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phb_2690 | phb | 279 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Leveis. When you ca... |
phb_2691 | phb | 279 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] mponents: V, S Duration: I minute You create a fioating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet... |
phb_2692 | phb | 279 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] a creature within 5 feet of it. The weapon can take whatever form yau choose. Clerics of deities who are associated with a particular weapon (as SI. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble th... |
phb_2693 | phb | 279 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] gher Leveis. When you cast this spell using a spell slot of 3rd leveI or higher, the damage increases by Id8 for every twa slot leveIs above the 2nd. PART 3 I SI'ELLS STAGGERING SMITE 4th-levei evacatian Casting Time: 1 banus actian Range: S... |
phb_2694 | phb | 279 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] , your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take re... |
phb_2695 | phb | 279 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] abbage leaves) Duration: Concentration, up to I minute Vou create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The c10ud spreads around corners, and its area is hcavily obscured. The cloud lingers in th... |
phb_2696 | phb | 279 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] s its actian that turn retching and reeling. Creatures that dan't need to breathe ar are immune to paison automatically succeed on this saving throw. A maderate wind (at least 10 miles per hour) disperses the c10ud after 4 rounds. A strong w... |
phb_2697 | phb | 279 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] maderate wind (at least 10 miles per hour) disperses the c10ud after 4 rounds. A strong wind (at Jeast 20 miles per haur) disperses it after I round. STONE SHAPE 4th-levei transmutation Casting Time: I action Range: Touch Components: V, S, M... |
phb_2698 | phb | 279 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a sma... |
phb_2699 | phb | 279 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ne door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechallical detail isn't possible. STONESKIN 4th-levei abjuration Casting Time: I action Range: Touch Components: V,S, M (diam... |
phb_2700 | phb | 280 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] illing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. STORM OF VENGEANCE 9th-levei conjuration Casting Time: 1 action Range: Sight Components: V,... |
phb_2701 | phb | 280 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] d strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. E... |
phb_2702 | phb | 280 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] d takes ld6 acid damage. Round 3. Vou call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one boi!. A struck creature must ma... |
phb_2703 | phb | 280 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. Round 5-10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes ld6 c... |
phb_2704 | phb | 280 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. SUGGESTlON 2nd-levei enchantment Casting Time: 1 action Range: 30 feet Components: V,M (a sn... |
phb_2705 | phb | 280 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] magically influence a creature you can see within range that can hear and understand YOU. Creatures that can't be charmed are immune to this effec!. The suggestion must be worded in such a manner as to make the course of action sound reasona... |
phb_2706 | phb | 280 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 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. Ir the suggested activity can be completed in a shorter time, the spell ends when the subjec... |
phb_2707 | phb | 280 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] est that a knight give her warhorse to the tirst beggar she meets. Ir the condition isn't met before the spell expires, the activity isn't performed. Ir you or any of your companions damage the target, the spell ends. SUNBEAM 6th-levei evoca... |
phb_2708 | phb | 280 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] m of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turno ... |
phb_2709 | phb | 280 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] an create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 fee!. This lig... |
phb_2710 | phb | 280 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a suc... |
phb_2711 | phb | 280 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell. SWIFT QurVER 5th-leveI transmutation Casting Time: 1 bonus action Range: Touch Components: ... |
phb_2712 | phb | 281 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 280-- Vou transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it. On each of your turns until the spell ends, you can use a bonus action to make two attacks w... |
phb_2713 | phb | 281 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] al ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. ]f the quiver leaves your possession, the spell ends. SYMBOL 7th-levei abjuration Casting Time: 1 minute Range: Touch Components: V,S, M (mercury... |
phb_2714 | phb | 281 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] a section of floor, a wall, or a table) or within an object that can be c10sed to conceal the glyph (such as a book, a scroll, or a treasure chest). ]f you choose a surface, the glyph can cover an area of the surface no larger than 10 feet i... |
phb_2715 | phb | 281 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] l ends without being triggered. The glyph is nearly invisible, requiring an Intelligence (lnvestigation) check against your spell save DC to find it. Vou decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surfa... |
phb_2716 | phb | 281 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, app... |
phb_2717 | phb | 281 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] reature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). Vou can also specify creatures that don't trigger the glyph, such as those who say a certai... |
phb_2718 | phb | 281 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] elow for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim Iight for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targcted by its effect, as is a cre... |
phb_2719 | phb | 281 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] king IOdlO necrotic damage on a failed save, or half as much damage on a successful save. Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During thi... |
phb_2720 | phb | 281 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] advantage on attack rolls and ability checks. Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet aw... |
phb_2721 | phb | 281 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] attack or target any creature with harmful abilities, spells, or other magical effects. Insanity. Each target must make an lntelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take a... |
phb_2722 | phb | 281 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ratic. Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. S/eep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a faile... |
phb_2723 | phb | 281 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ne uses an action to shake or slap it awake. Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. TASHA'S HIDEOUS LAUGHTER 1st-levei enchantment Casting Time: 1 action Range: 30 feet Compon... |
phb_2724 | phb | 281 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ture of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fali prone, becoming incapacitated and ... |
phb_2725 | phb | 281 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends. TELEKINESIS 5th.level trallsmutation Casting Time: 1 action Range: 60 feet Components: V, S ... |
phb_2726 | phb | 281 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] n each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. Vou can affect the same target round after round, or choose a new one at any time. ]f you s... |
phb_2727 | phb | 282 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ully. The DM rolls dlOO and consults the table. Familiarity. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associaled object" means that you possess an objecl taken from the desired destination wit... |
phb_2728 | phb | 282 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] secret tombo "Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once bul wilh which you aren't very fa... |
phb_2729 | phb | 282 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ace whose Iocation and appearance you know through someone else's description, perhaps from a map. "False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are atl... |
phb_2730 | phb | 282 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] andom dislance away from the deslination in a random direclion. Distance off target is Id 10 x Id lO percent of the distance that was to be traveled. For example, if you tried to traveI 120 miles, landed off largel, and rolled a 5 and 3 on t... |
phb_2731 | phb | 282 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] around lhe points of lhe compasso ]f you were teleporting lo a coastal city and wound up 18 miles out at sea, you could be in trouble. Similar Area. Vou and your group (or the targel object) wind up in a different area that's visually or the... |
phb_2732 | phb | 282 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] , you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implemenls as your laboratory. Generally, you appear in the closest similar place, bul since the spell has no range Iimit,... |
phb_2733 | phb | 282 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] leleporting crealure (or the largel objecl) lakes 3d 10 force damage, and lhe DM rerolls on Creature. Vou can lry to move a Huge or smaller crealure. Make an abilily check wilh your spellcasting ability contested by the crealure's Strength c... |
phb_2734 | phb | 282 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] of lhis spel!. Until the end of your nexllurn, the creature is restrained in your telekinetic gripo A creature Iifled upward is suspended in mid.air. On subsequenl rounds, you can use your action lO atlempl to maintain your telekinetic grip ... |
phb_2735 | phb | 282 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 00 pounds.lfthe object isn't being worn or carried, you automalically move il up lo 30 feet in any direction, but not beyond lhe range of lhis spell. If the object is worn or carried by a creature, you must make an ability check wilh your sp... |
phb_2736 | phb | 282 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] k. ]f you succeed, you pull the object away from that creature and can move il up to 30 feel in any direclion but nol beyond the range of this spel!. Vou can exert fine conlrol on objecls with your telekinetic grip, such as manipulaling a si... |
phb_2737 | phb | 282 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] (a pair of Iinked silver rings) Duration: 24 hours Vou create a telepathic link between yourself and a willing crealure with which you are familiar. The creature can be anywhere on the same plane of exislence as you. The spell ends if you or... |
phb_2738 | phb | 282 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] images, sounds, and other sensory messages with one another through the Iink, and lhe target recognizes you as the creature it is communicating with. The spell enables a creature wilh an Intelligence score of at least I to understand lhe mea... |
phb_2739 | phb | 282 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] eature wilh an Intelligence score of at least I to understand lhe meaning of your words and lake in lhe scope of any sensory messages you send lo 11. TELEPORT 7th./evel conjuration Casting Time: I action Range: 10 feel Components: V Duration... |
phb_2740 | phb | 282 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] you select. Ifyou target an object, il must be able to fit enlirely inside a lO.fool cube, and il can't be held or carried by an unwilling crealure. The destination you choose must be known to you, and il musl be on the same plane of exislen... |
phb_2741 | phb | 283 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Similar Area 06-13 34-43 44-53 44-53 51-100 Off Targel 14-24 44-53 54-73 54-73 On Targel 01-100 01-100 25-100 54-100 74-100 74-100 PART 3 PELLS 281 . the table to see where you wind up (multiple mishaps can occur, dealing damage each time). |
phb_2742 | phb | 283 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] -100 01-100 25-100 54-100 74-100 74-100 PART 3 PELLS 281 . the table to see where you wind up (multiple mishaps can occur, dealing damage each time). TELEPORTATION CIRCLE 5th-leveI conjuration Casting Time: 1 minute Range: 10 feet Components... |
phb_2743 | phb | 283 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ink your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your... |
phb_2744 | phb | 283 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] e is occupied. Many major tempIes, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence-a string of magical runes arranged in a p... |
phb_2745 | phb | 283 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] the DM.Vou can learn additional sigil sequences during your adventures. Voucan commit a new sigil sequence to memory after studying it for 1 minute. Vou can create a permanent teleportation circle by casting this spell in the same location e... |
phb_2746 | phb | 283 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ircle by casting this spell in the same location every day for one year. Vou need not use the circle to teleport when you cast the spell in this way. TENSER'S FLOATING DISK 1st-leveI conjuration (ritual) Casting Time: 1 action Range: 30 feet... |
phb_2747 | phb | 283 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ove the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the gro... |
phb_2748 | phb | 283 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 20 feet of YOU. It can move across uneven terrain, up or down stairs, slopes and the Iike. but it can't cross an e1evationchange of 10 feet or more. For example, the disk can't move across a IO-foot-deep pit, nor could it leave such a pit if... |
phb_2749 | phb | 283 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Casting Time: 1 action Range: 30 feet Components: V Duration: Up to 1 minute Vou manifest a minor wonder, a sign of supernatural power, within range. Voucreate one of the following magical effects within range: Vour voice booms up to three t... |
phb_2750 | phb | 283 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] n instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Vou instantaneously cause an unlocked door or win- dow to lIyopen or slam shut. Vou alter t... |
phb_2751 | phb | 283 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] u cast this spell multipIe times, you can have up to three of its l-minute effects active at a time, and you can dismiss such an effect as an action. THORNWHIP Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: V,S, M (t... |
phb_2752 | phb | 283 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] te a long, vine-Iike whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. ]f the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or... |
phb_2753 | phb | 283 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] he creature up to 10 feet c10ser to you. This spell's damage increases by 1d6 when you reach 5th leveI (2d6), 11th levei (3d6), and 17th leveI (4d6). THUNDEROUS SMITE 1st-leveI evocation Casting Time: 1 bonus action Range: Self Components: V... |
phb_2754 | phb | 283 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ll's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be... |
phb_2755 | phb | 284 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] antaneous A wave of thunderous foree sweeps out from you. Eaeh ereature in a 15-foot eube originating from you must make a Constitution saving throw. On a failed save, a ereature takes 2d8 thunder damage and is pushed 10 feet away from you. ... |
phb_2756 | phb | 284 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] re automatically pushed 10 feet away from you by the spell's effeet, and the spell emits a thunderous boom audible out to 300 feet. At Higher LeveIs. When you east this spell using a spell slot of 2nd leveI or higher, the damage inereases by... |
phb_2757 | phb | 284 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] veryone but yourself. No time passes for other ereatures, while you take Id4 + 1 turns in a row, during which you ean use aetions and move as normal. This spell ends if one of the aetions you use during this period, or any effeets that you e... |
phb_2758 | phb | 284 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] rn or earried by someone other than you. In addition, the spell ends if you move to a plaee more than 1,000 feet from the loeation where you east it. TONGUES 3rd-/evel divination Casting Time: I aetion Range: Toueh Components: V, M (a small ... |
phb_2759 | phb | 284 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] language it hears. Moreover, when the target speaks, any ereature that knows at least one language and ean hear the target understands what it says. TRANSPORT VIA PLANTS 6th-levei eonjuration Casting Time: 1 aetion Range: 10 feet Components:... |
phb_2760 | phb | 284 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] n range and another plant, at any distanee, on the same plane of existence. Vou must have seen or touched the destination plant at least onee before. For the duration, any creature can step into the target plant and exit from the destination... |
phb_2761 | phb | 284 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. Vou must use 5 feet of movement to enter a tree. Vou instantly know the location of ali othe... |
phb_2762 | phb | 284 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] hin 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. Vou can use this transportation ability once per round for the duration. Vou must end each ... |
phb_2763 | phb | 284 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Iop of gum arabic, and a wisp of smoke) Duration: Concentration, up to 1 hour Choose one ereature or nonmagical objeet that you can see within range. Vou transform the creature into a different creature, the ereature into an object, or the o... |
phb_2764 | phb | 284 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] s or dies. If you concentrate on this spelI for the fulI duration, the transformation beeomes permanent. Shapechangers aren't affected by this spell. An unwilIing creature ean make a Wisdom saving throw, and if it sueeeeds, it isn't affected... |
phb_2765 | phb | 284 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] an be any kind you choose whose ehalIenge rating is equal to or less than the target's (or its leveI. if the target doesn't have a chalIenge rating). The target's game statistics, induding mental ability scores, are replaced by the statistie... |
phb_2766 | phb | 284 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] he hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to O hit points, any excess damage carries over to it... |
phb_2767 | phb | 284 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ts new form, and it can't speak, east spelIs, or take any other action that requires hands or speech, unless its new form is capable of such actions. The target's gear melds into the new formo The creature can't activate, use, wield, or othe... |
phb_2768 | phb | 285 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] object's size and the creature's cha11enge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. Vou decide what action it takes and how it moves. The DM has the creature's statislics and r... |
phb_2769 | phb | 285 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 11becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and ... |
phb_2770 | phb | 285 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 11consumes) Duration: Instantaneous Vou touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's sou I is free and wi11ing,the creature is restored to life with a11its hi... |
phb_2771 | phb | 285 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] izes any poison, cures a11diseases, and lifts any curses affecting the crealure when it died. The spell replaces damaged or missing organs and limbs. The spe11can even provi de a new body if the original no longer exists, in which case you m... |
phb_2772 | phb | 285 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] o longer exists, in which case you must speak the creature's name, The creature then appears in an unoccupied space you choose within 10 feet of you. TRUE SEEING 6th.level divination Casting Time: 1 action Range: Touch Components: V, S, M (a... |
phb_2773 | phb | 285 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] d fat; and is consumed by the spe11) Duration: 1 hou r This spe11gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can... |
phb_2774 | phb | 285 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] und Vou extend your hand and point a finger at a target in range. Vour magic grants you a brief insight into the I'ART 3 I SI'ELLS target's defenses. On your next turn, you gain advantage on your first attack roll against lhe target, provide... |
phb_2775 | phb | 285 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ence at a point you choose within range, Vou can make the wall up to 300 feel long, 300 feet high, and 50 feet thick. The walllasts for the duration. When lhe wall appears, each creature within its area must make a Strength saving throw. On ... |
phb_2776 | phb | 285 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] n a successful save. At the start of each of your turns after the wall appears, the wa11,along with any creatures in it, moves 50 feet away from YOU. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves m... |
phb_2777 | phb | 285 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] y 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by IdlO. When the wa11reaches Ofeet in height, the spe11ends. A creature caught in the wall can move by swimming. Because of the force of the wave, thoug... |
phb_2778 | phb | 285 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] against your spell save DC in order to move at alI. If it fails the check, it can't move, A creature that moves out of the area faIls to the ground. UNSEEN SERVANT 1st-levei conjuration (ritual) Casting Time: 1 action Range: 60 feet Componen... |
phb_2779 | phb | 285 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ervant springs into existence in an unoccupied space on the ground within range. It has AC 10, I hit point, and a Strength of 2, and it can't attack. [f it drops to Ohit points, the speIl ends. Once on each of your turns as a bonus action, y... |
phb_2780 | phb | 285 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ple tasks that a human servant could do, such as felching things, c1eaning, mending, folding c1othes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until i... |
phb_2781 | phb | 286 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] , then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spe11ends. . VAMPIRIC TOUCH 3rd-Jevel necromancy Casting Time: I action Range: Self Components: V,S Dura... |
phb_2782 | phb | 286 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ature wilhin your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necratic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. At ... |
phb_2783 | phb | 286 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 60 feet Components: V Duration: Instantaneous Vou unleash a string of insults laced with subtle enchantments at a creature you can see within range. lf the target can hear you (though it need not understand you), it must succeed on a Wisdom ... |
phb_2784 | phb | 286 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] t makes before the end of its next turo. This spell's damage increases by Id4 when you reach 5th levei (2d4), 11th levei (3d4), and 17th levei (4d4). WALL OF FIRE 4th-leveI evocation Casting Time: I action Range: 120 feet Components: V, S, M... |
phb_2785 | phb | 286 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] et high, and I foot thick, ar a ringed wall up to 20 feet in diameter, 20 feet high, and I foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On... |
phb_2786 | phb | 286 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] , selected by you when you cast this spell, deals 5d8 fire damage to each creature lhat ends its turo within 10 feet of that side ar inside the wal!. A creature takes the same damage when it enters the wall for the first time on a turo ar en... |
phb_2787 | phb | 286 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] age. At Higher LeveIs. When you cast lhis spell using a spell slot of 5th levei ar higher, the damage increases by Id8 for each slot levei above 4th. WALL OF FORCE 5th-leveI evocation Casting Time: I action Range: 120 feet Components: V, S, ... |
phb_2788 | phb | 286 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] all appears in any orientation you choose, as a horizontal ar vertical barrier ar at an angle. It can be free floating ar resting on a solid surface. Vou can form it into a hemispherical dome ar a sphere with a radius of up to 10 feet, ar yo... |
phb_2789 | phb | 286 | [Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] r the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wal!. It is immune to ali damage and can't be dispe... |
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