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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ponents: 5 Duration: Concentration, up to 1 hour Vou become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell....
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] rs as ifyou were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surround...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 5elf Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. . MODIFY MEMORY 5th-leveI enehantment Casting Time: I aetion Range: 30 feet Components: V, 5 D...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] throw. If you are fighting the ereature, it has advantage on the saving throw. On a failed save, the target beeomes eharmed by you for the duration. The eharmed target is ineapacitated and unaware of its surroundings, though it ean still hea...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] his eharm lasts, you ean affeet the target's memory of an event that it experieneed within the last 24 hours and that lasted no more than 10 minutes. Vou ean permanently eliminate ali memory of the event, allow the target to reeall the event...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] nd it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] doesn't neeessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inc!inations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] eature in a significant manner. A remove eurse or greater restoration spell cast on the target restores the creature's true memory. At Higher LeveIs. If you east this spell using a spell slot of 6th leveI or higher, you can alter the target'...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] event that took place up to 7 days ago (6th levei), 30 days ago (7th levei), I year ago (8th levei), or any time in the creature's past (9th levei). MOONBEAM 2nd-leveI evoeation Casting Time: I action Range: 120 feet Components: V,5, M (seve...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] le light shines down in a 5-foot- radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on aturo or starts its turo ther...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] It takes 2dlO radiant damage on a failed save, or half as much damage on a successfu I one. A shapechanger makes its saving throw with disadvantage. Ir it fails, it also instantly reverts to its original form and can't assume a different for...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] on. At Higher LeveIs. When you cast this spell using a spell slot of 3rd levei or higher, the damage increases by ldlO for each slot leveI above 2nd. MORDENKAINEN'S FAITHFUL HOUND 4th-leveI eorijuration Casting Time: I action Range: 30 feet ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] t you can see within range, where it remains for the duration, until you disrniss it as an action, or until you move more than 100 feet away from it. The hound is invisible to ali creatures except you and can't be harmed. When a 5mall or lar...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] n you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turos, the hound attempts to bite one creature within 5 feet o...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. MORDENKAINEN'S MAGNIFICENT MANSION 7th-leveI eonjuration Casting Time: I minute Range: 300 ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 5 gp) Duration: 24 hours Vou conjure an extradimensional dwelling in range that lasts for the duration. Vou choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. Vou and any creature you...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e c!osed, the portal is invisible. Beyond the portal is a rnagnificent foyer with numerous ehambers beyond. The atmosphere is c!ean, fresh, and warm. Vou can create any 1I00rplan you like, but the space can't exceed 50 cubes, each cube being...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] transparent servants attends ali who enter. Vou PART 3 SPELLS 261 . PA RT 3 I SPELLS decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal hum...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] tch things, clean, mend, fold clothes. light tires. serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from th...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] EN'S PRIVATE SANCTUM 4th.level abjuration Casting Time: 10 minutes Range: 120 feet Components: V,S, M (a thin sheet of lead, a piece of opaque glass. a wad of cotton or cloth, and powdered chrysolite) Duration: 24 hours Vou make an area with...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] a cube that can be as small as 5 feet to as large as 100 feel on each side. The spelllasts for the duralion or unlil you use an aclion to dismiss it. When you cast the spell, you decide whal sorl of securily the spell provides, choosing any ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ng darkvision) through il. Sensors created by divinalion spells can't appear inside the protected area or pass through the barrier aI ils peri meter. Creatures in the area can't be targeted by divinalion spells. Nothing can teleport into or ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] When you cast this spell using a spell slol of 5th levei or higher, you can increase the size of the cube by 100 feet for each slot leveI beyond 4th. Thus you could protect a cube that can be up lO200 feet on one side by using a spell slot o...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] , worth 250 gp) Duration: Concentralion, up to 1 minute Vou create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a targel ofyour choice within...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. MOVE EARTH 6th-leveI transmutation Casting Time: 1 action Range: 120 feet Components: V,S, ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] of terrain no larger than 40 feet on a side within range. Vou can reshape dirt, sand, or c1ay in the area in any manner you choose for the duration. Vou can raise or lower the area's e1evation, create or fill in a trench, erect or f1atten a ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] aise or lower the square's e1evation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new a...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] by the ground's movemenl. This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. Ir the way you shape the terrain would make a structure unstable, it might collapse. Simila...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with il. NONDETECTlON 3rd-Ievel abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 5 gp sprinkled over the target, which the spell consumes) Duration: 8 hours For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] an object no larger than 10 feet in any dimensiono The target can't be targeted by any divination magic or perceived through magical scrying sensors. NYSTUL'S MAGIC AURA 2nd-leveI illusion Casting Time: 1 action Range: Touch Components: V, S...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ing creature or an object that isn't being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. Ir you cast this spell on the same creature or object ev...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] il it is dispelled. False Aura. Vou change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. Vou can make a nonmagical object appear magical, a magical object appear nonmagical, or cha...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] l of magic that you choose. When you use lhis effect on an object, you can make the false magic apparent to any creature that handles the item. Mask. Vou change the way the target appears to spells and magical effects that detect creature ty...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] l spe11. Vou choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignmenl. OTlLUKE'S FREEZING SPHERE 6th-leveI evocation Casting Time: 1 action Range: 300 feet Compon...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes IOd6 cold damage. On a successful save, it takes half as much damage. Ir the globe strikes a body of water or...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] inches over an area 30 feet square. This ice lasts for I minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatlers on impact, with lhe same effect as the normal casting of the spell. Vou can also...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] eveIs. When you cast this spell using a spell slot of 7th levei or higher, lhe damage increases by ld6 for each slot levei above 6th. ?ART 3 S?ELLS . OTILUKE'S RESILIENT SPHERE 4th-levei evocation Casting Time: I action Range: 30 feet Compon...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] size ar smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save. the creature is enclosed for the duration. Nothing-not physical objects. energy. ar other spell effects-can pass through the barrier. i...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll th...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ming anything inside it. OTTO'S IRRESISTIBLE DANCE 6th-levei enchantment Casting Time: I action Range: 30 feet Components: V Duration: Concentration. up to I minute Choose one creature that you can see within range. The target begins a comic...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ll. A dancing creature must use ali its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save. the spell ends. PASS WITHOUT TRACE 2nd-levei abjuration Casting Time: I action Range: Self Components: V.S,...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ation: Concentration, up to 1 hour A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration. each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] bonus leaves behind no tracks ar other traces of its passage. PASSWALL 5th-levei transmutation Casting Time: I action Range: 30 feet Components: V.S. M (a pinch of sesame seeds) Duration: I hour A passage appears at a point of your choice th...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] uchoose the opening's dimensions: up to 5 feet wide. 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the s...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] bit of fleece) Duration: Concentration. up to I minute Voucraft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] on. This spell has no effect on undead ar constructs. The phantasm includes sound, temperature. and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] l, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example. a target attempting to walk across a phantasmal bridge that spans a chasm falls once it ste...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] a strong wind might have knocked it off. An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly. a phantasm cre...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] area ar within 5 feet of the phantasm, provided that the illusion is of a creature ar hazard that could logically deal damage. such as by attacking. The target perceives the damage as a type appropriate to the illusion. . PHANTASMAL KILLER 4...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ee within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the start of each of t...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ds. At Higher Leve/s. When you cast this spell using a spell slot of 5th levei ar higher, the damage increases by ldlO for each slot levei above 4th. PHANTOM STEED 3rd-/evel iIIusion (ritual) Casting Time: 1 minute Range: 30 feet Components:...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] addle, bit. and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the st...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] the steed gradually fades. giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it ar if the steed takes any damage. PLANARALLY 6th-leveI conjuration Casting Time: 10 minutes Range: 60 feet Components: V,S Du...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] elemental. ar a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. Ifyou know a specific crcature's name. you can speak that name when you cast this spell to request that creature, though you might ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] no compulsion to behave in any particular way. Vou can ask the creature to perform a service in exchange for payment, but it isn't obligcd to do so. The rcquested task could range from simple (flyus across the chasm, or hclp us fight a battl...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ial might require a sizable donation of gold ar magic items to an allied temple. while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. As a rule of thu...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] sured in days (up to 10 days) requires 10.000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spel!. If the task is aligned with the creature's ethos, the payment might be halved or even waive...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you. if appropriate to the task and if possible. ]f you are unable to agree on a price for the c...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] perience points awarded. PLANAR BINDING 5th-leveI abjuration Casting Time: 1 hour Range: 60 feet Components: V.S. M (a jewel worth at least 1.000 gP. which the spell consumes) Duration: 24 hours With this spell, you attempt to bind a celesti...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] d magie eircle in arder to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned a...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] mand the creature to accompany you on an adventure. to guard a location. or to deliver a message. The creature obeys the letter of your instructions. but if the creature is hostil e to you. it strives to twist your words to achieve its own o...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e. If you are on a different plane of existence. it returns to the place where you bound it and remains there until the spell ends. At Higher Leve/s. When YOllcast this spellllsing a spell slot of a higher levei, the duration increases to 10...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ei slot, to 30 days with a 7th-levei slot. to 180 days with an 8th-levei slot. and to a year and a day with a 9th-levei spell slot. PART 3 I SPELLS . 266 PLANE SHIFT 7th-levei conjuration Casting Time: I action Range: Touch Components: V,S, ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] xistence) Duration: Instantaneous Vou and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. Vou can specify a target destination in general terms, such as the City of Brass on the Ele...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ample, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion. Alternatively, ifyou know the sigil sequence of a teleportation circle on another plane of ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Voucan use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. Ir the creature fails this save, ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ng Time: I action or 8 hours Range: 150 feet Components: V,S Duration: lnstantaneous This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits....
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ea must spend 4 feet of movement for every I foot it moves. Voucan exclude one or more areas of any size within the spell's area from being affected. Ifyou cast this spell over 8 hours, you enrich the land. Ali plants in a half-mile radius c...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] s in a half-mile radius centered on a point within range become enriched for I year. The plants yield twice the normal amount of food when harvested. POISON SPRAY Conjuration cantrip Casting Time: I action Range: 10 feet Components: V,S Dura...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ing throw ar take Idl2 poison damage. This spell's damage increases by Idl2 when you reach 5th leveI (2dI2), 11th levei (3dI2), and 17th leveI(4dI2). POLYMORPH 4th-levei transmutation Casting Time: I action Range: 60 feet Components: V,S, M ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] into a new formoAn unwilling creature must make a Wisdom saving throw to avoid the effect.A shapechanger automatically succeeds on this saving throw. The transformation lasts for the duration, or until the target drops to O hit points ar die...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] get's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new formo When it reverts to its normal form, the ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] carries over to its normal formoAs long as the excess damage doesn't reduce the creature's normal form to O hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] s hands ar speech. The target's gear melds into the new formoThe creature can't activate, use, wield, or otherwise benefit from any of its equipment. POWER WORD HEAL 9th-levei evocation Casting Time: I action Range: Touch Components: V,S Dur...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] zed, ar stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead ar constructs. POWER WORD KILL 9th-levei enchantment Casting Time: I action Range: 60 feet Components: V D...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ature you can see within range to die instantly. lf the creature you choose has 100 hit points or fewer. it dies. Otherwise. the spell has no effect. POWER WORD STUN 8th-levei enchantment Casting Time: I action Range: 60 feet Components: V D...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] . Otherwise. the spell has no effect. The stunned target must make a Constitution saving thraw at the end of each of its turns. On a successful save. this stunning effect ends. PRAYER OF HEALING 2nd-leveI evocation Casting Time: 10 minutes R...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ity moditier. This spell has no effect on undead or constructs. At Higher Leve/s. When you cast this spell using a spell slot of 3rd levei or higher. the healing increases by ld8 for each slot leveI above 2nd. PRESTIDIGITATION Transmutation ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] agical effects within range: Vou create an instantaneous. harmless sensory effect. such as a shower of sparks. a puff of wind. faint musi- cal notes. or an odd odor. Vou instantaneously light or snuff out a candle. a torch. or a small campti...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] flavor up to I cubic foot of nonliv- ing material for I hour. Voumake a color. a small mark. or a symbol appear on an object ar a surface for I hour. Vou create a nonmagical trinket or an iIlusory image that can tit in your hand and that las...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] spell multiple times. YOll can have IIp to three of its non-instantaneous effects aclive at a time. and you can dismiss such an effect as an action. PRISMATIC SPRAY 7th.level evocation Casting Time: I action Range: Self (60-foot cone) Compon...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] xterity saving thraw. For each target. roll a d8 to determine which color ray affects il. 1. Red. The target takes IOd6 tire damage on a failed save. or half as much damage on a successful one. 2. Orange. The target takes IOd6 acid damage on...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] much damage on a successful one. 4. Green. The target takes IOd6 poison damage on a failed save. or half as much damage on a successful one. 5. B/ue. The target takes IOd6 cold damage on a failed save, or half as much damage on a successful ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] fully saves three times. the spell ends. If it fails its save three times. it permanently turns to stone and is subjected to the petritied condition. The successes and failures don't need to be consecutive; keep track of both until the targe...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e ends the blindness. lf it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically,a creature that is on a plane that isn't its home plane is banished home. while ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] action Range: 60 feet Components: V.S Duration: 10 minutes A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long. 30 feet high. and I inch thick-centered on a point you can see within range. Alternatively,...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ion.lfyou position the wall so that it passes through a space occupied by a creature. the spell fails. and your action and the spell slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] n 20 feet of it or starts its tum there. the creature PART 3 I SPELLS . . must succeed 00 a Coostitutioo saviog throw or become blioded for I mioute. The wall coosists of seveo layers. each with a differeot color. Wheo a creature attempts to...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] t passes or reaches through each layer, the creature must make a Dexterity saviog throw or be affected by that layer's properties as described below. The wall cao be destroyed, also ooe layer at a time, io order from red to violet, by meaos ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] but ao antimagic field has 00 effect 00 it. 1. Red. The creature takes IOd6 fire damage 00 a failed save, or half as much damage 00 a successful ooe. While this layer is io place, ooomagical raoged attacks cao't pass through the wall. The la...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] successful ooe. While this layer is io place, magical raoged attacks cao't pass through the wall. The layer is destroyed by a stroog wiod. 3. YeJIow. The creature takes lOd6 lightoiog damage 00 a failed save, or half as much damage 00 a succ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] successful ooe. Apasswall spell, or aoother spell of equal or greater levei that cao opeo a portal 00 a solid surface, destrays this layer. 5. Blue. The creature takes IOd6cold damage 00 a failed save, or half as much damage 00 a successful ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e is restraioed. 11 must theo make a Coostitutiao saviog throw at the eod of each of its turns. lf it successfully saves three times, the spell eods. lf it fails its save three times, it permaoeotly turos to stooe aod is subjected to the pet...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] o't be cast through the wall. The layer is destroyed by bright light shed by a day/ight spell or a similar spell of equal or higher leveI. 7. Violet. 00 a failed save, the creature is blioded. 11 must theo make a Wisdom saviog throw at the s...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] uccessful save eods the bliodoess. lf it fails that save, the creature is traosported to aoother plaoe of the DM's choosiog aod is 00 looger blioded. (Typically,a creature that is 00 a plaoe that iso't its home plaoe is baoished home, while ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ts. PRODUCE FLAME Conjuration cantrip Casting Time: I actioo Range:Self Components: V,S Duration: lO mioutes A flickeriog flame appears io your hand. The flame remaios there for the duration aod harms oeither you oor your equipmeot. The flam...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] hough doing so eods the spell. Wheo you cast this spell, or as ao action 00 a later turn, you cao hurl the flame at a creature withio 30 feet of you. Make a raoged spell attack. 00 a hit, the target takes Id8 fire damage. This spell's damage...