step 1 - download the example.csv
step 2 - fill your own .csv file with spells based on example.csv
step 3 - select the file, choose a class
step 4 -
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S;10 minutes;A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame
casting time or as an action on a later turn
range you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit
components the target takes 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8)
duration 11th level (3d8)
and 17th level (4d8). ;Druid
Wizard although doing so ends the spell. When you cast this spell
S;Instantaneous;Whispering to the spirits of nature
casting time harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies
range a cloud for rain
components falling snowflakes for snow
duration and so on. This effect persists for 1 round. • You instantly make a flower blossom
a seed pod open
Wizard you create one of the following effects within range. • You create a tiny
S;Concentration
casting time the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.;Druid
range
Wizard up to 1 minute;You touch one willing creature. Once before the spell ends
S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw
casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends
range the creature knows it was charmed by you. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
components you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ;Druid
duration
Wizard and does so with advantage if you or your companions are fighting it. If it fails the saving throw
S
casting time the spell fails. Otherwise
range the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target
components the spell ends. At Higher Levels: When you cast this spell using a 2nd level spell slot or higher
duration you can affect one additional beast for each slot level above 1st. ;Druid
Wizard M;24 hours;(a morsel of food)This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher
S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
Wizard the healing increases by 1d8 for each slot level above 1st. ;Druid
S;10 minutes;You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence
casting time beasts can give you information about nearby locations and monsters
range including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you
components at the DM's discretion.;Druid
duration
Wizard but at minimum
S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save
casting time the creature takes half as much damage and isn't pushed. In addition
range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect
components and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
duration the damage increases by 1d8 for each slot level above 1st. ;Druid
Wizard a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save
S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded
casting time up to 1 minute;(several seeds of any moonseed plant and a piece of opalescent feldspar)A silvery beam of pale light shines down in a 5-foot radius
range 40-foot-high cylinder centered on a point within range. Until the spell ends
components dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there
duration it is engulfed in ghostly flames that cause searing pain
and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save
Wizard M;Concentration
S;Concentration
casting time and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group
range which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them
components they defend themselves from hostile creatures
duration but otherwise take no actions. The DM has the creatures' statistics. At Higher Levels: When you cast this spell using certain higher-level spell slots
you choose one of the summoning options above
Wizard up to 1 hour;You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears. • One beast of challenge rating 2 or lower • Two beasts of challenge rating 1 or lower • Four beasts of challenge rating 1/2 or lower • Eight beasts of challenge rating 1/4 or lower Each beast is also considered fey
S;1 hour;A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried
casting time such as a bowl or a helm
range blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of or lower
components the spell that created the darkness is dispelled. ;Druid (*)(Grassland)
duration
Wizard the light shines from the object with and moves with it. Completely covering the affected object with an opaque object