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phb_1890
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] the cone's area of effect, unless you decide otherwise. CUBE Vou select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side. A cube's point of origin is not ...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] of a circle of a particular radius, as given in the spell description. The circle must either be on the graund or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perime...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] or down fram the top, to a distance equal to the height of the cylinder. A cylinder's point of origin is included in the cylinder's area of effect. . 4 •• LINE Aline extends from its point of origin in a straight path up to its length and...
phb_1893
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] re's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point. A sphere's point of origin is included in the sphere's area of effect. SAVING THROWS Man...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] ccess or failure. The De to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers. ATTACK ROLLS Some spells require the caster to make an attack roll to determine whether ...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] with a spell attack equals your spellcasting ability modifier + your proficiency bonus. Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of ...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] different spells add together while the durations of those spells overlap. The effects of the same spell cast multi pie times don't combine, however. lnstead, the most potent effect-such as the highest bonus-from those castings applies wh...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] spell's benefit only once; he or she doesn't get to roll two bonus dice. lHE WEAVE OF MAGIC lhe worlds within the D&D multiverse are magical places. Aliexistence is suffused with magical power, and potential energy lies untapped in every ...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] , permeating every bit of malter and present in every manifestation of energy throughout the multiverse. Mortais can't directly shape this raw magic. Instead, they make use of a fabric of magic, a kind of interface between the will of a s...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] tten Realms call it the Weave and recagnize its essence as the goddess Mystra, but casters have varied ways of naming and visualizing this interface. Sy any name, without the Weave, raw magic is locked away and inaccessible;the most power...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] in the blink of an eye, or even reverse death itself. Ali magic depends on the Weave, though different kinds of magic access it in a variety of ways. lhe spells of wizards, warlocks, sorcerers, and bards are commonly called arcane magic. ...
phb_1901
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] ed effect. Eldritch knights and arcane tricksters also use arcane magic. lhe spells of derics, druids, paladins, and rangers are called divine magic. lhese spellcasters' access to the Weave is mediated by divine power-gods, the divine for...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] ible. When characters use divination spells such as detect magic or identify, they glimpse the Weave. A spell such as dispel magic smooths the Weave. Spells such as antimagic field rearrange the Weave 50 that magic fiows around, rather th...
phb_1903
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells] Ils in the worlds of DUNGEONS & Hold Monster 1ST LEVEL DRAGONs. The chapter begins with the Legend Lore Bane speIl Iists of the speIlcasting classes. The Mass Cure Wounds Bless remainder contains speIl descriptions, Mislead Command presented in alphabetical orde...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells] emainder contains speIl descriptions, Mislead Command presented in alphabetical order by the Modify Memory Create or Destroy Water name of the spell. Planar Binding Cure Wounds BARD SPELLS Hold Person Raise Dead Detect Evil and Good Invisibility Scrying Detect M...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells] urse Enthrall Dream Sacred Flame Revivify Heat Metal Geas Spare the Dying Sending Greater Restoration Thaumaturgy Speak with Dead PART 3 SPfLlS , " . Spirit Guardians Gate Dispel Magic Mirage Arcane Tongues Mass Heal Feign Death Plane Shift Water Walk True Resur...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells] 9TH LEVEL Call Lightning 7TH LEVEL Daylight Conjure Animais Dispel Magic Astral Projection Daylight Fire Storm Elemental Weapon 208 PART 3 I SPFLLS . Magic Circle Plant Growth Sleep Greater Invisibility Remove Curse Protection from Energy Thunderwave Ice Storm R...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells] issile Blight Daylight Ray of Sickness Confusion Lightning Arrow Shield Dimension Door Nondetection Silent Image Dominate Beast PART 3 I SPELLS 2°9 . Dimension Door 1ST LEVEL Misty Step WARLOCK SPELLS Nystul's Magic Aura Hallucinatory Terrain Alarm Phantasmal Fo...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] lucinatory Terrain Shocking Grasp Melf's Acid Arrow Ice Storm Banishment True Strike Mirror Image Leomund's Secret Chest Blight PART 3 I SPELLS 210 . Loeale Crealure Mordenkainen's Failhful Hound Mordenkainen's Privale Sanelum Oliluke's Resi...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] arm Power Word Kill Prismalie Wall Shapeehange Time Slop True Polymorph Weird Wish SPELL DESCRIPTIONS The spells are presented in alphabetical order. ACID SPLASH Conjuration calltrip Casting Time: I action Range: 60 feel Components: V, S Dur...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ty saving throw or lake Id6 acid damage. This spell's damage increases by Id6 when you reach 5th leveI (2d6), 11th leveI (3d6), and 17lh leveI (4d6). AID 2nd-leveI abjuration Casting Time: I action Range: 30 feet Components: V,S, M (a tiny s...
phb_1911
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] . Choose up to three crealures within range. Each target's hit poinl maximum and current hit points increase by 5 for the duration. At Higher LeveIs. When you cast this spell using a spell slot of 3rd leveI or higher, a largel's hit points i...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] uration: 8 hours Vou seI an alarm against unwanted inlrusion. Choose a door. a window, or an area wilhin range that is no larger lhan a 20-foot cube. Until lhe spell ends. an alarm alerts you whenever a Tiny or larger creature louches or ent...
phb_1913
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] r audible. A mental alarm alerts you with a ping in your mind if you are within I mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces lhe sound of a hand bell for 10 seconds within 60 feel. ALTER SEL...
phb_1914
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] st lhe spell. choose one of the following options, the effects of which last for the duralion of the spell. While lhe spelllasts, PART 3 SPELLS 2Il . 212 you can end one oplion as an aclion lo gain lhe benefils of a differenl one. AquaticAda...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ween your fingers. Voucan brealhe underwaler and gain a swimming speed equal lo your walking speed. Change Appearance. Vou lransform your appearance. Voudecide whal you look like, including your heighl, weighl, facial fealures, sound of your...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] re of a differenl size lhan you, and your basic shape slays lhe same; ifyou're bipedal, you can'l use lhis spell lo become quadrupedal, for inslance. AI any lime for lhe duralion of lhe spell, you can use your action lOchange your appearance...
phb_1917
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] deal ld6 bludgeoning, piercing, or slashing damage, as appropriale lo lhe nalural weapon you chose, and you are proficienl wilh your unarmed slrikes. Finally, lhe natural weapon is magic and you have a +1 bonus lo lhe atlack and damage rolls...
phb_1918
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] mean il no harm. Choose a beasl lhal you can see wilhin range. It musl see and hear you. Ir lhe beast's Inlelligence is 4 or higher, lhe spell fails. Olherwise, lhe beasl musl succeed on a Wisdom saving lhrow or be charmed by you for lhe spe...
phb_1919
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Higher LeveIs. When you casl lhis spell using a spell sI01 of 2nd leveIor higher, you can affecl one addilional beasl for each slol leveI above 1st. ANIMAL MESSENGER 2nd.level enchantment (ritual) Casting Time: 1 aclion Range: 30 feel Compon...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] means of lhis spell, you use an animal to deliver a message. Choose a Tiny beasl you can see wilhin range, such as a squirrel, a blue jay, or a bat. Vouspecify a localion, which you musl have visiled, and a recipienl who malches a general de...
phb_1921
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] or woman dressed in lhe uniform of lhe town guard" or "a red.haired dwarf wearing a poinled hat." Voualso speak a message of up lOlwenly-five words. The largel beasl lravels for lhe duralion of lhe spell loward lhe specified PART 3 I SPELLS ...
phb_1922
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e lo lhe crealure lhal you described, replicating lhe sound of your voice. The messenger speaks only lo a crealure malching lhe descriplion you gave. If lhe messenger doesn'l reach its deslinalion before lhe spell ends, lhe message is losl, ...
phb_1923
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] veIs. Ifyou casl lhis spell using a spell slot of 3nd levei or higher, lhe duralion of lhe spell increases by 48 hours for each slol levei above 2nd. ANIMAL SHAPES 8th./evel transmutatioIl Casting Time: 1 aclion Range: 30 feel Components: V,...
phb_1924
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] or smaller beasl wilh a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures inlo new forms. The transformation lasls for lhe duration for each largel, or until the target drops to O hi...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] stalistics are replaced by the stalislics of lhe chosen beast, though the largel relains ils alignmenl and Inlelligence, Wisdom, and Charisma scores. The largel assumes lhe hil poinls of ils new form, and when it reverls lo ils normal form, ...
phb_1926
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] carries over lo ils normal formoAs long as the excess damage doesn'l reduce lhe crealure's normal form lo O hil poinls, it isn'l knocked unconscious. The creature is limiled in lhe aclions il can perform by lhe nalure of its new form, and it...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] n'l speak or casl spells. The largel's gear melds into lhe new formoThe largel can't aclivate, wield, or olherwise benefil from any of ils equipment. ANIMATE DEAD 3rd./evel necromancy Casting Time: 1 minule Range: 10 feel Components: V,S, M ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] s or a corpse of a Medium or Small humanoid within range. Your spell imbues lhe targel wilh a foul mimicry of life, raising il as an undead crealure. The largel becomes a skeleton ifyou chose bones or a zombie if you chose a corpse (lhe DM h...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ure is within 60 feel of you (ifyou . An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom control multi pie creatures, you can...
phb_1930
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ral command, such as to guard a particular chamber or corridor. lf you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The cr...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated wit...
phb_1932
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] contraI over two additional undead creatures for each slot levei above 3rd. Each of the creatures must come from a different corpse or pile of bones. ANIMATE OBJECTS 5th-leveI transmutation Casting Time: I action Range: 120 feet Components: ...
phb_1933
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] argets count as two objects, Large targets count as four objects, Huge targets count as eight objects. Vou can't animate any object larger than Huge. Each target animates and becomes a creature under your contrai until the spell ends or unti...
phb_1934
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ithin 500 feet of you (if you contrai multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). Vou decide what action the creature will take and where it will move during its next turn, ...
phb_1935
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] nds, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. ANIMATED OB/ECT STATISTICS Size HP AC Attack Tiny 20 18 +8 to hit, 1d4 + 4 damage 5mall 25 ...
phb_1936
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a f1yingspeed of 30 feet and can hover. lf the object is securely attached to a surface or a larger object, sue h as a chain bolted ...
phb_1937
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e or a larger object, sue h as a chain bolted to a wall, its speed is O.It has blindsight with a radius of 30 feet and is b\ind beyond that distance. When the animated object drops to Ohit points, it reverts to its original object form, and ...
phb_1938
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ingle melee attack against a creature within 5 feet of it. [t makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its ...
phb_1939
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Higher Leve/s. Ifyou cast this spell using a spell slot of 6th leveI or higher, you can animate two additional objects for each slot leveI above 5th. ANTILIFE SHELL 5th-leveI abjuration Casting Time: I action Range: Self (IO-foot radius) Com...
phb_1940
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] es other than undead and constrllcts. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through t...
phb_1941
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ks with ranged or reach weapons through the barrier. If you move so that an affected creatllre is forced to pass through the barrier, the spell ends. ANTIMAGIC FIELD 8th-leveI abjuration Casting Time: 1 action Range: Self (IO-foot-radius sph...
phb_1942
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Unti! the spell ends, the sphere moves with you, centered on you. Spells and other magical ...
phb_1943
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as ma(jic missi/e and charm person, that target a cr...
phb_1944
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the liames created by a wall of fire are suppressed within the sphere, creatin...
phb_1945
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] . The properties and powers of magic items are suppressed in the sphere. For example, a +llongsword in the sphere functions as a nonmagicallongsword. A magic weapon's properties and powers are suppressed if it is used against a target in the...
phb_1946
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] agic 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. Magieal TraveI. Teleportation and planar travei fail to work in the sphere, whether the sphere is the desti...
phb_1947
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] s an opening to an extradimensional space such as that created by the rope trick spell, temporarily doses while in the sphere. Creatures and Objeets. A creature or object summoned or created by magic temporarily winks out of existence in the...
phb_1948
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ffects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other. ANTIPATHy/SYMPATHY 8th~evelenchantment Casting Time: 1 hour Range: 60 feet Components: V,S,...
phb_1949
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] res of your choice. Vou target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200.foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. Vou...
phb_1950
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] aura's effec!. Antipathy. Thc cnchantmcnt causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the targe!. When such a creature can see the target or comes within 60 feet of it, the creature must su...
phb_1951
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ile frightened by the target, the creature must use its movement to PART 3 I SPELLS move to the nearest safe spot from which it can't see the targe!. If the creature moves more than 60 feet from the target and can't see it, the creature is n...
phb_1952
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must su...
phb_1953
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e target damages or otherwise harms an affected creature, the affected crealure can make a Wisdom saving throw to end the effect, as described below. Ending the Elfeet. If an affected creature ends its turn while not within 60 feet of the ta...
phb_1954
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after w...
phb_1955
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] M (a bit of bat fur) Duration: Concentration, up to 1 hour Voucreate an invisible, magical eye within range that hovers in the air for the duration. Voumentally receive visual information fram the eye, which has normal vision and darkvision ...
phb_1956
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter. ARCANE GATE 6th.level conjuration Casting Time: 1 action Range: 500 feet Components: V,S Dur...
phb_1957
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] that you can see, one point within 10 feet ofyou and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each poin!. If the portal would open in the space occupied by a creature, the spell fails, and the cast...
phb_1958
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] and . perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal. Any creature or object entering the portal exits from the other portal as if the two were a...
phb_1959
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction. ARCANE LOCK 2nd-leveI abjuration Casting Time: 1 action Range: Touch Components: V, S, M (g...
phb_1960
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] or other entryway, and it becomes locked for the duration. Vou and the creatures you designate when you cast this spell can open the object normally. Vou can also set a password that, when spoken within 5 feet of the object, suppresses this ...
phb_1961
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] nutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10. ARMOR OF AGATHYS 1st-leveI abjuration Casting Time: 1 action Range: Self Components: V, S, ...
phb_1962
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] nts for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Leve/s. When you cast this spell using a spell slot of 2nd levei or higher, both the temporary hit ...
phb_1963
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Instantaneous Vou invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter ali creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target tak...
phb_1964
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ect. At Higher Leve/s. When you cast this spell using a spell slot of 2nd leveI or higher, the damage increases by Id6 for each slot leveI above 1st. ASTRAL PROJECTION 9th-leveI necromancy Casting Time: 1 hour Range: 10 feet Components: V, S...
phb_1965
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted ifyou are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it ...
phb_1966
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] fference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 fool. This cord is your tether to your material body. As long as the tether remains intact, you c...
phb_1967
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ed, killing you instantly. Your astral form can freely travei through the Astral Plane and can pass through portais there leading to any other plane. Ifyou enter a new plane or return to the plane you were on when casting this spell, your bo...
phb_1968
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] a separate incarnation. Any damage or other effects that apply to it have no effect 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 il. When the...
phb_1969
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] sical body ends the spell for that creature. If a creature's original body or its astral form drops to Ohit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form ...
phb_1970
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to Ohit points. AUGURY 2nd-levei divination (ritual) Casting Time: 1 minute Range: Sei f Components: V,S, M ...
phb_1971
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Range: Sei f Components: V,S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous PART 3 SPELLS 215 . 216 By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employin...
phb_1972
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a c...
phb_1973
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] f (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in...
phb_1974
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217
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] point maximum can't be reduced. In addition, a nonhostile, living creature regains I hit point when it starts its turn in the aura with Ohit points. AURA OF PURITY 4th-leveI abjuration Casting Time: I action Range: Sei f (30-foot radius) Com...
phb_1975
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217
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] up to 10 minutes Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance ...
phb_1976
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] n saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned. AURA OF VITALITY 3rd-level evocation Casting Time: I action Range: Self (30-foot radius) Co...
phb_1977
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] nds, the aura moves with you, centered on you. Vou can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. PART 3 I SPEI.LS AWAKEN 5th-leveI transmutation Casting Time: 8 hours Range: Touch Componen...
phb_1978
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217
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. ]f the target is a plant,...
phb_1979
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ilar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. The awakened beast or plant is charmed by you for 30 days or until you or your companions d...
phb_1980
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] . When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. BANE 1st-leveI enchantment Casting Time: 1 action Range: 30 feet Components: V,S, M (a drop...
phb_1981
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217
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] n attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher LeveIs. When you cast this spell using a spell slot of 2nd levei or higher, you c...
phb_1982
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] her LeveIs. When you cast this spell using a spell slot of 2nd levei or higher, you can target one additional creature for each slot leveI above 1st. BANISHING SMITE 5th-leveI abjuration Casting Time: 1 bonus action Range: Self Components: V...
phb_1983
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217
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] the attack deals an extra 5dlO force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target...
phb_1984
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] here until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. J . BEAST SENSE 2nd-level divination (ritual) Casting Time: 1 action Range: Touch Components: 5...
phb_1985
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. BARKSKIN 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V,5, M (a h...
phb_1986
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless ofwhat kind of armar it is wearing. BEACON OF HOPE 3rd-level abjuration Casting Time: 1 action Range: 30 feet Components: V,5 Du...
phb_1987
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218
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] n, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. , BANISHMENT 4th-level abjuration Casting Time: 1 action Range: 60 feet Components: V, 5, M...
phb_1988
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] on a Charisma saving throw ar be banished. 1fthe target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spel1 ends, at...
phb_1989
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] t is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. ]f the spel1 ends before 1 minute has passed, the target reappears in the space it left ar ...