Gore" description="You create a great storm of blood and gore in a 15-foot radius, 40-foot high cylinder at a point you can see. Every creature in the storm must make a Wisdom saving throw; if it fails, the creature becomes frightened of the storm for the spell’s duration. \n\nThe area of the storm is heavily obscured. \n\nEvery creature that starts its turn inside the storm or that enters the storm must make a Constitution saving throw. If the saving throw fails, the creature takes 2d8 acid damage and is blinded until the start of its next turn. If the save succeeds, the creature takes half damage and is not blinded." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<fieldval field="sRange" value="120 ft."/>
<fieldval field="sCompDesc" value="small vial of blood"/>
<fieldval field="sSave" value="Wis / negates fright"/>
<fieldval field="sArea" value="Cylinder, 15-ft. radius, 40 ft. high"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Necromancy"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWeep" name="Weeping Wounds" description="You open the wounds on one creature you can see within range. For the duration of the spell, the targeted creature must make a Constitution saving throw at the start of each of its turns if it is not at full hit points. If the saving throw fails, it takes 3d6 necrotic damage as its wounds tear open and bleed profusely. The affected creature or an adjacent ally can use an action to make a Wisdom (Medicine) check against your spell save DC; a successful check ends the spell. " compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<fieldval field="sRange" value="120 ft."/>
<fieldval field="sCompDesc" value="iron filings"/>
<fieldval field="sSave" value="Con / negates effect"/>
<fieldval field="sArea" value="1 creature"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Necromancy"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWebO" name="Web Orb" description="You project a small, gray glob of fluid from your hand at a creature you can see. The creature is struck by the glob unless it makes a successful Dexterity saving throw. \n\nWhen it hits its target, the glob expands into a small net of sticky webbing as strong as fine steel wire. A Large or smaller creature struck by the net is restrained. A restrained creature can use its action to make a Strength check against your spell save DC; if the Strength check succeeds, the webs burst and the spell ends. \n\nA thin line of webbing trails from the net to your hand. As an action, you can make an opposed Strength contest against the restrained creature. If you win the contest, you pull the creature 10 feet closer to you; otherwise, it remains where it is. In either case, the creature remains restrained." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<fieldval field="sRange" value="50 ft."/>
<fieldval field="sSave" value="Dex / negates efffect"/>
<fieldval field="sArea" value="1 creature"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWeat" name="Weather Calming" description="You create an area of calm, pleasant weather in a 30-foot radius around yourself, regardless of what the weather beyond is like. Within this bubble the temperature is mild and the air pleasantly warm or cool (your choice), even if a blizzard or a hailstorm is raging outside. This can’t produce sun on a cloudy day, but it does provide shade on a sunny day, as if the bubble were tinted. \n\nIf {i}weather calming{/i} is cast inside an area affected by control weather or other, higher-level weather-controlling magic, the caster must make a spellcasting ability check. The DC equals 10 + the level of the weathercontrolling magic being countered. {i}Weather calming{/i} fails and the spell slot is expended if the spellcasting check is unsuccessful." compset="Spell">
<fieldval field="sDuration" value="1 hour"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="Sphere, 30-ft. radius"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Minute1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWeap" name="Weapon of Retribution" description="You call upon your deity to imbue one weapon with the power to seek justice against a specific, evil-aligned opponent. You choose the target at the time of casting; they don’t need to be present. You don’t need to know the target’s name, but it must be a creature you can identify, such as “the gnoll king’s champion” or “the fomorian who slew Sir Pelgram.” \n\nThe next time the {i}weapon of retribution{/i} attacks the chosen target, its wielder gets tactical advantage on the attack roll and a hit does an additional 6d8 radiant damage." compset="Spell">
<fieldval field="sDuration" value="10 minutes"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 weapon"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpPal"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWeak" name="Weaken Fiendish Will" description="You attempt to force compliance from a fiend you can see. In most cases, it’s wise to confine the creature in a {i}magic circle{/i} or restrain it with a {i}planar binding{/i} spell so it can’t attack you while you cast {i}weaken fiendish will{/i}. The targeted fiend gets no saving throw against this spell. \n\n• From the moment this spell is cast until the start of your next turn, the target creature feels uneasy and suffers a –2 penalty to Wisdom and Charisma saving throws. \n• In the second round, the creature becomes nervous; it suffers a –4 penalty to Wisdom and Charisma saving throws. \n• In the third round, the creature feels a dull pain envelop its body; it suffers a –6 penalty to Wisdom and Charisma saving throws. \n• For the next thirty minutes after the spell ends, the creature suffers a –6 penalty to Wisdom and Charisma saving throws against spells you cast. \n\nIf your concentration is broken while maintaining this spell, you are automatically dominated (per {i}dominate person{/i}) by the fiend." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 3 rounds"/>
<fieldval field="sRange" value="50 ft."/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 fiend"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Enchant"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Round"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWate" name="Watery Blood" description="One creature you touch must make a successful Constitution saving throw or be cursed; its blood becomes watery and doesn’t clot normally. Whenever the creature takes piercing or slashing damage, it begins bleeding profusely. It suffers one-fourth of the original damage (rounded down) at the end of each of its turns until it regains hit points, or until it or an adjacent ally binds the wound by spending an action and making a successful Wisdom (Medicine) check against your spell save DC. " compset="Spell">
<fieldval field="sDuration" value="See text"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="Con / negates effect"/>
<fieldval field="sArea" value="1 creature"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Necromancy"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="SeeText"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWaDb" name="Water Double" description="By touching a body of liquid ranging in size from a goblet to an ocean, you cause the liquid to form an exact duplicate of the first living creature to cast a reflection on its surface. The liquid holds the spell until it’s triggered, and does not evaporate while so enchanted. \n\nWhen a creature casts a reflection on the liquid, an exact double rises from the liquid in the same round. The double is as large as the amount of water allows, up to the same size as the original creature. For example, if the enchanted liquid is contained in a goblet, then the double can be only about 6 niches tall. \n\nOnce it appears, the double remains for 10 rounds. The water double’s speed is twice that of the original creature. It can’t use any of the creature’s equipment, spells, attacks, or special abilities. Being amorphous, it can flow through cracks and openings as small as one-half-inch square. It can’t be damaged or physically destroyed, but it can be dispelled. \n\nThe water double tries to touch the creature it resembles, moving toward it by the shortest available route. It must make a successful melee spell attack to touch its original, using your melee spell attack bonus. If it misses, the double collapses into a puddle and the spell ends. If it hits, the double spreads across the target’s body, engulfing it in a film of crushing water; the target takes 2d6 bludgeoning damage at the start of each of its turns. After taking the damage, the target can make a Constitution saving throw; a successful save ends the spell." compset="Spell">
<fieldval field="sDuration" value="See text"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 body of liquid"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="SeeText"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWarr" name="Warrior’s Touch" description="One willing creature that you touch gains a +1 bonus on weapon attack rolls and gets tactical advantage on Constitution checks and Constitution saving throws. The creature also gains 20 temporary hit points. " compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 creature"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWlk"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWall" name="Wall of Water" description="An immobile curtain of water springs into existence in the area you designate. The wall must be contiguous, it must be at least 5 feet thick along its entire length, you must be able to see the whole thing, and all of it must be within 100 feet of you. The wall need not be anchored on its sides, but the bottom of it must touch the ground everywhere (it can’t bridge gaps in the ground). The wall can be composed of saltwater, freshwater, or brackish water, depending on the water used for the material component. \n\nA wall of water is up to 30 feet long, 20 feet high, and 5 feet thick. A simple way to envision this is as six 5-by-5-foot squares of water, each 20 feet high. Alternatively, the “wall” can be conjured as a hemisphere of water 30 feet in diameter and 15 feet tall at the center. \n\nThe wall can’t be conjured so that another object or a Small or larger creature is inside it. \n\nNo spell effect or missile (magical or mundane) can pass through the wall. Creatures on one side of the wall are heavily obscured from the other side. Creatures can enter and move inside the wall as difficult terrain. Flame creatures take 3d6 cold damage if they start their turn inside the wall or enter it during their turn. \n\nWhen the spell ends, the water disappears entirely." compset="Spell">
<fieldval field="sDuration" value="10 minutes"/>
<fieldval field="sRange" value="100 ft."/>
<fieldval field="sCompDesc" value="a vial of water"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="Wall, 30 ft. long, 20 ft. tall, 5 ft. thick"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWaBl" name="Wall of Blood" description="incapacitation Blood pours from your hands and forms into a heaving, queasy, crimson wall of blood. The flat, vertical, 12-inch-thick barrier appears where you designate; its entire lower edge must be supported by a solid, reasonably flat surface. The entire wall must be within the spell’s range, and it must be 1 foot thick and 20 feet high along its whole length. Within those restrictions, it can bend however the caster chooses. \n\nObjects and creatures can pass through the liquid wall. It lightly obscures everything behind it. Anything that passes through it becomes coated with thick, slippery fluid. Any creature that passes through the wall must make both a Dexterity saving throw and a Constitution saving throw. If the Dexterity saving throw fails, the creature drops any items it is holding. If the Constitution saving throw fails, the creature is nauseated by the experience; it becomes incapacitated until the end of its next turn. Creatures that enjoy the taste of blood or that have no sense of taste and smell are immune to the nauseating effect." compset="Spell">
<fieldval field="sDuration" value="1 minute"/>
<fieldval field="sRange" value="100 ft."/>
<fieldval field="sSave" value="Dex / negates dropping; Con / negates"/>
<fieldval field="sArea" value="Wall, 40 ft. long, 20 ft. high, 1 ft. thick"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWalk" name="Walk in the Moonlight" description="For the duration of the spell, you gain the ability to walk on surfaces illuminated by unfiltered moonlight as if they were horizontal, solid floors. For instance, you could walk across water where an unbroken strip of moonlight shined on its surface, or you could walk up a moonlit wall as if it were a level floor. " compset="Spell">
<fieldval field="sDuration" value="1 hour"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="Self"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWail" name="Wailing Dirge" description="You perform a piece of haunting music that sends those who hear it into states of deep depression. Each humanoid creature within range and capable of hearing the music must make a Wisdom saving throw. If the saving throw fails, the creature suffers crushing sadness; it is incapacitated, unable to move, and it has a 50% chance of dropping everything it is holding. While the effect lasts, the creature can do nothing but lament its misfortune. \n\nThe spell ends if an affected creature is attacked. If any action is taken that would normally cause a creature to react violently, it make another Wisdom save to break free of the spell." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 10 minutes"/>
<fieldval field="sRange" value="30 ft."/>
<fieldval field="sSave" value="Wis / negates effect"/>
<fieldval field="sArea" value="Sphere, 30-ft. radius"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Enchant"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSWaFa" name="Wail of Fate" description="You project a scream of doom at all creatures in a 30-foot cone. Each creature in the cone must make a Constitution saving throw. If the saving throw fails, the affected creature must roll on the table below to determine the effect of the spell. \n\nd4 Effect \n1, 2 - The creature is permanently deafened. \n3 - The creature is incapacitated and can’t move. It can repeat the saving throw at the end of each of its turns; a successful save ends the effect. \n4 The creature suffers both effects above. In addition, a creature that fails its saving throw has tactical disadvantage on attack rolls. It can make a Wisdom saving throw at the of each of its turns; a successful save ends the tactical disadvantage." compset="Spell">
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sSave" value="Con / negates effect"/>
<fieldval field="sArea" value="Cone, 30 ft. long"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Necromancy"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSTran" name="Transform Boulder to Pebble" description="You transform one natural boulder you can see into a pebble no more than 1 inch in diameter. The boulder can be no more than 1,000 cubic feet (a cube 10 feet on a side, or a sphere 12 feet in diameter). The boulder remains in pebble form until the magic is dispelled. The spell has no effect on creatures of living stone or on man-made objects; the target must be a boulder in its natural state. \n\n{b}{i}At Higher Levels:{/b}{/i} For each spell slot used higher than 4th level, you can affect an additional boulder." compset="Spell">
<fieldval field="sDuration" value="Permanent"/>
<fieldval field="sRange" value="50 ft."/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 boulder"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="SeeText"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSVoll" name="Volley Spell" description="You weave a ward of protection about one willing creature. That creature gains the ability to use its reaction to turn one spell that allows a saving throw back at the spell’s caster. \n\nThe target of the reflected spell makes a saving throw against it. If the save is successful, the spell rebounds again, back to the original target. That creature then makes its own saving throw, and if successful, the spell rebounds again. The spell continues to rebound between the original caster and the original target until one or the other fails its saving throw; at that point, the spell takes full effect and stops rebounding. If this hasn’t happened by the time six saving throws have been made (three from each target), the spell dissipates harmlessly. \n\nIn the case of an area effect spell, only that portion of the spell that would affect the warded creature is volleyed; the rest of it goes off and affects other creatures in the original target area as normal. If several creatures in the area of effect are warded by this spell, the original caster could take the effect of the spell several times over!" compset="Spell">
<fieldval field="sDuration" value="8 hours"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sCompDesc" value="a bent willow wrapped with strands of gut"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 creature"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Abjur"/>
<tag group="sLevel" tag="7"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSVoTh" name="Volley of Thorns" description="You project a blast of sharp thorns in a 60-foot cone from your outstretched hand. Each creature in the cone takes 6d6 piercing damage, or half damage with a successful Dexterity saving throw. A target whose AC (including cover bonuses) is equal to or greater than the spellcaster’s save DC takes half damage from the spell normally, or no damage with a successful Dexterity saving throw. \n\n{b}{i}At Higher Levels:{/b}{/i} For each spell slot used higher than 3rd level, the damage increases by 1d6." compset="Spell">
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sSave" value="Dex / half damage"/>
<fieldval field="sArea" value="Cone, 60 ft. long"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSVoic" name="Voice of Memories" description="You weave magic into you voice or music as you attempt to hypnotize one living creature you can see. The creature must make a Wisdom saving throw. If the saving throw fails, its unconscious mind comes under your control. You have a period of three minutes in which you can instill false memories or cause the target to forget painful experiences. New memories are somewhat fragmented, but the target’s mind fills them in, actually making the spell more effective over time. \n\nA new memory that goes against the target’s real experiences allows the creature to make another Wisdom saving throw to reject the “memory” as nothing but a dream. For example, a paladin who “remembers” committing an infamous local murder is likely to question that memory’s veracity. \n\nThis spell can be used to set up a “patsy” to take the blame for a crime, or it can be used to help erase and ease painful memories so that an individual can move back into normal life after a horrible trauma. The spell reveals no information about memories in the target’s mind; the spellcaster is well-advised to become familiar with the creature’s background before trying to erase or add memories." compset="Spell">
<fieldval field="sDuration" value="3 minutes"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sSave" value="Wis / negates effect"/>
<fieldval field="sArea" value="1 creature"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Enchant"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSVoCo" name="Voice of Confession" description="One creature you can see becomes enchanted by your voice so that it has a very hard time lying to you. You can ask up to seven questions of the creature. The creature must answer each question truthfully unless it makes a successful Charisma saving throw; the saving throw is repeated for each question. Creatures that can’t be charmed are immune to the effect of this spell. \n\nIf you ask the creature the same question twice, it doesn’t make a new saving throw but uses the same result as the previous time you asked. This quirk of the spell can be overcome by framing the question differently and winning a contest between your Charisma (Deception) check and the creature’s Wisdom (Insight) check. For example, asking “How many ogres are in the giant king’s army” twice won’t accomplish much; if the creature was able to lie the first time, it can lie again the second time. If the creature answered “fifteen” and you then ask, “Does the giant king’s army include fifteen ogres,” it triggers a contest. If the creature wins the contest, it uses the earlier saving throw result (if that save succeeded) or makes a new one (if the previous saving throw failed). If the creature loses the contest, those results are reversed." compset="Spell">
<fieldval field="sDuration" value="10 minutes"/>
<fieldval field="sRange" value="30 ft."/>
<fieldval field="sCompDesc" value="a shiny gold coin"/>
<fieldval field="sSave" value="Cha / negates effect for 1 question"/>
<fieldval field="sArea" value="1 creature"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Enchant"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSViol" name="Violent Scream" description="You scream and emit a 30-foot cone of damaging sound. Each creature in the cone takes 8d8 thunder damage and is deafened for one minute, or takes half damage and is not deafened with a successful Constitution saving throw. \n\n{b}{i}At Higher Levels:{/b}{/i} For each spell slot used higher than 5th level, {i}violent scream{/i} does an additional 1d8 damage." compset="Spell">
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sSave" value="Con / half damage"/>
<fieldval field="sArea" value="Cone, 30 ft. long"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpSor"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSVine" name="Vines of Binding" description="You create up to four vines that spring from your fingers and attempt to wrap themselves around creatures you can see within range. You select each creature that will be affected. A creature be targeted by more than one vine. \n\nEach target must make a Dexterity saving throw for each vine that attacks it. If the saving throw fails, the creature is restrained and falls prone; it is wrapped up securely by the vine. \n\nA creature restrained by a vine can escape by using an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. Each restraining vine must be escaped individually. Vines can also be cut; each one has AC 15 and 10 hit points, and they are immune to all but slashing, acid, and fire damage. \n\nVines that miss their targets or that the target escapes from quickly wither and turn to dust, as do all remaining vines when the spell ends." compset="Spell">
<fieldval field="sDuration" value="1 minute"/>
<fieldval field="sRange" value="30 ft."/>
<fieldval field="sSave" value="Dex / negates effect"/>
<fieldval field="sArea" value="4 vines"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSVile" name="Vile Vintage" description="You transform up to 1 cubic foot (7.5 gallons) of wine into poison. The wine must be in a container, and all of the wine in the container must be affected for the spell to work; the spell fails if it is cast on just 7.5 gallons of wine in a full, 50-gallon barrel. The wine can be poisoned with any of the game’s standard, ingested poisons. The material component cost is the same as one dose of the poison. " compset="Spell">
<fieldval field="sDuration" value="Permanent"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sCompDesc" value="powdered gemstones"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 container of wine, up to 1 cubic ft."/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="SeeText"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSVigi" name="Vigil of Enlightenment" description="After kneeling in unceasing prayer for eight hours, you are granted a vision of what your deity would have you do. \n\nThe vision granted may be symbolic or simply obscure; you must demonstrate your wisdom by interpreting the vision correctly. For example, a vision of a beggar huddled before a crumbling, forgotten tower on a windswept heath may be symbolic of a disgraced noble bloodline that you should aid, or it might be a vision of a physical tower to which you must journey. \n\nA {i}vigil of enlightenment{/i} is often expected as atonement from paladins who have shown cowardice, weakness in devotion, laxity in duty, or who have disappointed their deity or their order in any other way. But it is also useful to those who face difficult trials, who don’t know how to proceed on a challenging quest, or who simply want a new “mission” to further the interest of the sometimes inscrutable entity they serve. \n\nAlthough you can cast {i}vigil of enlightenment{/i} again before completing an errand shown to you previously, doing so is considered ungrateful and a sign of weak faith." compset="Spell">
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="Self"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sSchool" tag="Divination"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Hour8"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpPal"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSVerm" name="Vermin Swarm" description="You summon one or more swarms of creatures that appear at the points you select within range. They can appear in spaces occupied by other creatures, but those creatures can make Dexterity saving throws; on a successful save, they jump to the nearest safe square. \n\nChoose one of the following options when you cast the spell. \n\n• One swarm of CR 2 or lower \n• Two swarms of CR 1 or lower \n• Four swarms of CR ½ or lower \n• Eight swarms of CR ¼ or lower \n\nOnly swarms categorized as beasts can be summoned. A swarm vanishes when its hit points drop to 0 or when the spell ends. \n\nSwarms obey your mental commands and move on their own turns; roll initiative for them when you cast the spell. If you don’t issue any orders to a swarm, it stays where it is but attacks creatures in its space. \n\n{b}{i}At Higher Levels:{/b}{/i} When you cast vermin swarm with a 7th-level or higher spell slot, you summon double the normal number of swarms. If you use a 9th-level spell-slot, you get triple the normal number." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 10 minutes"/>
<fieldval field="sRange" value="60 ft."/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 or more swarms"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSVeng" name="Vengeful Environs" description="From a point you can see, you raise a cylinder of magical energy with a 40-foot radius and 20 feet in height. All plants and animals inside the affected area become infuriated, so that they bite and sting and lash out against all nearby creatures.\n\nEvery creature that begins its turn inside the affected area takes 3d6+10 piercing damage from bites, stings, and lacerations. Creatures in the affected area also make concentration checks with tactical disadvantage. \n\nAnimals and swarms of insects are drawn to the area affected by {i}vengeful environs{/i}, so killing a few of them doesn’t lessen the spell’s effect. An area-effect attack that hits AC 5 and does at least 20 points of damage, however, clears a 5-by-5-by-5-foot cube of infuriated creatures inside the spell’s area; once cleared this way, that zone doesn’t refill." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<fieldval field="sRange" value="150 ft."/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="Cylinder, 40-ft. radius, 20 ft. high"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSUnyi" name="Unyielding Durability" description="One item you touch, which can weigh no more than 20 lbs., becomes unbreakable and can’t be damaged for the duration of this spell. If the item is subjected to a {i}disintegrate{/i} effect, it is unaffected but this spell immediately ends." compset="Spell">
<fieldval field="sDuration" value="10 minutes"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 object up to 20 lbs."/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSUnst" name="Unstoppable Tracker" description="For the duration of this spell, you have tactical advantage on Wisdom (Survival) and Wisdom (Perception) checks, and you don’t suffer penalties from exhaustion. When this spell ends, you gain one level of exhaustion. " compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 8 hours"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="Self"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpRgr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSUnho" name="Unholy Glare" description="Your eyes glitter with unholy fury. For the duration of the spell, each non-evil creature within 30 feet of you that can see you must make a successful Constitution saving throw or be paralyzed until the start of its next turn. Unless surprised, a creature can avert its gaze to avoid the saving throw, but it suffers the usual penalties for attacking an unseen target if it attacks you before the start of its next turn. " compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="Con / negates effect"/>
<fieldval field="sArea" value="Sphere, 30-ft. radius"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Necromancy"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSUnfe" name="Unfettered Steed" description="For the duration of the spell, one mount takes no speed penalty from wearing armor. " compset="Spell">
<fieldval field="sDuration" value="10 minutes"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 mount"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpPal"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSUnfa" name="Unfasten" description="You cause all buckles to become unbuckled and all clasps to become unclasped in a cylindrical area 10 feet high and with a 10-foot radius, around a point you can see. An affected creature can negate the effect on itself with a successful Dexterity saving throw. Armor that’s unfastened by this spell remains on the creature wearing it, but the creature’s AC is reduced by 2 until it spends an action refastening it. The spell only affects clothing, armor, and other accoutrements such as pouches and backpacks. It does not affect locks or latches. " compset="Spell">
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sRange" value="120 ft."/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="Dex / negates effect"/>
<fieldval field="sArea" value="Cylinder, 10-ft. radius, 10 ft. high"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSUndu" name="Undulating Earth" description="You touch the ground at your feet and cause it to ripple in a 60-foot cone away from you in the direction of your choice. For the duration of the spell, the ground continues rippling and shaking. The area is treated as difficult terrain and every creature in the area must make a successful Dexterity saving throw at the end of its turn or fall prone. Objects fall over, but structures and rooted plants are unaffected. " compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="Dex / negates effect"/>
<fieldval field="sArea" value="Cone, 60 ft. long"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpDrd"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSUnde" name="Undetectable Charm" description="One magical charm effect on one creature you can see becomes undetectable by magical means, such as detect magic. " compset="Spell">
<fieldval field="sDuration" value="24 hours"/>
<fieldval field="sRange" value="50 ft."/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="1 creature"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Abjur"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSUnto" name="Undertow" description="You create a powerful undertow in a 20-foot cube centered on a point you can see. Any creature swimming in the area must make a successful Strength saving throw or be pulled underwater and restrained. A creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC; it breaks free from the restraint if the check succeeds, but it becomes restrained again if it’s still in the undertow at the end of its turn. " compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<fieldval field="sRange" value="50 ft."/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="Str / negates effect"/>
<fieldval field="sArea" value="Cube, 20 ft. square"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Evocation"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSUnAt" name="Undead Alteration" description="Saving Throw: None You give one undead creature you touch the appearance of a skeleton or a zombie. A creature that uses its action to investigate the monster can determine its true nature with an Intelligence (Investigation) check against your spell save DC. " compset="Spell">
<fieldval field="sDuration" value="me: 1 action"/>
<fieldval field="sRange" value="n: 10 minutes"/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value=": 1 undead creature"/>
<fieldval field="sArea" value=""/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sComp" tag="M"/>
<tag group="sSchool" tag="Illusion"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Cst5CSpec" name="Special" abbrev="Special"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSUnch" name="Unchained Melody" description="Until the end of your next turn, each creature within 30 feet of you can add 1d4 to its ability checks made to escape from a grapple or other restraint. " compset="Spell">
<fieldval field="sDuration" value="1 round"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="Sphere, 30-ft. radius"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sDuration" tag="Round"/>
<tag group="sClass" tag="cHelpBrd"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSUmbr" name="Umbral Weapon" description="You reach into nearby shadows and use them to create a blade made of shadow-stuff. The blade can resemble any weapon you are proficient with. For the duration of the spell, you can wield the {i}umbral weapon{/i} like a normal melee weapon, but you use your spellcasting ability and spell attack bonus when attacking. The weapon does 3d8 necrotic damage, and the target loses 1 point of Strength unless it makes a successful Constitution saving throw. The {i}umbral weapon{/i} gains a +3 bonus to damage for every point of Strength it drains. A creature reduced to 0 Strength by this blade dies instantly, and rises in 2d4 rounds as a shadow. \n\nThe blade disappears if you let go of it, but during the spell’s duration, you can create it again in your hand with a bonus action." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sArea" value="Self"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Necromancy"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSUmTr" name="Umbral Transformation" description="You transmute one nonmagical object of up to 50 lbs. that you can see into shadow-stuff. If the item is attended, its possessor can make a Wisdom saving throw; on a successful save, the item is unaffected. Otherwise, the item is transformed. \n\nA shadow item has an indistinct, shadowy hue when in dim light, but it can be used normally in such light. In bright light and darkness, the item becomes barely visible, insubstantial, and useless; it functions only in dim light. A shadow-stuff item is destroyed instantly if it is exposed to true sunlight. I\n\nf you maintain concentration on this spell for the full hour, the transformation becomes permanent." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 hour"/>
<fieldval field="sRange" value="30 ft."/>
<fieldval field="sSave" value="Wis / negates effect (see text)"/>
<fieldval field="sArea" value="1 object weighing up to 50 lbs."/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Transmutat"/>
<tag group="sLevel" tag="6"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSUmSt" name="Umbral Strike" description="Tendrils of shadow-stuff under your control infiltrate into the aura of a creature you touch. The creature makes a Wisdom saving throw. If the saving throw fails, or if the creature is willing to be affected, you can cast touch spells on the creature as long as you can see it, regardless of whether you can actually touch it. " compset="Spell">
<fieldval field="sDuration" value="1 minute"/>
<fieldval field="sRange" value="Touch"/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="Wis / negates effect"/>
<fieldval field="sArea" value="1 creature"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Necromancy"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpWiz"/>
<tag group="Helper" tag="NoAdvLeag"/>
</thing>
<thing id="sp5CLSUmSm" name="Umbral Storm" description="You create a spherical storm of necrotic energy surrounding a point you can see, with a 20-foot radius. Each creature in the area must make a Constitution saving throw. If the saving throw fails, it first loses all temporary hit points and then takes 5d6 + 30 necrotic damage; on a successful save, the creature does not lose temporary hit points and takes half damage. " compset="Spell">
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sRange" value="400 ft."/>
<fieldval field="sCompDesc" value=""/>
<fieldval field="sSave" value="Con / half damage and exhaustion"/>
<fieldval field="sArea" value="Sphere, 20-ft. radius"/>
<usesource source="5eBOLSCP"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sSchool" tag="Necromancy"/>