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phb_2590 | phb | 270 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] a hit, the target takes Id8 fire damage. This spell's damage iocreases by Id8 wheo you reach 5th levei (2d8), 11th levei (3d8), aod 17th levei (4d8). PROGRAMMED ILLUSION 6th.level illusion Casting Time: I actioo Range: 120 feet Components: V... |
phb_2591 | phb | 270 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] a creature, ar some other visible pheoomeooo within raoge that activates wheo a specific cooditioo occurs. The ilIusioo is imperceptible uotil theo. 11 must be 00 larger thao a 30-foot cube, aod you decide wheo you cast the spell how the ill... |
phb_2592 | phb | 270 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ribed. Ooce the ilIusioo fioishes performiog, it disappears aod remaios dormaot for 10 mioutes. After this time, the ilIusioo cao be activated agaio. The triggeriog cooditioo cao be as geoeral or as detailed as you like, though it must be ba... |
phb_2593 | phb | 270 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] aod warn offothers who attempt to opeo a trapped door, or you could set the illusioo to trigger ooly wheo a creature says the correct word or phrase. Physical ioteractioo with the image reveals it to be ao illusioo, because thiogs cao pass t... |
phb_2594 | phb | 271 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] discerns the illusioo for what it is, the creature cao see through the image, aod aoy noise it makes souods hollow to the creature. PART 3 I SPELLS . 270 PROJECT IMAGE 7th-levei iIlusion Casting Time: 1 action Range: 500 miles Components: V,... |
phb_2595 | phb | 271 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] t any location within range that you have seen before, regardless of intervening obstacles. The illusion Iooks and sounds like you but is intangible. Ir the illusion takes any damage, it disappears, and the spell ends. Vou can use your actio... |
phb_2596 | phb | 271 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] through its ears as if you were in its space. On your turn 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 surroundi... |
phb_2597 | phb | 271 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image,... |
phb_2598 | phb | 271 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] to 1 hour For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. PROTECTION FROM EVIL AND GOOD 1st-levei abjuration Casting Time: I action Range: Touch Comp... |
phb_2599 | phb | 271 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] s protected against certain types of creatures: aberrations, celestiais, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the targel. The target a... |
phb_2600 | phb | 271 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effecl. PART 3 I SPELLS PROTECTlON FROM POISON 2nd-levei abjuration Casting Time: 1 action Range: T... |
phb_2601 | phb | 271 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] neutralize one at random, For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. PURIFY FOOD AND DRINK 1st-levei transmutation (ritual) Casting Time: 1 action Range: 10 fee... |
phb_2602 | phb | 271 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] cal food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. RAISE DEAD 5th-levei necromancy Casting Time: I hour Range: Touch Components: V,S, M (a dia... |
phb_2603 | phb | 271 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] dead no longer than 10 days. Ir the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with I hit poinl. This spell also neutralizes any poisons and cures nonmagical diseases that affected the cre... |
phb_2604 | phb | 271 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e returns to life. The spell can't return an undead creature to life. This spell closes ali mortal wounds, but it doesn't restore missing body parts. Ir the creature is lacking body parts or organs integral for its survival-its head, for ins... |
phb_2605 | phb | 271 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] to ali attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. RARY'S TELEPATHIC BOND 5th-levei divination (ritual) Casting Time: 1 action Range: 30 feet C... |
phb_2606 | phb | 272 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] link among up to eight willing creatures ofyour choice within range, psychically . The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original r... |
phb_2607 | phb | 272 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ins 4d8 + 15 hit points. For the duration of the spell, the target regains I hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored a... |
phb_2608 | phb | 272 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] juration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous At your touch, all curses affecting one creature ar object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's a... |
phb_2609 | phb | 272 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] oils and unguents worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous Vou touch a dead humanoid ar a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adul... |
phb_2610 | phb | 272 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a dlOO and consults the following table to determine what form the creature ta... |
phb_2611 | phb | 272 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] t Components: V, 5 Duration: Concentration, up to 1 minute A black beam of enervating energy springs fram your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage ... |
phb_2612 | phb | 272 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] il the spell ends. At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. RAY OF FROST Evocation cantrip Casting Time: I action Range: 60 feet Components: V, 5 Durat... |
phb_2613 | phb | 272 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 0 feet until the start of your next turno The spell's damage increases by Id8 when you reach 5th levei (2d8), 11th levei (3d8), and 17th levei (4d8). RAY OF SICKNESS 1st-leveI necromancy Casting Time: I action Range: 60 feet Components: V, 5... |
phb_2614 | phb | 272 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turno At Higher Leve/s. When you cast this spell using a spell slot of 2nd levei ar higher, the damage increases by... |
phb_2615 | phb | 272 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] affected by this spell. Until the spell ends, the targets can communicate telepathically thraugh the bond whether ar not they have a common language. The communication is possible over any distance, though it can't extend to other planes of ... |
phb_2616 | phb | 273 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] trip Casting Time: I action Range: Touch Components: V,S, M (a minialure doak) Duration: Concenlralion, up lo I minule Voulouch one willing crealure. Once before lhe spell ends, lhe largel can roll a d4 and add lhe number ralled lo one savin... |
phb_2617 | phb | 273 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ll a d4 and add lhe number ralled lo one saving lhraw of ils choice. It can rall lhe die before or afler making lhe saving lhraw. The spelllhen ends. RESURRECTION 7th-leveI necromancy Casting Time: I hour Range: Touch Components: V,S, M (a d... |
phb_2618 | phb | 273 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] han a cenlury, lhal didn'l die of old age, and lhal isn'l undead. If ilSsoul is free and willing, lhe largel relurns lo life with ali ils hil poinls. This spell neulralizes any poisons and cures normal diseases affticling lhe creature when i... |
phb_2619 | phb | 273 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] icl lhe largel on ils relurn lo life. This spell doses ali morlal wounds and reslores any missing body paris. Coming back from lhe dead is an ordeal. The largel lakes a -4 penally lOali allack rolls, saving lhrows, and abilily checks. Every ... |
phb_2620 | phb | 273 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] greally. Unlil you finish a long resl, you can'l casl spells again, and you have disadvanlage on ali allack rolls, abilily checks, and saving lhrows. REVERSE GRAVITY 7th-leveI transmutation Casting Time: I aclion Range: 100 feel Components: ... |
phb_2621 | phb | 273 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] . Ali crealures and objecls thal aren'l somehow anchored lo the ground in lhe area fali upward and reach lhe lop of lhe area when you casllhis spell. Acrealure can make a Dexlerily saving thraw lo grab onlo a fixedobjecl ilcan reach, lhus av... |
phb_2622 | phb | 273 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] nward falI. If an objecl or crealure reaches lhe lop of lhe area wilhoul slriking anylhing, il remains lhere, oscillaling slighlly, for lhe duralion. AI lhe end of lhe duralion, affecled objecls and crealures fali back down. PART 3 I SPELLS ... |
phb_2623 | phb | 273 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] he spell consumes) Duration: Inslanlaneous Vou louch a crealure lhal has died wilhin lhe lasl minule. Thal crealure relurns lo life wilh I hil poinl. This spell can'l relurn lo life a crealure lhal has died of old age, nor can il reslore any... |
phb_2624 | phb | 273 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] touch a length of rape lhat is up lo 60 feellong. One end of lhe rope then rises inlo lhe air unlillhe whole rope hangs perpendicular lo lhe ground. AI lhe upper end of the rope, an invisible enlrance opens lo an exlradimensional space lhall... |
phb_2625 | phb | 273 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] l ends. The extradimensional space can be reached by dimbing lo lhe top of lhe rope. The space can hold as many as eighl Medium or smaller creatures. The rope can be pulled inlo lhe space, making lhe rape disappear from view oulside lhe spac... |
phb_2626 | phb | 273 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] see oul of il as if lhrough a 3-foOl-by-5-fool window cenlered on lhe rope. Anylhing inside lhe exlradimensional space drops oul when lhe spell ends. SACRED FLAME Evocation cantrip Casting Time: I action Range: 60 feel Components: V,S Durati... |
phb_2627 | phb | 273 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] benefil from cover for lhis saving lhrow. The spell's damage increases by Id8 when you reach 51h levei (2d8), Illh levei (3d8), and 171hleveI (4d8). SANCTUARY Ist./evel abjuration Casting Time: I bonus aclion Range: 30 feet Components: V,S, ... |
phb_2628 | phb | 274 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] lack or a harmful spell musl firsl make a Wisdom saving lhrow. On a failed save, the creature musl choose a new largel or lose lhe allack . or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of ... |
phb_2629 | phb | 274 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ed. and you can't use this spell against it again for 24 hours. On a failed save. the spell creates an invisible sensor within 10 feet of the target. Vou can see and hear through the sensor as if you were there. The sensor moves with lhe tar... |
phb_2630 | phb | 274 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ature. you can choose a location you have seen before as the target of this spell. When you do, the sensor appcars al that location and doesn't move. SCORCHING RAY 2nd./evel evocation Casting Time: 1 action Range: 120 feet Components: V. S D... |
phb_2631 | phb | 274 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ttack for each ray. On a hit, the target takes 2d6 fire damage. At Higher LeveIs. When you cast this spell using a spell slot of 3rd leveI or higher. you create one additional ray for each slot leveI above 2nd. Save Modifier -2 -4 -10 Save M... |
phb_2632 | phb | 274 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ssion ar garment Body parto lock of hair. bit of nail, or the like SCRYING 5th-leveI divination Casting Time: 10 minutes Range: Self Components: V.S. M (a focus worth at least 1.000 gp. such as a crystal ball, a silver mirror, or a font fill... |
phb_2633 | phb | 274 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ou. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. Jf a target knows you're casting this spell, it can fail the saving throw voluntarily if it... |
phb_2634 | phb | 275 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ysical connection you have to it. Jf a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. . SEARING SMITE 1st-leveI evocation Casting Time: I bonus action Range: Self Components: V Du... |
phb_2635 | phb | 275 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] , your weapon flares with white.hot intensity, and the attack deals an extra Id6 tire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution... |
phb_2636 | phb | 275 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ion to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. At Higher LeveIs. When you cast this spell using a spell slot of 2nd leveI or higher, the initial extra damag... |
phb_2637 | phb | 275 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] st this spell using a spell slot of 2nd leveI or higher, the initial extra damage dealt by the attack increases by Id6 for each slot leveI above 1st. SEE INVISIBILITY 2nd./eveI divination Casting Time: I action Range: SeIf Components: V,S, M... |
phb_2638 | phb | 275 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] reatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. SEEMING 5th./evel iJJusion Casting Time: I action Range: 30 feet Components: V,S Duration: ... |
phb_2639 | phb | 275 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] rget you choose a new, iIIusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearance as well as clothing, armor, weapons, and equipment.... |
phb_2640 | phb | 275 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ment of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical inspection. For example, ifyo... |
phb_2641 | phb | 275 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ar thinner than you are, the hand of PART 3 I SPELLS someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) ... |
phb_2642 | phb | 275 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] a short piece of tine copper wire) Duration: I round Vou send a short message of twenty-tive words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, a... |
phb_2643 | phb | 275 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] d even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. SEQUESTER 7th-leveI transmutation Casting Time: I action Range: Touch Components: V,S, M (a... |
phb_2644 | phb | 275 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] consumes) Duration: Until dispelled By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by... |
phb_2645 | phb | 275 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. Vou can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within I mile of ... |
phb_2646 | phb | 275 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] thin I mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage. SHAPECHANGE 9th-leveI transmutation Casting Time: I action Range: Self Components: V,S, M (... |
phb_2647 | phb | 276 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] me the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your leveI or lower. The . creature can't be a construct or an undead, and you must have seen the sort of creature at ... |
phb_2648 | phb | 276 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ame statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. Vou also retain ali of your skill and saving throw proficiencies, in addition to gaining th... |
phb_2649 | phb | 276 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] the creature has the same proficiency as you and the bonus Iisted in its statistics is higher than yours, use the creature's bonus in place of yours. Vou can't use any legendary actions or lair actions of the new formo Vou assume the hit poi... |
phb_2650 | phb | 276 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] damage carries over to your normal formo As long as the excess damage doesn't reduce your normal form to Ohit points, you aren't knocked unconscious. Vou retain the benefit of any features from your c1ass, race, or other source and can use t... |
phb_2651 | phb | 276 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new f... |
phb_2652 | phb | 276 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] equipment that the new form can't wear must either fali to the ground or merge into your new formo Equipment that merges has no effect in that state. During this spell's duration, you can use your action to assume a different form following ... |
phb_2653 | phb | 276 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] for the original form, with one exception; if your new form has more hit points than your current one, your hit points remain at their current value. SHATTER 2nd.level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a ch... |
phb_2654 | phb | 276 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] n that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on ... |
phb_2655 | phb | 276 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] rca. At Higher LeveIs. When you cast this spell using a spell slot of 3rd levei or higher, the damage increases by ld8 for each slot levei above 2nd. SHIELD 1st-levei abjuration Casting Time: 1 reaction, which you take when you are hit by an... |
phb_2656 | phb | 276 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] YOU. Until the start ofyour next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. SHIELD OF FAITH 1st-levei abjuration Casting Time: 1 bonus action Range: 60 feet Components... |
phb_2657 | phb | 276 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] tion, up to 10 minutes A shimmering field appears and surrounds a creature ofyour choice within range, granting it a +2 bonus to AC for the duration. SHILLELAGH Transmutation cantrip Casting Time: 1 bonus action Range: Touch Components: V,S,... |
phb_2658 | phb | 276 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] pellcasting ability instead of Strength for the atlack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again o... |
phb_2659 | phb | 276 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e you try to touch. Make a melee spell atlack against the target. Vou have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes ld8lightning damage, and it can't take reactions until the start... |
phb_2660 | phb | 277 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ILENCE 2nd-leveI iIlusion (ritl1al) Casting Time: 1 action Range: 120 feet Components: V,S Duration: Concentration, up to 10 minutes PART 3 SPEI LS . For the duration, no sound can be created within or pass through a 20-foot-radius sphere ce... |
phb_2661 | phb | 277 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. SILENT IMAGE 1st-/evel iJlusion Casting Time: 1 action Range: 60 feet Components: V,S, M (a ... |
phb_2662 | phb | 277 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ppears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. Vou can use your action to cause the image to move to any spot within range. As the image c... |
phb_2663 | phb | 277 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion w... |
phb_2664 | phb | 277 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ligence (Investigation) check against your spell save DC. If a creature disceros the illusion for what it is, the creature can see through the image. SIMULACRUM 7th-levei illusion Casting Time: 12 hours Range: Touch Components: V,S, M (snow ... |
phb_2665 | phb | 277 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] l) Duration: Until dispelled Vou shape an illusory duplica te of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take ac... |
phb_2666 | phb | 277 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] pment. Otherwise, the illusion uses ali the statistics of the creature it duplicates. The simulacrum is friendly to you and creatures you designa te. It obeys your spoken commands, moving and acting in accordance with your wishes and acting ... |
phb_2667 | phb | 277 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] PELLS If the simulacrum is damaged, you can repair it in an alchemicallaboratory, using rare herbs and minerais worth 100 gp per hit poim it regains. The simulacrum lasts until it drops to O hit points, at which point it reverts to snow and ... |
phb_2668 | phb | 277 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] : 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. RolI 5d8; the total is how many hit points of creatures this spell can affect. Creatures wi... |
phb_2669 | phb | 277 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] atures within 20 feet of a point you choose within range are affected in ascending order of their currem hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected b... |
phb_2670 | phb | 277 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] shake or slap the sleeper awake. Subtract each creature's hit points fram the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature... |
phb_2671 | phb | 277 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] s spell. At Hil1her LeveIs. When you cast this spell using a spell slot of 2nd levei or higher, roll an additional 2d8 for each slot levei above 1st. SLEET STORM 3rd-/evel conjuration Casting Time: 1 action Range: 150 feet Components: V, S, ... |
phb_2672 | phb | 277 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creatu... |
phb_2673 | phb | 278 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. . SLOW 3rd-Ievel transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a d... |
phb_2674 | phb | 278 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] atures ofyour choice in a 40-foot cube within range, Each target must succeed on a Wisdom saving throw ar be affected by this spell for the duration. An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving thro... |
phb_2675 | phb | 278 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] an't make more than one melee ar ranged attack during its turno If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 ar higher, the spell doesn't take effect until the creature's next turn, and the c... |
phb_2676 | phb | 278 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] is wasted. A creature affected by this spell makes another Wisdom savlng throw at the end of its turno On a successful save, the effect ends for lI. SPARE THE DYING Necromancy cantrip Casting Time: I action Range: Touch Components: V,S Durat... |
phb_2677 | phb | 278 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ation: Instantaneous Vou touch a living creature that has Ohit points. The creature becomes stable. This spell has no effect on undead ar constructs. SPEAK WITH ANIMALS 1st-leveI divination (ritual) Casting Time: I action Range: Sei f Compon... |
phb_2678 | phb | 278 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] mum, beasts can give you information about nearby locations and monsters, inc1uding whatever they can perceive ar have perceived within the past day. Vou mlght be able to persuade a beast to perform a small favor for you, at the DM's discret... |
phb_2679 | phb | 278 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] igence to a corpse of your choice within range, allowing It to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until t... |
phb_2680 | phb | 278 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] , cryptic, ar repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spiril. Thus,... |
phb_2681 | phb | 278 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] . Thus, the corpse can't learn new Information, doesn't comprehend anything that has happened since it died, and can't speculate about future events. SPEAK WITH PLANTS 3rd-Ievel transmutation Casting Time: I action Range: Sei f (30-foot radi... |
phb_2682 | phb | 278 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. Vou can question plants about events in the spell's area within the past day, gaining infor... |
phb_2683 | phb | 278 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ces. Vou can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasls for the duratlon. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts... |
phb_2684 | phb | 278 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. lf a plant creature is in the area, you can communicate with it as if you shared a common l... |
phb_2685 | phb | 278 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] age, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature. SPIDER CUMB 2nd-leveI transmutation Casting Time: I action Range: Touch Components: V, S, M... |
phb_2686 | phb | 278 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ss vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a c1imbing speed equal to its walking speed. SPIKE GROWTH 2nd-leveI transmutation Casting Time: I action Range: ISO feet Components: V,S... |
phb_2687 | phb | 279 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet... |
phb_2688 | phb | 279 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. SPIRIT GUARDIANS 3rd-/evel conjuration Casting Time: I action Range: SeI f (15-foot radius)... |
phb_2689 | phb | 279 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 5 feet for the duration. If you are good or neutra!. their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaff... |
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