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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ation: 10 days Vouwrite on parchmenl, paper, or some olher suilable writing malerial and imbue il wilh a polent illusion lhal lasls for the duralion. To you and any crealures you designate when you casllhe spell, the writing appears normal, ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] you intended when you wrole lhe lex!. To ali olhers, lhe writing appears as if il were written in an unknown ar magical scripllhal is uninlelligible. Alternalively, you can cause lhe wriling lo appear to be an entire1y differenl message, wri...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e you know. 5hould the spell be dispelled, the original scripl and the illusion bolh disappear. Acrealure wilh lruesighl can read the hidden message. IMPRISONMENT 9th-levei abjuration Casting Time: 1 minule Range: 30 feel Components: V,5, M ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] at least 500 gp per Hit Die of lhe target) Duration: Until dispelled Vou create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] t age. Divination spells can't locate or perceive the targe!. When you cast the spell, you choose one of the following forms of imprisonment. Buria/. The target is entombed far beneath the earth in a sphere of magical force that is just larg...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] pecial component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means u...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] against teleportation and planar traveI. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the pr...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] y (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar traveI. The gemstone can't be cut or braken while the spell remains in effcct. The special componen...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] The target falls asleep and can't be awoken. The speciai component for this version of the spell consists of rare soporific herbs. Ending the Spe/l. During the casting of the spell, in any of its versions, you can specify a condition that wi...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Spe/l. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that t...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] , identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as levei, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th.level spell, targeting e...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ly one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed fram its binding. INCENDIARY CLOUD 8th.level conjuration Casting Time: 1 action Range: 150 feet Components: V...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] nd corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. INFLICT WOUNDS Ist-level necromancy Casting Time: 1 action Range: Touch Components: V, S Du...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] At Higher LeveIs. When you cast this spell using a spell slot of 2nd levei or higher, the damage increases by 1d 10 for each slot levei above 1sI. . 251 INSECT PLAGUE 5th-levei conjuration Casting Time: 1 action Range: 300 feet Components: V...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] entered on a point you choose within range, The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must mak...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e. A creature must also make this saving throw when it enters the spell's area for the first time on a turn ar ends its turn there. At Higher LeveIs. When you cast this spell using a spell slot of 6th levei ar higher, the damage increases by...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] re you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks ar casts a spell. At Higher LeveIs. When you cast ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Components: V,S, M (a grasshopper's hind leg) Duration: 1 minute Vou touch a creature. The creature's jump distance is tripled until the spell ends. KNOCK 2nd-levei transmutation Casting Time: 1 action Range: 60 feet Components: V Duration: ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] that prevents access. A target that is held shut bya mundane lock ar that is stuck or barred becomes unlocked, unstuck, or PART 3 I SPELLS unbarred. lf the object has multiple locks, only one of them is unlocked. lf you choose a target that ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target objecl. LEGEND LORE 5th-levei divination Casting Time: 10 minutes Range: Self Components: V,S, M (i...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] taneous Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has ne...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this informa...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] iny replica made from the same materiais worth at least 50 gp) Duration: Instantaneous Vou hide a chest, and ali its contents, on the Ethereal Plane. Voumust touch the chest and the miniature replica that serves as a material component for t...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] thereal Plane, you can use an action and touch the replica to recall the chesl. lt appears in an unoccupied space on the ground within 5 feet of you. Vou can send the chest back to the Ethereal Plane by using an action and touching both the ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] estroyed, ar ifyou choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably losl. . LEOMUNO'S TINY HUT 3rd-/evel evocation (ritual) Casting Time: I minute Range: Self (IO-foot...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller ean fit inside the dome with you. The spell fails if its area includes a larger ereature or more than nine ereatures. Creatur...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] feets ean't extend through the dome or be east through it. The atmosphere inside the spaee is eomfortable and dry, regardless of the weather outside. Until the spell ends, you ean eommand the interior to beeome dimly lit or dark. The dome is...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] s Vou toueh a ereature and ean end either one disease or one eondition afflieting it. The eondition ean be blinded, deafened, paralyzed, or poisoned. LEVITATE 2nd-leveI transmutation Casting Time: I aetion Range: 60 feet Components: V, S, M ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] in range rises vertieally, up to 20 feet, and remains suspended there for the duration. The spell ean levitate a target that weighs up to 500 pounds. An unwilling ereature that sueeeeds on a Constitution saving throw is unaffected. The targe...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ehange the target's altitude by up to 20 feet in either direetion on your turno lf you are the target, you ean move up or down as part of your move. Otherwise, you can use your aetion to move the target, whieh must remain within the spelI's ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ion to move the target, whieh must remain within the spelI's range. When the spell ends, the target lIoats gently to the ground if it is still aloft. LIGHT Evocation cantrip Casting Time: I aetion Range: Toueh Components: V, M (a firelly or ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] and dim light for an additional 20 feet. The light ean be eolored as you like. Completely eovering the objeet with something opaque bloeks the light. The spell ends ifyou east it again or dismiss it as an aetion. lf you target an objeet held...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] as an aetion. lf you target an objeet held or worn by a hostile creature, that ereature must sueeeed on a Dexterity saving throw to avoid the spell. LIGHTNING ARROW 3rd-/evel transmutation Casting Time: I bonus aetion Range: Sei f Components...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attaek roll as normal. The target takes 4d8 Iightning damage on a hit, or half as mueh damage on a miss, instead o...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ge on a failed save, or half as mueh damage on a sueeessful one. The pieee of ammunition or weapon then returns to its normal form. At Higher Leve/s. When you east this spell using a spell slot of 4th levei or higher, the damage for both eff...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] u east this spell using a spell slot of 4th levei or higher, the damage for both effeets of the spell inereases by Id8 for eaeh slot leveI above 3rd. LIGHTNING BOLT 3rd-/evel evoeation Casting Time: I aetion Range: Self (lOO-foot line) Compo...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ing a line 100 feet long and 5 feet wide blasts out from you in a direetion you ehoose. Eaeh ereature in the line must make a Dexterity saving throw. A ereature takes 8d6 lightning damage on a failed save, or half as mueh damage on a sueeess...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] s. When you east this spell using a spell slot of 4th leveI or higher, the damage inereases by Id6 for eaeh slot levei above 3rd. PART 3 SPELLS 255 . LOCATE ANIMALS OR PLANTS 2nd-leveI divinatian (ritual) Casting Time: 1 action Range: Self C...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] f nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. LOCATE CREATURE 4th-leveI divination Casting Time: 1 action Range: Self Components: V,S, M ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ion to the creature's lacation, as long as that creature is within 1,000 feet ofyou.lfthe creature is moving, you know the direction of its mavement. The spell can locate a specific creature known to you, ar the nearest creature of a specifi...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] creature you described ar named is in a different form, such as being under the effects of a palymarph spell, this spell doesn't locate the creature. This spel1can't locate a creature if running water at least 10 feet wide blocks a direct pa...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ribe ar name an object that is familiar to you. Vou sense the direction to the object's location, as lang as that object is within 1,000 feet af you. If the object is in motion, yau know the direction of its movement. The spell can locate a ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Alternatively, the spel1 can locate the nearest abject of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, ar weapon. This spel1can't locate an object if any thickness of lead, even a thin sheet, blocks a direc...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] pinch of dirt) Duration: 1 hour Vou touch a creature. The target's speed increases by 10 feet until the spel1ends. PART 3 I SPELLS At Higher LeveIs. When you cast this spel1 using a spell slot of 2nd levei ar higher, you can target one addit...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] who isn't wearing armor, and a pratective magical force surrounds it until the spel1 ends. The target's base AC becomes 13 + its Dexterity modifier. The spel1ends if the target dons armar ar ifyou dismiss the spell as an action. MAGE HAND Co...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] or the duration ar until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you ar if you cast this spel1again. Vou can use your action to contraI the hand. Voucan use the hand to manipulate an object, o...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] s out of a via!' Vou can move the hand up to 30 feet each time you use it. The hand can't atlack, activate magic items, ar carry more than 10 pounds. MAGIC CIRCLE 3rd-Ievel abjuratian Casting Time: 1 minute Range: 10 feet Components: V,S, M ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ntered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the lIoor ar other surface. Choose one ar more of the following types of creatures: celestiaIs, elementals, fey,fiends,...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] r by nonmagical means. If the creature tries to use tele- portation ar interplanar traveI to do so, it must first succeed on a Charisma saving throw. The creature has disadvantage on attack ral1s against targets within the cylinder. Targets ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher LeveIs. When you cast this spell using a spell slot of 4th leveI or higher, the duration increases b...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] At Higher LeveIs. When you cast this spell using a spell slot of 4th leveI or higher, the duration increases by 1 hour for each slot levei above 3rd. MAGICJAR 6th./evel necromancy Casting Time: 1 minute Range: Self Components: V,S, M (a gem,...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] or the spell's material component. While your soul inhabits the container, you are aware of your surroundings as ifyou were in the container's space. Voucan't move or use reactions. The only action you can take is to project your soul up to ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] can see (creatures warded by a protection [rom evil and good or magic circIe spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. Vou retain the benefit of your own class features. Ir the target has any class leveis, you c...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ou can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma s...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] l immediately returns to your body. Ifyour body is more than 100 feet away from you or ifyour body is dead when you attempt to return to it, you die. Ir another creature's soul is in the container when it is destroyed, the creature's soul re...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] E Ist./evel evocation Casting Time: 1 action Range: 120 feet Components: V,S Duration: Instantaneous Vou create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals Id4 + ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] At Higher LeveIs. When you cast this spell using a spell slot of 2nd levei or higher, the spell creates one more dart for each slot leveI above 1st. MAGIC MOUTH 2nd./evel iI1usion (ritual) Casting Time: 1 minute Range: 30 feet Components: V,...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as l...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. Ir the object you chose has a mouth or something that looks like a mouth (for example, the ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] n you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it. MAGIC WEAPON 2nd./evel transmutation Casting Time: 1 bonus action Range: Touch Components: ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] us to attack rolls and damage rolls. At Higher LeveIs. When you cast this spell using a spell slot of 4th levei or higher, the bonus increases to +2. When you use a spell slot of 6th leveI or higher, the bonus increases to +3. PART 3 I SPELL...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Concentration, up to 10 minutes Voucreate the image of an object, a creature, ar some other visible phenomenon that is no larger than a 20.foot cube. The image appears at a spot that you can see within range and lasts for the duration. lt se...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ppear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even mak...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] its action to examine the image can determine that it is an iIlusion with a successfullntelligence (Investigation) check against your spell save De. lf a creature discerns the illusion for what it is, the creature can see through the image, ...
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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 6th leveI or higher, the spelllasts until dispelled, without requiring your concentration. MASS CURE WOUNDS 5th.level conjuration Casting Time: I action Range: 60 feet Components: V,...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher LeveIs. When you cast this spell using a spell slot of 6th levei or higher, the healing increases b...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] to injured creatures around you. Vou restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of ali diseases and any effect making them bl...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] of restoration, up to six creatures ofyour choice that you can see within range regain hit points equal to Id4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher LeveIs. When you cast this spell...
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[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 4th leveI or higher, the healing increases by Id4 for each slot levei above 3rd. MASS SUGGESTION 6th./evel enchantment Casting Time: I action Range: 60 feet Components: V,M...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] eatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reason...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] f the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] r a special activity during the duration. For example, you might suggest that a group of soldiers give ali their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed. lf you or a...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ion is 10 days. When you use an 8th.level spell slot, the duration is 30 days. When you use a 9th.level spell slot, the duration is a year and a day. MAZE 8th./eveI conjuration Casting Time: I action Range: 60 feet . Components: V, S Duratio...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] the duration or until it escapes the maze. The target can use its action to altempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and lhe spell ends (a minotallr or goristro demon automatically ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] tomatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. MELD INTO STONE 3rd-/evel transmutation (ritual) Casting Time: 1 action Range: Touch Compon...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ur movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Percepti...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ourself while merged in the stone. Vou can use your movement to leave the stone where you entered it, which ends the spell. Vou otherwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a chang...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] llbstance) expels YOlland deals 50 bludgeoning damage to you. If expelled, you fali prone in an lInoccupied space cIosest to where you first entered. MELF'S ACID ARROW 2nd-levei evocation Casting Time: 1 action Range: 90 feet Components: V, ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ntaneous A shimmering green arrow streaks toward a targel within range and bllrsts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage aI the end of it...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] en you cast this spellllsing a spell slot of 3rd levei or higher, lhe damage (both initial and later) increases by 1d4 for each slot levei above 2nd. MENDING Transmutation cantrip Casting Time: 1 minute Range: Touch Components: V.S, M (two l...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] k, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore mag...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. Vou can cast this spell through solid objects if you are familiar with the target and know i...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travei freely around corners or throllgh openings. METEOR SWARM 9th-levei evocation Casting Time: I action Range: 1 mile Components: V, S Dura...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ge. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] re than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried. MIND BLANK 8th-levei abjuration Casting Time: 1 action Range: Touch Components: V, S Durati...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ychic damage, any effect lhat would sense PART 3 I SPELLS 259 . 260- its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] nd or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. lf you create a sound, its volume can range from a whisper to a scream. It can be your voic...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] fore the spell ends. lf you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interacti...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] he sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save De. If a creature discerns the illusion for what it is, the illusion becomes faint to the creat...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] an area up to 1 mile square look, sound, smell, and even feellike some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other diffi...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ad. 5imilarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clea...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with truesight can see through the illusion to the terrain's true form; however, a...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 2nd-levei illusion Casting Time: 1 action Range: 5elf Components: V,5 Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. lf you have three duplicates, you must roll a 6 or higher to change the attack's target to ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] k hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores ali other damage and effects. The spell ends when ali three duplicates are destroyed. A creature is unaffected by this sp...