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phb_2290 | phb | 244 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portais. such as those created by the gate spell. to enter the area. The spell proofs the area against planar travei, and therefore prevents c... |
phb_2291 | phb | 244 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ell damages types of crealures thal you choose when you cast it. Choose one or more of the following: celestiaIs, elementals, fey,fiends, and undead. When a chosen creature enlers the spell's area for lhe firsllime on aturo or slarls its lur... |
phb_2292 | phb | 244 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] speaks the password as it enters the area takes no damage from the spell. The spell's area can't overlap with the area of another forbiddance spell. Ifyou cast forbiddance every day for 30 days in the same location, the spell lasts until It ... |
phb_2293 | phb | 244 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Duration: I hOllr An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can... |
phb_2294 | phb | 244 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 10 feet on a side, creating a solid barrier that prevents any matter from passing throllgh it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped.... |
phb_2295 | phb | 244 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] y within the area, or those too large to fit Inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave It by nonmagical means, If the creature tries to use... |
phb_2296 | phb | 245 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] the creature can't exit the cage and wastes the use of the spell or effecl. The cage also extends into the Ethereal Plane, blocking ethereal traveI. This spell can't be dispelled by dispel magic. FORESIGHT 9th-leveI divination Casting Time: ... |
phb_2297 | phb | 245 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the d... |
phb_2298 | phb | 245 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] action Range: Touch Components: V,5, M (a leather strap, bound around the arm or a similar appendage) Duration: 1 hour Vou touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and o... |
phb_2299 | phb | 245 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. FRIENDS Enchantmentcantrip Casting Time: 1 action Range: 5elf Components: 5, M (a small amou... |
phb_2300 | phb | 245 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in o... |
phb_2301 | phb | 245 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] on the nature of your interaction with il. GASEOUS FORM 3rd-IeveI transmutation Casting Time: 1 action Range: Touch PART 3 I SPELLS Components: V,5. M (a bit of gauze and a wisp of smoke) Duration: Concentration, up to 1 hour Vou transform a... |
phb_2302 | phb | 245 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] While in this form, the target's only method of movement is a flying speed of 10 feel. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on 5trength, Dexterity... |
phb_2303 | phb | 245 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] reats liquids as though they were solid surfaces. The target can't fali and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can't talk or manipulate objects, and any ob... |
phb_2304 | phb | 245 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells. GATE 9th-leveI conjuration Casting Time: 1 action Range: 60 feet Components: V,5, M (a diam... |
phb_2305 | phb | 245 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. Vou 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... |
phb_2306 | phb | 245 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] he portal. Deities and other planar ruIers can prevent portaIs created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title... |
phb_2307 | phb | 245 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e nearest unoccupied space on your side of the portal. Vougain no special power over the creature, and it is free to act as the DM deems appropriate. lt might leave, attack you, or help you. GEAS 5th~eveIenchantment Casting Time: 1 minute Ra... |
phb_2308 | phb | 246 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] se of activity as you decide. ]f the creature can understand you, it must succeed on a Wisdom saving thraw or become charmed by you for the duration. While the creature is charmed by you, it takes 5dlO psychic damage each time it acts in a m... |
phb_2309 | phb | 246 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] hat would result in certain death. Should you issue a suicidal command, the spell ends. Vou can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it. At Higher Leveis. When you... |
phb_2310 | phb | 246 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] duration is 1 year. When you cast this spell using a spell slot of 9th leveI, the spelllasts until it is ended by one of the spells mentioned above. GENTLE REPOSE 2nd-level necromallcy (ritual) Casting Time: 1 action Range: Touch Components:... |
phb_2311 | phb | 246 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] or the duration) Duration: 10 days Vou touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time Iimit on raising the target from the dead, sinc... |
phb_2312 | phb | 246 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. GIANT INSECT 4th-level transmutatioll Casting Time: 1 action Range: 30 feet Components: V, ... |
phb_2313 | phb | 246 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your tum each raund. T... |
phb_2314 | phb | 246 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] duration, until it draps to Ohit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a g... |
phb_2315 | phb | 246 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] u rall with aiS. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. GLOBE OF INVULNERABILITY 6th-level abjuration Casting Time: 1 action Range: Self (lO-foot r... |
phb_2316 | phb | 246 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] entration, up to 1 minute An immobile, faintly shimmering barrier springs into existence in a lO-foot radius around you and remains for the duration. Any spell of 5th leveI or lower cast from outside the barrier can't affect creatures or obj... |
phb_2317 | phb | 246 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] er, but the spell has no effect on them. Similarly, the area within the barrier is excluded fram the areas affected by such spells. At Higher Leveis. When you cast this spell using a spell slot of 7th leveI or higher, the barrier blocks spel... |
phb_2318 | phb | 246 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 6th. GLYPH OF WARDING 3rd-level abjuration Casting Time: 1 hour Range: Touch Components: V,S, M (incense and powdered diamond worth at least 200 gp. which the spell consumes) Duration: Until dispelled or triggered When you cast this spell, y... |
phb_2319 | phb | 246 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] , or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in dia meter. lf you choose an object, that object must remain in its place; if the object is moved more ... |
phb_2320 | phb | 246 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] s a successful Intelligence (lnvestigation) check against your spell save DC to be found. Vou decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing o... |
phb_2321 | phb | 247 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] f the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common PART 3 I SPELLS 245 . lriggers include opening lhal objecl, approaching wilhin a cerlain dislance of lhe objecl, ... |
phb_2322 | phb | 247 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] physical characlerislics (such as heighl or weighl), crealure kind (for example, the ward could be seI lo affecl aberralions or drow), or alignment. Voucan also seI condilions for crealures lhal don'l lrigger lhe glyph, such as lhose who say... |
phb_2323 | phb | 247 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] gy in a 20-fool-radius sphere cenlered on lhe glyph. The sphere spreads around corners. Each crealure in lhe area musl make a Dexlerily saving lhrow. A crealure takes Sd8 acid, cold, tire, lighlning, or thunder damage on a failed saving lhro... |
phb_2324 | phb | 247 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] parI of crealing lhe glyph. The spell musl largel a single crealure or an area. The spell being slored has no immediale effecl when casl in lhis way. When lhe glyph is lriggered, lhe slored spell is cast. If lhe spell has a largel, il largel... |
phb_2325 | phb | 247 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] close as possible lo lhe inlruder and attack it. Ir lhe spell requires concenlralion, il !asls unlil lhe end of ils full duralion. At Higher Leveis. When you casl lhis spell using a spell slol of 41h levei or higher, lhe damage of an expiosi... |
phb_2326 | phb | 247 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] each si01 levei above 3rd. If you creale a spell glyph, you can slore any spell of up lo lhe same leve! as lhe si01you use for lhe giyph of warding. GOODBERRY 1st-levei transmutation Casting Time: I aclion Range: Touch Components: V,5, M (a ... |
phb_2327 | phb | 247 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] an use ilS aclion to eal one berry. Ealing a berry reslores I hil poinl, and lhe berry provides enough nourishmenl lo suslain a creature for one day. The berries lose lheir polency if lhey have nol been consumed wilhin 24 hours of lhe caslin... |
phb_2328 | phb | 247 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] , up lo I minule PART 3 I SPELLS Vou conjure a vine lhal sprouls from lhe ground in an unoccupied space of your choice lhal you can see wilhin range. When you casl lhis spell, you can direcl lhe vine lOlash oul at a crealure wilhin 30 feel o... |
phb_2329 | phb | 247 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ward lhe vine. Unlil lhe spell ends, you can direcl lhe vine lo lash oul aI lhe same crealure or anolher one as a bonus aclion on each of your lurns. GREASE 1st-levei conjuration Casting Time: I aclion Range: 60 feet Components: V,5, M (a bi... |
phb_2330 | phb | 247 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] fficull lerrain for lhe duralion. When lhe grease appears, each crealure slanding in ils area musl succeed on a Dexlerity saving lhrow or fali prone. A crealure thal enlers lhe area or ends ils lurn lhere musl also succeed on a Dexlerily sav... |
phb_2331 | phb | 247 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] re you louch becomes invisible unlil lhe spell ends. Anylhing lhe largel is wearing or carrying is invisible as long as il is on lhe largel's person. GREATER RESTORATlON 5th-ievei abjuration Casting Time: I aclion Range: Touch Components: V,... |
phb_2332 | phb | 247 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] aI leasl 100 gp, which the spell consumes) Duration: Inslanlaneous Vou imbue a crealure you louch wilh posilive energy lo undo a debililating effect. Vou can reduce lhe largel's exhauslion leveI by one, or end one of lhe following effecls on... |
phb_2333 | phb | 248 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 0 feel Components: V Duration: 8 hours A Large speclral guardian appears and hovers for lhe duralion in an unoccupied space of your choice lhal you . . can see within range. The guardian occupies that space and is indistinct except for a gle... |
phb_2334 | phb | 249 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] n 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. |
phb_2335 | phb | 249 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e 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. GUARDS AND WARDS 6th-levei abjuration Casting Time: 10 minutes Range: Touch Components: V, ... |
phb_2336 | phb | 249 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five lO-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. Vou can ward several s... |
phb_2337 | phb | 249 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ted by any or ali of the effects that you choose. Vou can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills... |
phb_2338 | phb | 249 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. Doors. Ali doors in the warded area are magically locked, as if sealed by an arcane lock spell. In... |
phb_2339 | phb | 249 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] illusion spell) to make them appear as plain sections of wall. Stairs. Webs fill ali stairs in the warded area from top to botlom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards la... |
phb_2340 | phb | 249 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed b... |
phb_2341 | phb | 249 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. Vou can c... |
phb_2342 | phb | 249 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] DANCE Divination cantrip Casting Time: I action Range: Touch Components: V, S Duration: Concentration, up to I minute Vou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one abili... |
phb_2343 | phb | 249 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] nents: V, S Duration: I rOllnd A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next atlack roll made against this t... |
phb_2344 | phb | 249 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] hen. At Higher LeveIs. When YOllcast this spell using a spell slot of 2nd levei or higher, the damage increases by Id6 for each slot levei above 1st. GUSTOFWIND 2nd-levei evocation Casting Time: I action Range: Self (60-foot line) Components... |
phb_2345 | phb | 249 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] eature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every I foot it moves when movin... |
phb_2346 | phb | 249 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] protected flames in the area. It causes protected fiames, such as those of lanterns, to dance wildly and has a 50 percent chance to extingllish them. As a bonus action on each of your turns before the spell ends, you can change the direction... |
phb_2347 | phb | 250 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] a creature with a ranged weapon atlack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the atlack and each creature ... |
phb_2348 | phb | 250 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] If you cast this spell using a spell slot of 2nd levei or higher, the damage increases by IdlO for each slot leveI above Ist (to a maximum of 6d 10). HALLOW 5th-levei evocation Casting Time: 24 hours Range: Touch Components: V,S, M (herbs, o... |
phb_2349 | phb | 250 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] t, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. First, celestiais, elementals, fey, fiends, and undead can't enter the area, nor can such c... |
phb_2350 | phb | 250 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] d upon entering the area. Vou can exclude one or more of those types of creatures from this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of t... |
phb_2351 | phb | 250 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ether the effect applies to ali creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn... |
phb_2352 | phb | 250 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ores the extra effect until it leaves the area. Courage. Affected creatures can't be frightened while in the area. Darkness. Darkness fills the area. Normallight, as well as magicallight created by spells of a lower levei than the slot you u... |
phb_2353 | phb | 250 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] . Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. Energy VuInerabiJity. Affected creatures in the area have vulnerability to one damage type ... |
phb_2354 | phb | 250 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] t move or traveI using teleportation or by extradimensional or interplanar means. Fear. Affected creatures are frightened while in the area. SiJence. No sound can emanate from within the area, and no sound can reach into it. Tongues. Affecte... |
phb_2355 | phb | 250 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] sound can reach into it. Tongues. Affected creatures can communicate with any other creature in the area, even if they don't share a common language. HALLUCINATORY TERRAIN 4th-levei iIIusion Casting Time: 10 minutes Range: 300 feet Component... |
phb_2356 | phb | 250 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-... |
phb_2357 | phb | 250 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] anged in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can a... |
phb_2358 | phb | 250 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ainst your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. HARM 6th-levei necromancy Casting Time: I action Range: 60 feet Components: V, S Duration: ... |
phb_2359 | phb | 250 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] n a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below I. ]f the target fails the saving throw, its hit point maximum is reduced for I hour byan amou... |
phb_2360 | phb | 251 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] age it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes, PART 3 SPELLS 249 . HASTE 3rd-/evel transmutation Casting Time: 1 action Range: 30 feet Components: V,5, M (a s... |
phb_2361 | phb | 251 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] t's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That aclion can be used only lo lake the Attack (one weapon attack only), Dash, Disengage, ... |
phb_2362 | phb | 251 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] AL 6th-levei evocation Casting Time: 1 action Range: 60 feet Components: V,5 Duration: Instantaneous Choose a crealure lhat you can see within range. A surge of posilive energy washes through the creature, causing it to regain 70 hit points.... |
phb_2363 | phb | 251 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] gher Leveis. When you cast this spell using a spell slol of 7th levei or higher, the amount of healing increases by 10 for each slot leveI above 6th. HEALING WORD 1st-levei evocation Casting Time: 1 bonus action Range: 60 feet Components: V ... |
phb_2364 | phb | 251 | [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, lhe healing increases by ld4 for each slol leveI above 1st. HEAT METAL 2nd-levei transmutation Casting Time: 1 action Range: 60 feet Components: V,5, M... |
phb_2365 | phb | 251 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e within range. Vou cause the object to glow red-hot. Any creature in physical contact with the objecl takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause ... |
phb_2366 | phb | 251 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] if it canolf it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turno At Higher Leveis. When you cast this spell using a spell slot of 3rd levei or higher, the damage increases by ... |
phb_2367 | phb | 251 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 60 feet Components: V,5 Duration: Instantaneous Vou point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2dlO fire damage on a failed save... |
phb_2368 | phb | 251 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ne. At Higher Leveis. When you cast this spell using a spell slot of 2nd levei or higher, the damage increases by ldl0 for each slot levei above 1st. HEROES' FEAST 6th-levei conjuration Casting Time: 10 minutes Range: 30 feet Components: V,5... |
phb_2369 | phb | 251 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] and drink. The feast takes I hour to consume and disappears at the end of that time, and the beneficiai effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feas... |
phb_2370 | phb | 251 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ng throws with advantage. Its hit point maximum also increases by 2dl0, and it gains the same number of hit points. These benefits last for 24 hours. HEROISM 1st-levei enchantment Casting Time: I action Range: Touch Components: V,5 Duration:... |
phb_2371 | phb | 252 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] sting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. . At Higher Leveis. When you cast this spell using a spell slot of 2nd leveI or higher. you c... |
phb_2372 | phb | 252 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e petrified eye of a newt) Duration: Concentration. up to 1 hour Vou place a curse on a creature that you can see within range. Until the spell ends. you deal an extra Id6 necrotic damage to the target whenever you hit it with an attack. AIs... |
phb_2373 | phb | 252 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] n use a bonus action on a subsequent turn of yours to curse a new creature. Aremove curse cast on the target ends this spell early. At Higher Leveis. When you cast this spell using a spell slot of 3rd or 4th leveI.you can maintain your conce... |
phb_2374 | phb | 252 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] OLD MONSTER 5th-leveI enchantment Casting Time: 1 action Range: 90 feet Components: V.S. M (a small. straight piece of iron) Duration: Concentration. up to 1 minute Choose a creature that you can see within range. The target must succeed on ... |
phb_2375 | phb | 252 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] isdom saving throw. On a success. the spell ends on the target. At Higher Leveis. When you cast this spell using a spell slot of 6th levei or higher. you can target one additional creature for each slot leveI above 5th. The creatures must be... |
phb_2376 | phb | 252 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] n. up to 1 minute Choose a humanoid that you can see within range. 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 succ... |
phb_2377 | phb | 252 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] manoids must be within 30 feet of each other when you target them. HOLY AURA 8th-leveI abjuration Casting Time: 1 action Range: Self Components: V.S. M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of c... |
phb_2378 | phb | 252 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ound you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on ali saving throws. and other creatures have disadvantage on attack rolls against them until the spell ends. In... |
phb_2379 | phb | 252 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] tution saving throw or be blinded until the spell ends. HUNGER OF HADAR 3rd-level conjuration Casting Time: 1 action Range: 150 feet Components: V,S. M (a pickled octopus tentacle) Duration: Concentration, up to 1 minute Vou open a gateway t... |
phb_2380 | phb | 252 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] h range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the are... |
phb_2381 | phb | 252 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ture that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky. otherworldly tentacles rub against it. HUNTER'S MARK 1st-leveI divination Casting Time: 1 bonus action Range: 90 feet Components: ... |
phb_2382 | phb | 252 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] he target whenever you hit it with a weapon attack. and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. lf the target drops to O hit points before this spell ends. you can use a bonus action on a... |
phb_2383 | phb | 253 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] p to 8 hours. When you use a spell slot of 5th levei or higher, you can maintain your concentration on the spell for up to 24 hours. PART 3 I SHLLS . 252 HYPNOTIC PATTERN 3rd-level iIIusion Casting Time: 1 action Range: 120 feet Components: ... |
phb_2384 | phb | 253 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] oot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spel... |
phb_2385 | phb | 253 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] speed ofO. The spell ends for an affected creature if it takes any damage or if someone e1se uses an action to shake the creature out of its stupor. ICE STORM 4th-levei evocation Casting Time: 1 action Range: 300 feet Components: V,5, M (a p... |
phb_2386 | phb | 253 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ground in a 20-foot-radius, 40-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 mu... |
phb_2387 | phb | 253 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] er Leve/s. When you cast this spell using a spell slot of 5th leveI or higher, the bludgeoning damage increases by ld8 for each slot levei above 4th. IDENTIFY 1st-levei divination (ritual) Casting Time: 1 minute Range: Touch Components: V,5,... |
phb_2388 | phb | 253 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 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. Vou learn whether any spells are affecting the item and what they are. lf the item was creal... |
phb_2389 | phb | 253 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] , you learn which spell created it. lf you instead louch a crealure lhroughoullhe casling, you learn whal spells, if any, are currenlly affecting i!. ILLUSORY SCRIPT 1st-levei iIIusion (ritual) Casting Time: 1 minule Range: Touch PART 3 I SP... |
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