chunk_id
stringlengths
5
8
book
stringclasses
2 values
page
int64
1
321
text
stringlengths
164
4.12k
phb_2090
phb
227
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] mands to them, they elefend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics. At Higher LeveIs. When you cast this spell using certain higher.level spell slots. you choose one of the summ...
phb_2091
phb
227
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e one of the summoning options above, anel more creatures appear: twice as many with a 6th.level slot and three times as many with an 8th.level slot. CONTACT OTHER PLANE 5th.level divination (ritual) Casting Time: 1 minute Range: Self Compon...
phb_2092
phb
228
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 lntelligence saving thraw. On a . failure, you take 6d6 psychic damage and are insane until you finish a long rest. While ins...
phb_2093
phb
228
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] actions, can't understand what other creatures say, can't read, and speak only in gibberish, Agreater restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions, Vou must ask your questi...
phb_2094
phb
228
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] phrase as an answer, CONTAGION 5th-leveI necromancy Casting Time: 1 action Range: Touch Component: V,S Duration: 7 days Your touch inflicts disease. Make a melee spell atlack against a creature within your reach. On a hit, you aftlict the cr...
phb_2095
phb
228
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ion saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, a...
phb_2096
phb
228
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded, FiJth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength...
phb_2097
phb
228
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ure's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to ali damage. Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligcnce checks and Intelligence saving throws, and th...
phb_2098
phb
228
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] advantage on Dexterity checks, Dcxterity saving throws, and attack rolls that use Dexterity. Slimy Doom. The creaturc begins to bleed uncontrollably. The creature has disadvantagc on Constitution checks and Constitution saving throws.
phb_2099
phb
228
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] terity. Slimy Doom. The creaturc begins to bleed uncontrollably. The creature has disadvantagc on Constitution checks and Constitution saving throws. In addition, whenever the creature takcs damage, it is stunned until the end of its next tu...
phb_2100
phb
228
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ast 1,500 gp) Duration: 10 days Choose a spell of 5th levei or lower that you can cast, that has a casting time of 1 action, and that can target YOU. Vou cast that spell-called the contingent spell-as part of casting contingency, expending s...
phb_2101
phb
228
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after thc circumstance is met for the first t...
phb_2102
phb
228
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] y target others. Vou can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person. CONTINU...
phb_2103
phb
228
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] htness to a torch, springs forth from an object that you touch. The cffect looks like a regular flame, hut it creates no heat and doesn't use oxygen. A continuaI liame can be covered or hidden but not smothered or quenched. CONTROL WATER 4th...
phb_2104
phb
228
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] g water inside an arca you choose that is a cube up to 100 feet on a side. Vou can choose from any of the following effccts when you cast this spcll. As an action on your turn, you can rcpeat the same effect or choosc a different one. Flood....
phb_2105
phb
228
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e an area in a large body of water. you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehiclcs in the wave's path are carried with it lo the other side. Any ...
phb_2106
phb
229
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Ifthis effect produced PART 3 SPEI L~ 227 . 228 --- a wave, the wave repeats on the start of your next turn while the fiood effect lasts. Part Water. Vou cause water in the area to move aparl and creale a lrench. The trench extends across th...
phb_2107
phb
229
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ifferent effect. The waler lhen slowly fills in lhe trench over lhe course of the next round until the normal water levei is restored. Redirect FIow. Vou cause fiowing water in the area to move in a direction you choose, even if the water ha...
phb_2108
phb
229
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] d on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. WhirIpooI. This effect requires a body of water at least 50 feet square and 25 feet deep. Vou cause a ...
phb_2109
phb
229
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e, up to 50 feet wide ai the top, and 25 feel tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against you...
phb_2110
phb
229
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] eoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A crealure caught in the vortex can use its action to try to swim away from the vortex as d...
phb_2111
phb
229
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] rst time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. CONTROL WEATHER 8th.level transmutation Casting Time: lO minutes Range: Self (5-mile radius...
phb_2112
phb
229
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] f you for the duration. Vou must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by...
phb_2113
phb
229
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] the new conditions lOtake effect. Once they do so. you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables an...
phb_2114
phb
229
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. PART 3 I SPELLS PRECIPITATION Stage Condition 1 Clear 2 Light clouds 3 Overcast or ground f...
phb_2115
phb
229
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] hours Vou plant four pieces of nonmagical ammunition- arrows or crossbow bolts-in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammuni...
phb_2116
phb
229
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ucceed on a Dexterity saving throw or take Id6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creatures you choose, and the spell ignores...
phb_2117
phb
229
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] t this spell using a spell slot of 3rd levei or higher, the amount of ammunition that can be affected increases by two for each slot levei above 2nd. COUNTERSPELL 3rd.level abjuration Casting Time: I reaction, which you take when you see a c...
phb_2118
phb
229
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] interrupt a creature in the process of casting a spell. lf the creature is casting a spell of 3rd levei or lower, its spell fails and has no effect. lf it is casting a spell of 4th leveI or higher, make an ability check using your spellcasti...
phb_2119
phb
230
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] spell slot of 4th levei or higher, the interrupted spell has no effect if its levei is less than or equal to the levei of the spell slot you used. . CREATE FOOD AND WATER 3rd-Ievel conjuration Casting Time: I action Range: 30 feet Components...
phb_2120
phb
230
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] humanoids or tive steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad. 24 hours, you must cast this spell on the creature before the current 24-hour period ends. ...
phb_2121
phb
230
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] an animating new ones. At Higher Leve/s. When you cast this spell using a 7th-leveI spell slot, you can animate or reassert control over four ghouls. When you cast this spellusing an 8th-leveI spell slot, you can animate or reassert control ...
phb_2122
phb
230
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] r wights, or two mummies. Using any material created by this spell as another spell's material component causes that spell to fail. At Higher Leve/s. When you cast this spell using a spell slot of 6th levei or higher, the cube increases by 5...
phb_2123
phb
230
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] o I minute One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown ofjagged iron appears on its head,...
phb_2124
phb
230
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] d target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. CREATION 5th-levei il/usion Casting Time: I minute Range: 30 feet Components: V, S, M (a ti...
phb_2125
phb
230
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] r within range: 50ft goods. rope, wood, or something similar. Vou can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form a...
phb_2126
phb
230
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] that you have seen before. The duration depends on the object"s material. If the object is composed of multiple materiaIs, use the shortest duration. CREATE OR DESTROY WATER 1st-leveI transmutation Casting Time: I action Range: 30 feet Compo...
phb_2127
phb
230
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] r within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed fiames in the area. Destroy Water. Vou destroy up to 10 gallons of water in an open container within range. Alt...
phb_2128
phb
230
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] nd levei or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot leveI above 1st. CREATE UNDEAD 6th-leveI necromancy Casting Time: I minute Range: 10 feet Components: V,S, M...
phb_2129
phb
230
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] cast this spell only at nighl. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.) As a bonus action on each of your turns, y...
phb_2130
phb
230
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] within 120 feet ofyou (ifyou control multiple creatures, you can command any or ali 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, o...
phb_2131
phb
230
[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. The creaturc is under your control for 24 hours, after which it stops obeying any command y...
phb_2132
phb
231
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 1 hour la minutes 1 minute PART 3 SPELLS 229 . 230 The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or ...
phb_2133
phb
231
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] s: V Duration: Concentration, up to I minute Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non...
phb_2134
phb
231
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Touch Components: V,S Duration: Instantaneous A creature you touch regains a number of hit points equal to Id8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Leveis. When you cast this spell...
phb_2135
phb
231
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ts. At Higher Leveis. When you cast this spell using a spell slot of 2nd levei or higher, the healing increases by Id8 for each slot leveI above IsI. DANCING LIGHTS Evocation cantrip Casting Time: I action Range: 120 feet Components: V, S, M...
phb_2136
phb
231
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] , or glowing orbs that hover in the air for the duration. Vou can also combine the four Iights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a lO-foot radius. As a bonus actio...
phb_2137
phb
231
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] new spot within range. A Iight must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. DARKNESS 2nd-levei evocation Casting Time: I action Range: 60 feet Components: V,M (bat fur ...
phb_2138
phb
231
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate il. If the point you choose is on an object you are holding or one that isn't being worn or carr...
phb_2139
phb
231
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] . ]f any of this spell's area overlaps with an area of light created by a spell of 2nd levei or lower, the spell that created the light is dispelled. DARKVISION 2nd-levei transmutation Casting Time: I action Range: Touch Components: V.S, M (...
phb_2140
phb
231
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] rs Vou touch a willing creature to grant it the ability to see in the dark. For the duration. that creature has darkvision out to a range of 60 feel. DAYLIGHT 3rd-Ievel evocation Casting Time: I action Range: 60 feet Components: V,S Duration...
phb_2141
phb
231
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] feel. ]f you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blo...
phb_2142
phb
231
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] bjuration Casting Time: I action Range: Touch Components: V,S Duration: 8 hours Vou touch a creature and grant it a measure of protection from death. The first time the target would drop to Ohit points as a result of taking damage, the targe...
phb_2143
phb
232
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ng damage, that effect is instead negated against the target, and the spell ends. DELAYED BLAST FIREBALL 7th-levei evocation Casting Time: I action . Range: ISO feel Components: V,S, M (a liny ball of bal guano and sulfur) Duralion: Concenlr...
phb_2144
phb
232
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] A beam of yellow lighl lIashes from your poinling finger, then condenses lo linger aI a chosen poinl wilhin range as a glowing bead for the duralion. When lhe spell ends, either beca use your concentration is broken OI' because you decide to...
phb_2145
phb
232
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] terity saving throw. A crealure lakes fire damage equal to lhe total accumulated damage on a failed save, OI'half as much damage on a successful one. The spell's base damage is 12d6. If at the end of your lurn lhe bead has not yet detonated,...
phb_2146
phb
232
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] On a failed save, the spell ends immediately, causing the bead 10erupt in liame. On a successful save, the crealure can throw the bead up to 40 fee!. When it strikes a creature 01' a solid objecl, the spell ends, and lhe bead explodes. The f...
phb_2147
phb
232
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] At Higher Leve/s. When you cast this spell using a spell slot of 8th leveI OI'higher, lhe base damage increases by Id6 for each sI01leveI above 71h. DEMIPLANE 8th./evel conjuratian Casling Time: I action Range: 60 feet Components: S Duralion...
phb_2148
phb
232
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ss through unhindered. When opened, lhe door leads lo a demiplane Ihat appears to be an empty room 30 feet in each dimension, made of wood 01' stone. When the spell ends, the door disappears, and any crealures 01' objects inside the demiplan...
phb_2149
phb
232
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] u casl this spell, you can create a new demiplane, OI'have the shadowy doar connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created bya casting of thi...
phb_2150
phb
232
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] : Self (30-foot radius) Componenls: V Duration: Inslantaneous Vou slrike the ground, creating a burst of divine energy that ripples oulward ftom you. Each creature you choose within 30 feet of you must succeed on a Conslitution saving throw ...
phb_2151
phb
232
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 'necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. DETECT EVIL ANO Gooo 1st-IeveI divination Casting Time: I aclion Range:Se]f Components: V, ...
phb_2152
phb
232
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] lhe crealure is located. Similarly, you know if there is a place 01' object within 30 feet of you Ihat has been magically consecrated OI'desecrated. The spell can penetrate most barriers, but it is blocked by I fool of slone, I inch of commo...
phb_2153
phb
232
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ction Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic wilhin 30 feet of you. ]f you sense magic in Ihis way, you can use your action to see a faint aura around any visi...
phb_2154
phb
232
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] The spell can penetrate most barriers, but it is blocked by I foot of slone, I inch of common metal, a Ihin sheel of lead, OI'3 feet of wood OI'dir!. DETECT POISON ANO DISEASE 1st-leveI divination (ritual) Casting Time: I action Range: Self ...
phb_2155
phb
232
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] poisons, poisonous creatures, and diseases within 30 feel of you. Vou also identify the kind of poison, poisonous creature, ar disease in each case. The spell can penelrate most barriers, but it is blocked by I foot of slone, I inch of commo...
phb_2156
phb
234
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] level divination Casting Time: I action Range: Self Components: V,S, M (a copper piece) Duration: Concentration, up to I minute PART 3 SPELLS 231 . . For the duration, you can read the thoughts of certain creatures, When you cast the spell a...
phb_2157
phb
234
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] n't speak any language, the crealure is unaffected. Vou initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an action, you can either shift your atlention lo another creature's thoughts or atlempt...
phb_2158
phb
234
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] its emotional state, and something that looms large in ils mind (such as something it worries over, loves, or hates). ]f it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your ...
phb_2159
phb
234
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. Vou can also use this spell to detect the presence of thinking creatures you can't see. Whe...
phb_2160
phb
234
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] than lead, or a thin sheet of lead blocks you. Vou can't detect a creature with an lntelligence of 3 or lower or one that doesn't speak any language. Once you detecI the presence of a creature in this way, you can read its lhoughts for the r...
phb_2161
phb
234
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] s: V Duration: Instantaneous Vou teleport yourself from your current location lo any other spot within range. Vou arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating di...
phb_2162
phb
234
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] doesn't exceed what you can carry. Vou 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...
phb_2163
phb
234
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] already occupied byan object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. DISGUISE SELF 1st-levei iIIusion , Casting Time: 1 action Range: Self Components: V,S Durati...
phb_2164
phb
234
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] erent until the spell ends ar until you use your action to dismiss it. Vou can seem 1 foot shorter or taller and can appear thin, fat, or in belween. Vou can't change your body type, so you must adopt a form that has the same basic arrangeme...
phb_2165
phb
234
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] this spell to add a hat to your oUlfit, 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, lhe hand of someone who reaches out lO...
phb_2166
phb
234
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] uised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save De. DISINTEGRATE 6th-levei transmutation Casting Time: 1 action Range: 60 feet Components: V, S...
phb_2167
phb
234
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ecl, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes IOd6 + 40 force damage. If lhis damage reduces the targe...
phb_2168
phb
234
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] cept magic ilems, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation o...
phb_2169
phb
234
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ell. At Higher LeveIs. When you cast this spell using a spell slot of 7th leveI or higher, the damage increases by 3d6 for each slot levei above 6th. DISPEL EVIL AND GOOD 5th-levei abjuration Casting Time: 1 action Range: SeI f PAR r 3 SPELL...
phb_2170
phb
235
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ting from beyond the Material Plane. For the duration, celestiais, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. Vou can end the spell early by using either of the following special functions. Break Encha...
phb_2171
phb
235
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] tial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. DismissaI. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend...
phb_2172
phb
235
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] o its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. DISPEL MAGIe 3rd-Ievel abjuration Casting Time: 1 action Range: 120 feet Components: V,S Du...
phb_2173
phb
235
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] make an ability check using your spellcasting ability. The DC equals 10 + the spell's leveI. On a successful check, the spell ends. At Higher LeveIs. When you cast this spell using a spell slot of 4th level or higher, you automatically end t...
phb_2174
phb
235
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] igher, you automatically end the effec!s of a spell on the target if the spell's levei is equal to or less than the levei of the spell slot you used. DISSONANT WHISPERS 1st-levei enchantment Casting Time: 1 action Range: 60 feet Components: ...
phb_2175
phb
235
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't Inove into obviously dangerous ground, such as a fire or a pit. On a su...
phb_2176
phb
235
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ave. At Higher LeveIs. When you cast this spell using a spell slot of 2nd level or higher. the damage increases by Id6 for each slot levei above 1st. P"Rf 3 SPELLS DIVINATION 4th-levei divination (ritual) Casting Time: 1 action Range: Self C...
phb_2177
phb
235
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] g put you in contact with a god or a god's servants. Vou ask a single question concerning a speeific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an o...
phb_2178
phb
235
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. DIVINE FAVOR 1st-Ievel evocarion Casting Time: I bonus ac...
phb_2179
phb
235
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] n, up to 1 minute Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. DIVINE WORD 7th-levei evocation Casting Time: 1 bonus action Range: 30 fee! Components: V D...
phb_2180
phb
235
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] at the dawn of ereation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: 50 hit point...
phb_2181
phb
235
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ed, deafened, and stunned for 1 hour 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey. or a fiend that fails its save is forced back to its plane of origin (if it isn't there alr...
phb_2182
phb
236
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Time: 1 action . Range: 60 feet Components: V,5 Duration: Concentration, up to I minute Vou attempt to beguile a beast that you can see within range. lt must succeed on a Wisdom saving thraw or be charmed by you for the duration. ]f you or c...
phb_2183
phb
236
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] nce. Vou 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. Vou can specifya simple and general course of action, such as "Attack that creature." "Run ...
phb_2184
phb
236
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ection from you, it defends and preserves itself to the best of its ability. Vou can use your action to take total and precise contraI of the targe!. Until the end of your next turn, the creature takes only the actions you choose, and doesn'...
phb_2185
phb
236
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] h time the target takes damage, it makes a new Wisdom saving thraw against the spell. ]f the saving throw succeeds, the spell ends. At Higher Leve/s. When you cast this spell with a 5th.level spell slot, the duration is concentration, up to ...
phb_2186
phb
236
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ll slot, the duration is concentration, up to I hour. When you use a spell slot of 7th levei or higher, the duration is concentration, up to 8 hours. DOMINATE MONSTER 8th.level enchantment Casting Time: I action Range: 60 feet Components: V,...
phb_2187
phb
236
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting 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...
phb_2188
phb
236
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] nce. Vou 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. Vou can specify a simple and general course of action, such as "Attack that creature," "Run...
phb_2189
phb
236
[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ection from you, it defends and preserves itself to the best of its ability. Vou can use your action to take total and precise contraI of the targe!. Until the end of your next turn, the creature takes only the actions you choose, and doesn'...