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Melde Dich bei uns! Section 5. Collecting and Analyzing Data. The Tool Box needs your help. Your contribution can help change lives. Sixteen training modules.

What do we mean by collecting data? What do we mean by analyzing data? Why should you collect and analyze data for your evaluation?

When and by whom should data be collected and analyzed? How do you collect and analyze data? Essentially, collecting data means putting your design for collecting information into operation.

How you do this will depend on your research design and your evaluation questions. You might group observations by the dependent variable indicator of success they relate to, by individuals or groups of participants, by time, by activity, etc.

You might also want to group observations in several different ways, so that you can study interactions among different variables.

There are two kinds of variables in research. An independent variable the intervention is a condition implemented by the researcher or community to see if it will create change and improvement.

This could be a program, method, system, or other action. A dependent variable is what may change as a result of the independent variable or intervention.

A dependent variable could be a behavior, outcome, or other condition. Analyzing information involves examining it in ways that reveal the relationships, patterns, trends, etc.

It may mean comparing your information to that from other groups a control or comparison group, statewide figures, etc. Quantitative data refer to the information that is collected as, or can be translated into, numbers, which can then be displayed and analyzed mathematically.

Qualitative data are collected as descriptions, anecdotes, opinions, quotes, interpretations, etc. As you might expect, quantitative and qualitative information needs to be analyzed differently.

Quantitative data are typically collected directly as numbers. Some examples include: The frequency rate, duration of specific behaviors or conditions Test scores e.

Survey results e. Numbers or percentages of people with certain characteristics in a population diagnosed with diabetes, unemployed, Spanish-speaking, under age 14, grade of school completed, etc.

Data can also be collected in forms other than numbers, and turned into quantitative data for analysis. Researchers can count the number of times an event is documented in interviews or records, for instance, or assign numbers to the levels of intensity of an observed event or behavior.

For instance, community initiatives often want to document the amount and intensity of environmental changes they bring about — the new programs and policies that result from their efforts.

Quantitative data is usually subjected to statistical procedures such as calculating the mean or average number of times an event or behavior occurs per day, month, year.

Various kinds of quantitative analysis can indicate changes in a dependent variable related to — frequency, duration, timing when particular things happen , intensity, level, etc.

They can allow you to compare those changes to one another, to changes in another variable, or to changes in another population.

They might be able to tell you, at a particular degree of reliability, whether those changes are likely to have been caused by your intervention or program, or by another factor, known or unknown.

And they can identify relationships among different variables, which may or may not mean that one causes another.

A number may tell you how well a student did on a test; the look on her face after seeing her grade, however, may tell you even more about the effect of that result on her.

And that interpretation may be far more valuable in helping that student succeed than knowing her grade or numerical score on the test.

Qualitative data can sometimes be changed into numbers, usually by counting the number of times specific things occur in the course of observations or interviews, or by assigning numbers or ratings to dimensions e.

The challenges of translating qualitative into quantitative data have to do with the human factor.

Furthermore, the numbers say nothing about why people reported the way they did. One may dislike the program because of the content, the facilitator, the time of day, etc.

Where one person might see a change in program he considers important another may omit it due to perceived unimportance. It is often helpful to collect both quantitative and qualitative information.

Quantitative analysis is considered to be objective — without any human bias attached to it — because it depends on the comparison of numbers according to mathematical computations.

Be aware, however, that quantitative analysis is influenced by a number of subjective factors as well.

Part of the answer here is that not every organization — particularly small community-based or non-governmental ones — will necessarily have extensive resources to conduct a formal evaluation.

They may have to be content with less formal evaluations, which can still be extremely helpful in providing direction for a program or intervention.

An informal evaluation will involve some data gathering and analysis. This data collection and sensemaking is critical to an initiative and its future success, and has a number of advantages.

The data can show whether there was any significant change in the dependent variable s you hoped to influence.

Collecting and analyzing data helps you see whether your intervention brought about the desired results. The level of significance of a statistical result is the level of confidence you can have in the answer you get.

Thus, if data analysis finds that the independent variable the intervention influenced the dependent variable at the. They can uncover factors that may be associated with changes in the dependent variable s.

Data analyses may help discover unexpected influences; for instance, that the effort was twice as large for those participants who also were a part of a support group.

This can be used to identify key aspects of implementation. They can show connections between or among various factors that may have an effect on the results of your evaluation.

Certain dependent variables may change when others do. These changes may be similar — i. Or the opposite may be observed — i.

The effect of cultural issues, how well methods are used, the appropriateness of your approach for the population — these as well as other factors that influence success can be highlighted by careful data collection and analysis.

Stakeholders, such as funders and community boards, want to know their investments are well spent.

Showing evidence of intermediate outcomes e. Being a good trustee or steward of community investment includes regular review of data regarding progress and improvement.

Ideally, you should collect data for a period of time before you start your program or intervention in order to determine if there are any trends in the data before the onset of the intervention.

Which of these approaches you take depends on your research purposes. Both approaches are legitimate, but ongoing data collection and review can particularly lead to improvements in your work.

You can conduct a less formal evaluation. Your results may not be as sophisticated as if you subjected them to rigorous statistical procedures, but they can still tell you a lot about your program.

Just the numbers — the number of dropouts and when most dropped out , for instance, or the characteristics of the people you serve — can give you important and usable information.

You can try to learn enough about statistics and statistical software to conduct a formal evaluation yourself.

Take a course, for example. You can collect the data and then send it off to someone — a university program, a friendly statistician or researcher, or someone you hire — to process it for you.

You can collect and rely largely on qualitative data. Whether this is an option depends to a large extent on what your program is about.

If possible, use a randomized or closely matched control group for comparison. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range.

At Higher Levels. This area is divorced from the magical energy that sufuses the multiverse. Until the spell ends, the sphere moves with you, centered on you.

A slot expended to cast a suppressed spell is consumed. Targeted Efects. Spells and other magical efects, such as and , that target a creature or an object in the sphere have no efect on that target.

Areas of Magic. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed.

For example, the lames. Any active spell or other magical efect on a creature or an object in the sphere is suppressed while the creature or object is in it.

Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a in the sphere functions as a nonmagical longsword.

If a magic weapon or a piece of magic ammunition fully leaves the sphere for example, if you ire a magic arrow or throw a magic spear at a target outside the sphere , the magic of the item ceases to be suppressed as soon as it exits.

Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel.

A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space.

Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

Dispel Magic. Spells and magical efects such as have no efect on the sphere. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet.

The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction.

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally.

You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed.

Casting on the object suppresses for 10 minutes. While afected by this spell, the object is more diicult to break or force open.

You and up to eight willing creatures within range project your astral bodies into the Astral Plane the spell fails and the casting is wasted if you are already on that plane.

The material body you leave behind is unconscious and in a state of suspended animation. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions.

The principal diference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot.

This cord is your tether to your material body. As long as the tether remains intact, you can ind your way home. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane.

If you enter a new plane or return to the plane you were on when. Your astral form is a separate incarnation. Any damage or other efects that apply to it have no efect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the afected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful spell used against an astral or physical body ends the spell for that creature.

If you are returned to your body prematurely, your companions remain in their astral forms and must ind their own way back to their bodies,.

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a speciic course of action that you plan to take within the next 30 minutes.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the irst that you get a random reading.

The DM makes this roll in secret. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

The wall appears within range and lasts for the duration. You can make a straight wall up to feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick.

The wall provides three-quarters cover to creatures behind it, and its space is diicult terrain. On a failed save, the creature takes 6d10 slashing damage.

On a successful save, the creature takes half as much damage. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

For the duration, any creature has disadvantage on attack rolls against you. As you hold your hands with thumbs touching and ingers spread, a thin sheet of lames shoots forth from your outstretched ingertips.

Each creature in a foot cone must make a Dexterity saving throw. A creature takes 3d6 ire damage on a failed save, or half as much damage on a successful one.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. You create a bolt of lightning that arcs toward a target of your choice that you can see within range.

Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the irst target.

A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the irst target to another target for each slot level above 6th.

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are ighting it.

If it fails the saving throw, 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, the creature knows it was charmed by you. The creatures must be within 30 feet of each other when you target them.

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn.

Some typical commands and their efects follow. You might issue a command other than one described here.

If you do so, the DM determines how the target behaves. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

The target drops whatever it is holding and then ends its turn. The target spends its turn moving away from you by the fastest available means.

The target falls prone and then ends its turn. A lying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it lies the minimum distance needed to remain in the air.

When you cast this spell using a spell slot of 2nd level or higher, you can afect one additional creature for each slot level above 1st.

The creatures must be. You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no.

You must ask your questions before the spell ends. You receive a correct answer for each question.

If you cast the spell two or more times before inishing your next long rest, there is a cumulative 25 percent chance for each casting after the irst that you get no answer.

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written.

It takes about 1 minute to read one page of text. A blast of cold air erupts from your hands. Each creature in a foot cone must make a Constitution saving throw.

A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

If the creature is casting a spell of 3rd level or lower, its spell fails and has no efect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability.

When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no efect if its level is less than or equal to the level of the spell slot you used.

This spell has no efect on undead or constructs. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range.

The darkness spreads around corners. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

You touch a creature and grant it a measure of protection from death. The irst time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in efect when the target is subjected to an efect that would kill it instantaneously without dealing damage, that efect is instead negated against the target, and the spell ends.

When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of lame that spreads around corners.

Each creature in a foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes ire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw.

On a failed save, the spell ends immediately, causing the bead to erupt in lame. On a successful save, the creature can throw the bead up to 40 feet.

When it strikes a creature or a solid object, the spell ends, and the bead explodes. When you cast. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired.

You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

You can seem 1 foot shorter or taller and can appear thin, fat, or in between. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair.

If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence Investigation check against your spell save DC.

A thin green ray springs from your pointing inger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by A creature targeted by this spell must make a Dexterity saving throw.

If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of ine gray dust.

The creature can be restored to life only by means of a or a spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force.

If the target is a Huge or larger object or creation of force, this spell disintegrates a foot-cube portion of it. A magic item is unafected by this spell.

When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. Choose one creature, object, or magical efect within range.

Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability.

On a successful check, the spell ends. You ask a single question concerning a speciic goal, event, or activity to occur within 7 days.

The DM ofers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. If you cast the spell two or more times before inishing your next long rest, there is a cumulative 25 percent chance for each casting after the irst that you get a random reading.

It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are ighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious no action required , which it does its best to obey.

You can use your action to take total and precise control of the target. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence.

During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour.

When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. Choose a creature known to you as the target of this spell.

The target must be on the same plane of existence as you. You, or a willing creature you touch, enters a trance state, acting as a messenger.

The messenger can also shape the environment of the dream, creating landscapes, objects, and other images.

The messenger can emerge from the trance at any time, ending the efect of the spell early. The target recalls the dream perfectly upon waking.

If the target is awake when you cast the spell, the messenger knows it, and can either end the trance and the spell or wait for the target to fall asleep, at which point the messenger appears in the.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw.

In addition, when the target wakes up, it takes 3d6 psychic damage. For the duration, an intense tremor rips through the ground in a foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes diicult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw.

On a failed save, the creature is knocked prone. This spell can have additional efects depending on the terrain in the area, as determined by the DM.

A total of 1d6 such issures open in locations chosen by the DM. Each is 1d10? A creature standing on a spot where a issure opens must succeed on a Dexterity saving throw or fall in.

A issure that opens beneath a structure causes it to automatically collapse see below. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends.

If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength Athletics check as an action to escape.

The DM can adjust the DC higher or lower, depending on the nature of the rubble. You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane.

You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell.

During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot.

While on the Ethereal Plane, you can only afect and be afected by other creatures on that plane. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy.

If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures including you for each slot level above 7th.

The creatures must be within 10 feet of you when you cast the spell. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies.

While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route but not necessarily the safest route to the destination.

Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw.

For the duration, objects and afected creatures shed dim light in a foot radius. You send negative energy coursing through a creature that you can see within range, causing it searing pain.

The target must make a Constitution saving throw. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

A bright streak lashes from your pointing inger to a point you choose within range and then blossoms with a low roar into an explosion of lame.

A target takes 8d6 ire damage on a failed save, or half as much damage on a successful one. The ire spreads around corners.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. You hurl a mote of ire at a creature or object within range.

Make a ranged spell attack against the target. On a hit, the target takes 1d10 ire damage. A storm made up of sheets of roaring lame appears in a location you choose within range.

The area of the storm consists of up to ten foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube.

Each creature in the area must make a Dexterity saving throw. It takes 7d10 ire damage on a failed save, or half as much damage on a successful one.

If you choose, plant life in the area is unafected by this spell. A vertical column of divine ire roars down from the heavens in a location you specify.

Each creature in a foot-radius, foot-high cylinder centered on a point within range must make a Dexterity saving throw.

A creature takes 4d6 ire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 6th level or higher, the ire damage or the radiant damage your choice increases by 1d6 for each slot level above 5th.

Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 ire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide.

The sphere ignites lammable objects not being worn or carried, and it sheds bright light in a foot radius and dim light for an additional 20 feet.

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

The target gains a lying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

You touch a willing creature and bestow a limited ability to see into the immediate future. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

This spell immediately ends if you cast it again before its duration ends. You touch a willing creature. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled.

The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose.

The portal lasts for the duration. The portal has a front and a back on each plane where it appears.

Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

Such a spell can target creatures and objects within the barrier, but the spell has no efect on them. Similarly, the area within the barrier is excluded from the areas afected by such spells.

When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

You imbue a creature you touch with positive energy to undo a debilitating efect. A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range.

The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the irst time on a turn must succeed on a Dexterity saving throw.

The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one.

The guardian vanishes when it has dealt a total of 60 damage. Once before the spell ends, 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. A lash of light streaks toward a creature of your choice within range.

On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

You unleash a virulent disease on a creature that you can see within range. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save.

If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took.

That action can be used only to take the Attack one weapon attack only , Dash, Disengage, Hide, or Use an Object action.

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points.

This spell also ends blindness, deafness, and any diseases afecting the target. This spell has no efect on constructs or undead. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

You bring forth a great feast, including magniicent food and drink. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several beneits.

The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage.

Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These beneits last for 24 hours.

The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw.

On a success, the spell ends on the target. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd.

The humanoids must be within 30 feet of each other when you target them. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends.

In addition, when a iend or an undead hits an afected creature with a melee attack, the aura lashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.

A hail of rock-hard ice pounds to the ground in a foot-radius, foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw.

A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. You choose one object that you must touch throughout the casting of the spell.

If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any.

You learn whether any spells are afecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently afecting it. You create a magical restraint to hold a creature that you can see within range.

The target must succeed on a Wisdom saving throw or be bound by the spell. When you cast the spell, you choose one of the following forms of imprisonment.

The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.

The special component for this version of the spell is a small mithral orb. Heavy chains, irmly rooted in the ground, hold the target in place.

The special component for this version of the spell is a ine chain of precious metal. Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel.

The demiplane can be a labyrinth, a cage, a tower, or any similar conined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade.

Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally allowing the target to see out and other creatures to see in , but nothing else can pass through, even by means of teleportation or planar travel.

The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. The special component for this version of the spell consists of rare soporiic herbs.

Ending the Spell. During the casting of the spell, in any of. The condition can be as speciic or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass.

A spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the irst casting is immediately freed from its binding.

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. The spell ends for a target that attacks or casts a spell.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred.

If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with , that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as feet, emanates from the target object.

You touch a creature and can end either one disease or one condition alicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

The spell can levitate a target that weighs up to pounds. An unwilling creature that succeeds on a Constitution saving throw is unafected.

The target can move only by pushing or pulling against a ixed object or surface within reach such as a wall or a ceiling , which allows it to move as if it were climbing.

If you are the target, you can move up or down as part of your move. When the spell ends, the target loats gently to the ground if it is still aloft.

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a foot radius and dim light for an additional 20 feet.

The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

A stroke of lightning forming a line feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw.

A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. If the creature is moving, you know the direction of its movement.

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Melde Dich bei uns! Section 5. Collecting and Analyzing Data. The Tool Box needs your help. Your contribution can help change lives.

Sixteen training modules. What do we mean by collecting data? What do we mean by analyzing data? Why should you collect and analyze data for your evaluation?

When and by whom should data be collected and analyzed? How do you collect and analyze data? Essentially, collecting data means putting your design for collecting information into operation.

How you do this will depend on your research design and your evaluation questions. You might group observations by the dependent variable indicator of success they relate to, by individuals or groups of participants, by time, by activity, etc.

You might also want to group observations in several different ways, so that you can study interactions among different variables.

There are two kinds of variables in research. An independent variable the intervention is a condition implemented by the researcher or community to see if it will create change and improvement.

This could be a program, method, system, or other action. A dependent variable is what may change as a result of the independent variable or intervention.

A dependent variable could be a behavior, outcome, or other condition. Analyzing information involves examining it in ways that reveal the relationships, patterns, trends, etc.

It may mean comparing your information to that from other groups a control or comparison group, statewide figures, etc. Quantitative data refer to the information that is collected as, or can be translated into, numbers, which can then be displayed and analyzed mathematically.

Qualitative data are collected as descriptions, anecdotes, opinions, quotes, interpretations, etc. As you might expect, quantitative and qualitative information needs to be analyzed differently.

Quantitative data are typically collected directly as numbers. Some examples include: The frequency rate, duration of specific behaviors or conditions Test scores e.

Survey results e. Numbers or percentages of people with certain characteristics in a population diagnosed with diabetes, unemployed, Spanish-speaking, under age 14, grade of school completed, etc.

Data can also be collected in forms other than numbers, and turned into quantitative data for analysis.

Researchers can count the number of times an event is documented in interviews or records, for instance, or assign numbers to the levels of intensity of an observed event or behavior.

For instance, community initiatives often want to document the amount and intensity of environmental changes they bring about — the new programs and policies that result from their efforts.

Quantitative data is usually subjected to statistical procedures such as calculating the mean or average number of times an event or behavior occurs per day, month, year.

Various kinds of quantitative analysis can indicate changes in a dependent variable related to — frequency, duration, timing when particular things happen , intensity, level, etc.

They can allow you to compare those changes to one another, to changes in another variable, or to changes in another population.

They might be able to tell you, at a particular degree of reliability, whether those changes are likely to have been caused by your intervention or program, or by another factor, known or unknown.

And they can identify relationships among different variables, which may or may not mean that one causes another. A number may tell you how well a student did on a test; the look on her face after seeing her grade, however, may tell you even more about the effect of that result on her.

And that interpretation may be far more valuable in helping that student succeed than knowing her grade or numerical score on the test.

Qualitative data can sometimes be changed into numbers, usually by counting the number of times specific things occur in the course of observations or interviews, or by assigning numbers or ratings to dimensions e.

The challenges of translating qualitative into quantitative data have to do with the human factor. Furthermore, the numbers say nothing about why people reported the way they did.

One may dislike the program because of the content, the facilitator, the time of day, etc. Where one person might see a change in program he considers important another may omit it due to perceived unimportance.

It is often helpful to collect both quantitative and qualitative information. Quantitative analysis is considered to be objective — without any human bias attached to it — because it depends on the comparison of numbers according to mathematical computations.

Be aware, however, that quantitative analysis is influenced by a number of subjective factors as well. Part of the answer here is that not every organization — particularly small community-based or non-governmental ones — will necessarily have extensive resources to conduct a formal evaluation.

They may have to be content with less formal evaluations, which can still be extremely helpful in providing direction for a program or intervention.

An informal evaluation will involve some data gathering and analysis. This data collection and sensemaking is critical to an initiative and its future success, and has a number of advantages.

The data can show whether there was any significant change in the dependent variable s you hoped to influence.

Collecting and analyzing data helps you see whether your intervention brought about the desired results. The level of significance of a statistical result is the level of confidence you can have in the answer you get.

Thus, if data analysis finds that the independent variable the intervention influenced the dependent variable at the. They can uncover factors that may be associated with changes in the dependent variable s.

Data analyses may help discover unexpected influences; for instance, that the effort was twice as large for those participants who also were a part of a support group.

This can be used to identify key aspects of implementation. They can show connections between or among various factors that may have an effect on the results of your evaluation.

Certain dependent variables may change when others do. These changes may be similar — i. Or the opposite may be observed — i. The effect of cultural issues, how well methods are used, the appropriateness of your approach for the population — these as well as other factors that influence success can be highlighted by careful data collection and analysis.

Stakeholders, such as funders and community boards, want to know their investments are well spent.

Showing evidence of intermediate outcomes e. Being a good trustee or steward of community investment includes regular review of data regarding progress and improvement.

Ideally, you should collect data for a period of time before you start your program or intervention in order to determine if there are any trends in the data before the onset of the intervention.

Which of these approaches you take depends on your research purposes. Both approaches are legitimate, but ongoing data collection and review can particularly lead to improvements in your work.

You can conduct a less formal evaluation. Your results may not be as sophisticated as if you subjected them to rigorous statistical procedures, but they can still tell you a lot about your program.

Just the numbers — the number of dropouts and when most dropped out , for instance, or the characteristics of the people you serve — can give you important and usable information.

You can try to learn enough about statistics and statistical software to conduct a formal evaluation yourself. Take a course, for example. You can collect the data and then send it off to someone — a university program, a friendly statistician or researcher, or someone you hire — to process it for you.

You can collect and rely largely on qualitative data. Whether this is an option depends to a large extent on what your program is about.

If possible, use a randomized or closely matched control group for comparison. If your control is properly structured, you can draw some fairly reliable conclusions simply by comparing its results to those of your intervention group.

Who should actually collect and analyze data also depends on the form of your evaluation. Analysis also could be accomplished by a participatory process.

Another way analysis can be accomplished is by professionals or other trained individuals, depending upon the nature of the data to be analyzed, the methods of analysis, and the level of sophistication aimed at in the conclusions.

Implement your measurement system. We've previously discussed designing an observational system to gather information. Clearly define and describe what measurements or observations are needed.

Select and train observers. Particularly if this is part of a participatory process, observers need training to know what to record; to recognize key behaviors, events, and conditions; and to reach an acceptable level of inter-rater reliability agreement among observers.

Conduct observations at the appropriate times for the appropriate period of time. This may include reviewing archival material; conducting interviews, surveys, or focus groups; engaging in direct observation; etc.

Record data in the agreed-upon ways. These may include pencil and paper, computer using a laptop or handheld device in the field, entering numbers into a program, etc.

Enter any necessary data into the computer. This may mean simply typing comments, descriptions, etc. Transcribe any audio- or videotapes.

This makes them easier to work with and copy, and allows the opportunity to clarify any hard-to-understand passages of speech.

Score any tests and record the scores appropriately. Sort your information in ways appropriate to your interest. This may include sorting by category of observation, by event, by place, by individual, by group, by the time of observation, or by a combination or some other standard.

When possible, necessary, and appropriate, transform qualitative into quantitative data. This might involve, for example, counting the number of times specific issues were mentioned in interviews, or how often certain behaviors were observed.

Conduct data graphing, visual inspection, statistical analysis, or other operations on the data as appropriate.

There are other excellent possibilities for analysis besides statistical procedures, however.

A few include: Simple counting, graphing and visual inspection of frequency or rates of behavior, events, etc. Using visual inspection of patterns over time to identify discontinuities marked increases, decreases in the measures over time sessions, weeks, months.

What was the average blood pressure, for instance, of people who exercised 30 minutes a day at least five days a week, as opposed to that of people who exercised two days a week or less?

Using qualitative interviews, conversations, and participant observation to observe and track changes in the people or situation.

Finding patterns in qualitative data. Comparing actual results to previously determined goals or benchmarks.

One measure of success might be meeting a goal for planning or program implementation, for example. Take note of any significant or interesting results.

They may or may not be socially significant i. There are a number of different kinds of results you might be looking for. Differences within people or groups.

Once before the spell ends, 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. A lash of light streaks toward a creature of your choice within range.

On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

You unleash a virulent disease on a creature that you can see within range. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save.

If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took.

That action can be used only to take the Attack one weapon attack only , Dash, Disengage, Hide, or Use an Object action.

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points.

This spell also ends blindness, deafness, and any diseases afecting the target. This spell has no efect on constructs or undead.

When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. You bring forth a great feast, including magniicent food and drink.

Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several beneits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage.

Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These beneits last for 24 hours.

The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw.

On a success, the spell ends on the target. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd.

The humanoids must be within 30 feet of each other when you target them. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends.

In addition, when a iend or an undead hits an afected creature with a melee attack, the aura lashes with brilliant light.

The attacker must succeed on a Constitution saving throw or be blinded until the spell ends. A hail of rock-hard ice pounds to the ground in a foot-radius, foot-high cylinder centered on a point within range.

Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any.

You learn whether any spells are afecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently afecting it.

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell.

When you cast the spell, you choose one of the following forms of imprisonment. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target.

Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.

The special component for this version of the spell is a small mithral orb. Heavy chains, irmly rooted in the ground, hold the target in place.

The special component for this version of the spell is a ine chain of precious metal. Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel.

The demiplane can be a labyrinth, a cage, a tower, or any similar conined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade.

Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object.

Light can pass through the gemstone normally allowing the target to see out and other creatures to see in , but nothing else can pass through, even by means of teleportation or planar travel.

The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

The special component for this version of the spell consists of rare soporiic herbs. Ending the Spell. During the casting of the spell, in any of.

The condition can be as speciic or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass.

A spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the irst casting is immediately freed from its binding.

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

The spell ends for a target that attacks or casts a spell. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred.

If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with , that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as feet, emanates from the target object.

You touch a creature and can end either one disease or one condition alicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

The spell can levitate a target that weighs up to pounds. An unwilling creature that succeeds on a Constitution saving throw is unafected.

The target can move only by pushing or pulling against a ixed object or surface within reach such as a wall or a ceiling , which allows it to move as if it were climbing.

If you are the target, you can move up or down as part of your move. When the spell ends, the target loats gently to the ground if it is still aloft.

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a foot radius and dim light for an additional 20 feet.

The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

A stroke of lightning forming a line feet long and 5 feet wide blasts out from you in a direction you choose.

Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

If the creature is moving, you know the direction of its movement. The spell ends if the target dons armor or if you dismiss the spell as an action.

A spectral, loating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action.

The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand.

You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.

You can move the hand up to 30 feet each time you use it. You create three glowing darts of magical force.

Each dart hits a creature of your choice that you can see within range. The darts all strike simultaneously, and you can direct them to hit one creature or several.

When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted.

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range.

As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Similarly, you can cause the illusion to make diferent sounds at diferent times, even making it carry on a conversation, for example.

Physical interaction with the. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence Investigation check against your spell save DC.

If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a foot-radius sphere centered on that point.

When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

A lood of healing energy lows from you into injured creatures around you. You restore up to hit points, divided as you choose among any number of creatures that you can see within range.

Creatures healed by this spell are also cured of all diseases and any efect making them blinded or deafened.

When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. You suggest a course of activity limited to a sentence or two and magically inluence up to twelve creatures of your choice that you can see within range and that can hear and understand you.

The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the efect of the spell.

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability.

The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject inishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the irst beggar they meet.

If you or any of your companions damage a creature afected by this spell, the spell ends for that creature.

When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days.

When you use a 9th-level spell slot, the duration is a year and a day. The target remains there for the duration or until it escapes the maze.

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends a minotaur or goristro demon automatically succeeds.

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. Blazing orbs of ire plummet to the ground at four diferent points you can see within range.

Each creature in a foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners.

A creature takes 20d6 ire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one iery burst is afected only once.

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. The sound continues unabated throughout the duration, or you can make discrete sounds at diferent times before the spell ends.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence Investigation check against your spell save DC.

If a creature discerns the illusion for what it is, the illusion becomes. Briely surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword.

On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a diferent one.

The target begins a comic dance in place: shuling, tapping its feet, and capering for the duration. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls.

While the target is afected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself.

On a successful save, the spell ends. A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface such as a wall, a ceiling, or a loor within range, and lasts for the duration.

The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

You extend your hand toward a creature you can see within range and project a puf of noxious gas from your palm.

The creature must succeed on a Constitution saving throw or take 1d12 poison damage. You utter a word of power that can compel one creature you can see within range to die instantly.

If the creature you choose has hit points or fewer, it dies. Otherwise, the spell has no efect.

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has hit points or fewer, it is stunned.

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning efect ends. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical efects within range: You create an instantaneous, harmless sensory efect, such as a shower of sparks, a puf of wind, faint musi- cal notes, or an odd odor.

You instantaneously light or snuf out a candle, a torch, or a small campire. You instantaneously clean or soil an object no larger than 1 cubic foot.

You chill, warm, or lavor up to 1 cubic foot of nonliv- ing material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

You create a nonmagical trinket or an illusory image that can it in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous efects active at a time, and you can dismiss such an efect as an action.

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. This spell also neutralizes any poisons and cures nonmagical diseases that afected the creature at the time it died.

Coming back from the dead is an ordeal. The target takes a? Every time the target inishes a long rest, the penalty is reduced by 1 until it disappears.

A frigid beam of blue-white light streaks toward a creature within range. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

You touch a creature and stimulate its natural healing ability. For the duration of the spell, the target regains 1 hit point at the start of each of its turns 10 hit points each minute.

If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. At your touch, all curses afecting one creature or object end.

Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw.

If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases alicting the creature when it died.

This spell closes all mortal wounds and restores any missing body parts. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly.

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point.

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage.

The target gains no beneit from cover for this saving throw. You ward a creature within range against attack.

Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must irst make a Wisdom saving throw.

On a failed save, the creature must choose a new target or lose the attack or spell. If the warded creature makes an attack or casts a spell that afects an enemy creature, this spell ends.

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a foot-radius sphere centered on that point must make a Constitution saving throw.

A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target.

You have advantage on the attack roll if the target is wearing armor made of metal. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.

Casting a spell that includes a verbal component is impossible there. The image appears at a spot within range and lasts for the duration.

The image is purely visual. You can use your action to cause the image to move to any spot within range.

If a creature discerns the illusion for what it is, the creature can see through the image. This spell sends creatures into a magical slumber.

Roll 5d8. Creatures within 20 feet of a point you choose within range are afected in ascending order of their current hit points ignoring unconscious creatures.

Starting with the creature that has the lowest current hit points, each creature afected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

You touch a living creature that has 0 hit points. The creature becomes stable. You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose.

The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to ive questions.

The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to ofer a truthful answer if you are hostile to it or it recognizes you as an enemy.

The target also gains a climbing speed equal to its walking speed. They lit around you to a distance of 15 feet for the duration.

If you are good or neutral, their spectral form appears angelic or fey your choice. If you are evil, they appear iendish.

When you cast this spell, you can designate any number of creatures you can see to be unafected by it.

On a failed save, the creature takes 3d8 radiant damage if you are good or neutral or 3d8 necrotic damage if you are evil.

On a successful save, the creature takes half as. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Spiritual Weapon 2nd-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: 1 minute You create a loating, spectral weapon within range that lasts for the duration or until you cast this spell again.

When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon as St.

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by. Stoneskin 4th-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M diamond dust worth gp, which the spell consumes Duration: Concentration up to 1 hour This spell turns the lesh of a willing creature you touch as hard as stone.

Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the.

The target must make a Wisdom saving throw. For example, you might suggest that a knight give her warhorse to the irst beggar she meets.

If you or any of your companions damage the target, the spell ends. Sunburst 8th-level evocation Casting Time: 1 action Range: feet Components: V, S, M ire and a piece of sunstone Duration: Instantaneous Brilliant sunlight lashes in a foot radius centered on a point you choose within range.

Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1.

Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns.

On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell. Teleport 7th-level conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select.

The destination you choose must be known to you, and it must be on the same plane of existence as you.

Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d and consults the table.

On Target. You and your group or the target object appear where you want to. You and your group or the target object appear a random distance away from the destination in a random direction.

Distance of target is 1d10? For example, if you tried to travel miles, landed of target, and rolled a 5 and 3 on the two d10s, then you would be of target by 15 percent, or 18 miles.

The DM determines the direction of target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass.

If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. Similar Area. Generally, you appear in the closest similar place, but since the.

Each teleporting creature or the target object takes 3d10 force damage, and the DM rerolls on the table to see where you wind up multiple mishaps can occur, dealing damage each time.

You create a loating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

Brilliant sunlight lashes in a foot radius centered on a point you choose within range. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute.

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select.

Of Target. If you are heading for your home laboratory, for example, you might wind. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Each teleporting creature or the target object takes. You manifest a minor wonder, a sign of supernatural power, within range.

You create one of the following magical efects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause lames to licker, brighten, dim, or change color for 1 minute.

You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or omi- nous whispers.

You instantaneously cause an unlocked door or win- dow to ly open or slam shut. You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute efects active at a time, and you can dismiss such an efect as an action.

A wave of thunderous force sweeps out from you. Each creature in a foot cube originating from you must make a Constitution saving throw.

On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

You briely stop the low of time for everyone but yourself. This spell ends if one of the actions you use during this period, or any efects that you create during this period, afects a creature other than you or an object being worn or carried by someone other than you.

In addition, the spell ends if you move to a place more than 1, feet from the location where you cast it.

You touch a creature that has been dead for no longer than years and that died for any reason except old age.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses afecting the creature when it died.

The spell replaces damaged or missing organs and limbs. The creature then appears in an unoccupied space you choose within 10 feet of you.

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of feet.

You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.

The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw.

On a failed save, a creature takes 5d8 ire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 ire damage to each creature that ends its turn within 10 feet of that side or inside the wall.

A creature takes the same damage when it enters the wall for the irst time on a turn or ends its turn there. The other side of the wall deals no damage.

When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. The wall is 6 inches thick and is composed of ten foot-byfoot panels.

Each panel must be contiguous with at least one other panel. Alternatively, you can create foot-byfoot panels that are only 3 inches thick.

If a creature would be surrounded on all sides by the wall or the wall and another solid surface , that creature can make a Dexterity saving throw.

On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached.

Each panel has AC 15 and 30 hit points per inch of thickness. Otherwise, the wall disappears when the spell ends.

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.

Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet.

It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. The webs ill a foot cube from that point for the duration.

The webs are diicult terrain and lightly obscure their area. Webs layered over a lat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw.

On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC.

If it succeeds, it is no longer restrained. The webs are lammable. Any 5-foot cube of webs exposed to ire burns away in 1 round, dealing 2d4 ire damage to any creature that starts its turn in the ire.

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Acid Splash casting time 1 action range 60 feet components V, S duration Instantaneous You hurl a bubble of acid.

Aid casting time 1 action range 30 feet components V, S, M duration 8 hours a tiny strip of white cloth Your spell bolsters your allies with toughness and resolve.

Arcane Eye casting time 1 action range 30 feet components V, S, M duration Concentration a bit of bat fur up to 1 hour You create an invisible, magical eye within range that hovers in the air for the duration.

Arcane Lock casting time 1 action range Touch components V, S, M duration Until dispelled gold dust worth at least 25 gp, which the spell consumes You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.

Augury casting time 1 minute range Self components V, S, M duration Instantaneous specially marked sticks, bones, or similar tokens worth at least 25 gp By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a speciic course of action that you plan to take within the next 30 minutes.

Beacon of Hope casting time 1 action range 30 feet components V, S duration Concentration up to 1 minute This spell bestows hope and vitality.

Blade Barrier casting time 1 action range 90 feet components V, S duration Concentration up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of magical energy.

Bless casting time 1 action range 30 feet components V, S, M duration Concentration up to 1 minute a sprinkling of holy water You bless up to three creatures of your choice within range.

Blur casting time 1 action range Self components V duration Concentration up to 1 minute Your body becomes blurred, shifting and wavering to all who can see you.

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