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Player's Handbook

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Published by xetock, 2019-10-19 15:10:25

PHB

Player's Handbook

LINE 4 ••
Aline extends from its point of origin in a straight path lHE WEAVE OF MAGIC
up to its length and covers an area defined by its width.
lhe worlds within the D&D multiverse are magical places.
A line's point of origin is not included in the line's area Ali existence is suffused with magical power, and potential
of effect, unless you decide otherwise. energy lies untapped in every rock, stream, and living
creature, and even in the air itself. Raw magic is the stuff of
SPHERE creation, the mute and mindless will of existence, permeating
Vou select a sphere's point of origin, and the sphere every bit of malter and present in every manifestation of
extends outward from that point. The sphere's energy throughout the multiverse.
size is expressed as a radius in feet that extends
from the point. Mortais can't directly shape this raw magic. Instead, they
make use of a fabric of magic, a kind of interface between
A sphere's point of origin is included in the sphere's the will of a spellcaster and the stuff of raw magic. lhe
area of effect. spellcasters of the Forgotten Realms call it the Weave and
recagnize its essence as the goddess Mystra, but casters
SAVING THROWS have varied ways of naming and visualizing this interface. Sy
any name, without the Weave, raw magic is locked away and
Many spells specify that a target can make a saving inaccessible;the most powerful archmage can't light a candle
throw to avoid some or ali of a spell's effects. The spell with magic in an area where the Weave has been tom. Sut
specifies the ability that the target uses for the save and surrounded by the Weave, a spellcaster can shape lightning
what happens on a success or failure. to blast foes, transport hundreds of miles in the blink of an
eye, or even reverse death itself.
The De to resist one of your spells equals 8 + your
spellcasting ability modifier + your proficiency bonus + Ali magic depends on the Weave, though different kinds
of magic access it in a variety of ways. lhe spells of wizards,
any special modifiers. warlocks, sorcerers, and bards are commonly called arcane
magic. lhese spells rely on an understanding-Iearned or
ATTACK ROLLS intuitive-of the workings of the Weave. lhe caster plucks
directly at the strands of the Weave to create the desired
Some spells require the caster to make an attack roll effect. Eldritch knights and arcane tricksters also use arcane
to determine whether the spell effect hits the intended magic. lhe spells of derics, druids, paladins, and rangers are
target. Your attack bonus with a spell attack equals your called divine magic. lhese spellcasters' access to the Weave
is mediated by divine power-gods, the divine forces of
spellcasting ability modifier + your proficiency bonus. nature, or the sacred weight of a paladin's oath.

Most spells that require attack rolls involve ranged Whenever a magic effect is created, the threads of the
attacks. Remember that you have disadvantage on a Weave intertwine, twist, and fold to make the effect possible.
ranged attack roll if you are within 5 feet of a hostile When characters use divination spells such as detect magic or
creature that can see you and that isn't incapacitated identify, they glimpse the Weave. A spell such as dispel magic
(see chapter 9). smooths the Weave. Spells such as antimagic field rearrange
the Weave 50 that magic fiows around, rather than through,
COMBINING MAGICAL EFFECTS the area affected by the spell. And in places where the Weave
is damaged or tom, magic works in unpredictable ways-or
The effects of different spells add together while not at alI.
the durations of those spells overlap. The effects of
the same spell cast multi pie times don't combine,
however. lnstead, the most potent effect-such as the
highest bonus-from those castings applies while their
durations overlap.

For example, if two clerics cast bless on the same
target, that character gains the spell's benefit only
once; he or she doesn't get to roll two bonus dice.



CHAPTER 11: SPELLS

~ HIS CHAPTER DESCRIBES THE MOST COMMON Hold Monster 1ST LEVEL
Legend Lore
speIls in the worlds of DUNGEONS & Mass Cure Wounds Bane
DRAGONs. The chapter begins with the Mislead Bless
speIl Iists of the speIlcasting classes. The Modify Memory Command
remainder contains speIl descriptions, Planar Binding Create or Destroy Water
presented in alphabetical order by the Raise Dead Cure Wounds
name of the spell. Scrying Detect Evil and Good
Seeming Detect Magic
BARD SPELLS Hold Person Teleportation Ci rcle Detect Poison and Disease
Invisibility Guiding Bolt
CANTRIPS (O LEVEL) Knock 6TH LEVEL Healing Word
Lesser Restoration Inflict Wounds
Blade Ward Locate Animais or Plants Eyebite Protection from
Dancing Lights Locate Object Find the Path
Friends Magic Mouth Guards and Wards Evil and Good
Light Phantasmal Force Mass Suggestion Purify Food and Drink
Mage Hand See Invisibility Olto's Irresistible Dance Sanctuary
Mending Shalter Programmed IlIusion Shield of Faith
Message Silence True Seeing
Minor IlIusion Suggestion 2ND LEVEL
Prestidigitation Zone ofTruth 7TH LEVEL
True Strike Aid
Vicious Mockery 3RD LEVEL Etherealness Augury
Forcecage Blindness/Deafness
1ST LEVEL Bestow Curse Mirage Arcane Calm Emotions
Clairvoyance Mordenkainen's Continuai Flame
Animal Friendship Dispel Magic Enhance Ability
Bane Fear Magnificent Mansion Find Traps
Charm Person Feign Death Mordenkainen's Sword Gentle Repose
Comprehend Languages Glyph ofWarding Project Image Hold Person
Cure Wounds Hypnotic Pattem Regenerate Lesser Restoration
Detect Magic Leomund's Tiny Hut Resurrection Locate Object
Disguise Self Major Image Symbol Prayer of Healing
Dissonant Whispers Nondetection Teleport Protection from Poison
Faerie Fire Plant Growth Silence
Feather Fali Sending 8TH LEVEL Spiritual Weapon
Healing Word Speak with Dead Warding Bond
Heroism Speak with Plants Dominate Monster Zone ofTruth
Identify Stinking Cloud Feeblemind
IlIusory Script Tongues Glibness 3RD LEVEL
Longstrider Mind Blank
Silent Image 4TH LEVEL Power Word Stun Animate Dead
Sleep Beacon of Hope
Speak with Animais Compulsion 9TH LEVEL Bestow Curse
Tasha's Hideous Laughter Confusion Clairvoyance
Thunderwave Dimension ODor Foresight Create Food and Water
Unseen Servant Freedom of Movement Power Word Heal Daylight
Greater Invisibility Power Word Kill Dispel Magic
2ND LEVEL Hallucinatory Terrain True Polymorph Feign Death
Locate Creature Glyph ofWarding
Animal Messenger Polymorph CLERIC SPELLS Magic Circle
Blindness/Deafness Mass Healing Word
Calm Emotions 5TH LEVEL CANTRIPS (o LEVEL) Meld into Stone
Cloud of Daggers Guidance Protection from Energy
Crown of Madness Animate Objects Light Remove Curse
Detect Thoughts Awaken Mending Revivify
Enhance Ability Dominate Person Resistance Sending
Enthrall Dream Sacred Flame Speak with Dead
Heat Metal Geas Spare the Dying
Greater Restoration Thaumaturgy PART 3 SPfLlS

,"

Spirit Guardians Gate Dispel Magic Mirage Arcane
Tongues Mass Heal Feign Death Plane Shift
Water Walk True Resurrection Meld into Stone Regenerate
Plant Growth Reverse Gravity
4TH LEVEL DRUID SPELLS Protection from Energy
Sleet Storm 8TH LEVEL
Banishment CANTRIPS (o LEVEL) Speak with Plants
Control Water Druidcraft Water Breathing Animal Shapes
Death Ward Guidance Water Walk AntipathyjSympathy
Divination Mending Wind Wall Control Weather
Freedom of Movement Poison Spray Earthquake
Guardian of Faith Produce Flame 4TH LEVEL Feeblemind
Locate Creature Sunburst
Stone Shape Resistance Blight Tsunami
Shillelagh Confusion
5TH LEVEL Thorn Whip Conjure Minor Elementals 9TH LEVEL
Commune Conjure Woodland Beings
1ST LEVEL Control Water Foresight
Contagion Dominate Beast Shapechange
Dispel Evil and Good Animal Friendship Freedom of Movement Storm ofVengeance
Flame Strike Charm Person Giant Insect True Resurrection
Geas Create or Destroy Water Grasping Vine
Greater Restoration Cure Wounds Hallucinatory Terrain PALADIN SPELLS
Hallow Detect Magic Ice Storm
Insect Plague Detect Poison and Disease Locate Creature 1ST LEVEL
Legend Lore Entangle Polymorph
Mass Cure Wounds Faerie Fire Stone Shape Bless
Planar Binding Fog Cloud Stoneskin Command
Raise Dead Goodberry Wall of Fire Compelled Duel
Scrying Healing Word Cure Wounds
jump 5TH LEVEL Detect Evil and Good
6TH LEVEL Longstrider Detect Magic
Purify Food and Drink Antilife Shell Detect Poison and Disease
Blade Barrier Speak with Animais Awaken Divine Favor
Create Undead Thunderwave Commune with Nature Heroism
Find the Path Conjure Elemental Protection from
Forbiddance 2ND LEVEL Contagion
Harm Geas Evil and Good
Heal Animal Messenger Greater Restoration Purify Food and Drink
Heroes' Feast Barkskin Insect Plague Searing Smite
Planar Ally Beast Sense Mass Cure Wounds Shield of Faith
True Seeing Darkvision Planar Binding Thunderous Smite
Word of Recall Enhance Ability Reincarnate Wrathful Smite
Find Traps Scrying
7TH LEVEL Flame Blade Tree Stride 2ND LEVEL
Flaming Sphere Wall ofStone
Conjure Celestial Gust ofWind Aid
Divine Word Heat Metal 6TH LEVEL Branding Smite
Etherealness Hold Person Find Steed
Fire Storm Lesser Restoration Conjure Fey Lesser Restoration
Plane Shift Locate Animais or Plants Find the Path Locate Object
Regenerate Locate Object Heal Magic Weapon
Resurrection Moonbeam Heroes' Feast Protection from Poison
Symbol Pass without Trace Move Earth Zone ofTruth
Protection from Poison Sunbeam
8TH LEVEL Spike Growth Transport via Plants 3RD LEVEL
Wall ofThorns
Antimagic Field 3RD LEVEL Wind Walk Aura ofVitality
Control Weather Blinding Smite
Earthquake Call Lightning 7TH LEVEL Create Food and Water
Holy Aura Conjure Animais Crusader's Mantle
Daylight Fire Storm Daylight
9TH LEVEL Dispel Magic
Elemental Weapon
Astral Projection

208 PART 3 I SPFLLS

Magic Circle Plant Growth Sleep Greater Invisibility
Remove Curse Protection from Energy Thunderwave Ice Storm
Revivify Speak with Plants Witch Bolt Polymorph
Water Breathing Stoneskin
4TH LEVEL Water Walk 2ND LEVEL Wall of Fire
Wind Wall
Aura of Life Alter Self 5TH LEVEL
Aura of Purity 4TH LEVEL BlindnessjDeafness
Banishment Blur Animate Objects
Death Ward Conjure Woodland Beings Cloud of Daggers Cloudkill
Locate Creature Freedom of Movement Crown of Madness Cone ofCold
Staggering Smite Grasping Vine Darkness ereation
Locate Creature Darkvision Dominate Person
5TH LEVEL Stoneskin Detect Thoughts Hold Monster
Enhance Ability Insect Plague
Banishing Smite 5TH LEVEL EnlargejReduce Seeming
Cirele of Power Gust ofWind Telekinesis
Destructive Smite Commune with Nature Hold Person Teleportation Cirele
Dispel Evil and Good Conjure Volley Invisibility Wall of Stone
Geas Swift Quiver Knock
Raise Dead Tree Stride Levitate 6TH LEVEL
Mirror Image
RANGER SPELLS SORCERER SPELLS Misty Step Arcane Gate
Phantasmal Force Chain Lightning
1ST LEVEL CANTRIPS (O LEVEL) Scorching Ray Cirele of Death
See Invisibility Disintegrate
Alarm Acid Splash Shatter Eyebite
Animal Friendship Blade Ward Spider Climb Globe of Invulnerability
Cure Wounds Chill Touch Suggestion Mass Suggestion
Detect Magic Dancing Lights Web Move Earth
Detect Poison and Disease Fire Bolt Sunbeam
Ensnaring Strike Friends 3RD LEVEL True Seeing
Fog Cloud Light
Goodberry Mage Hand Blink 7TH LEVEL
Hail ofThorns Mending Clairvoyance
Hunter's Mark Message Counterspell Delayed Blast Fireball
)ump Minor IlIusion Daylight Etherealness
Longstrider Poison Spray Dispel Magic Finger of Death
Speak with Animais Prestidigitation Fear Fire Storm
Ray of Frost Fireball Plane Shift
2ND LEVEL Shocking Grasp Fly Prismatic Spray
True Strike Gaseous Form Reverse Gravity
Animal Messenger Haste Teleport
Barkskin 1ST LEVEL Hypnotic Pattern
Beast Sense Lightning Bolt 8TH LEVEL
Cordon of Arrows Burning Hands Major Image
Darkvision Charm Person Protection from Energy Dominate Monster
Find Traps Chromatic Orb Sleet Storm Earthquake
Lesser Restoration Color Spray Slow Incendiary Cloud
Locate Animais or Plants Comprehend Languages Stinking Cloud Power Word Stun
Locate Object Detect Magic Tongues Sunburst
Pass without Trace Disguise Sei f Water Breathing
Protection from Poison Expeditious Retreat Water Walk 9TH LEVEL
Silence False Life
Spike Growth Feather Fali 4TH LEVEL Gate
Fog Cloud Meteor Swarm
3RD lEVEL jump Banishment Power Word Kill
Mage Armor Blight Time Stop
Conjure Animais Magic Missile Confusion Wish
Conjure Barrage Ray of Sickness Dimension Door
Daylight Shield Dominate Beast
Lightning Arrow Silent Image
Nondetection

PART 3 I SPELLS

2°9

WARLOCK SPELLS Dimension Door 1ST LEVEL Misty Step
Hallucinatory Terrain Nystul's Magic Aura
CANTRIPS (o LEVEL) Alarm Phantasmal Force
5TH LEVEL Burning Hands Ray of Enfeeblement
Blade Ward Contact Other Plane Charm Person Rope Trick
Chill Touch Dream Chromatic Orb Scorching Ray
Eldritch Blast Hold Monster Color Spray See Invisibility
Friends Scrying Comprehend Languages Shatter
Mage Hand Detect Magic Spider Climb
Minor IlIusion 6TH LEVEL Disguise Self Suggestion
Poison Spray Arcane Gate Expeditious Retreat Web
Prestidigitation Cirele of Death False Life
True Strike Conjure Fey Feather Fali 3RD LEVEL
Create Undead Find Familiar
1ST LEVEL Eyebite Fog Cloud Animate Dead
Armor of Agathys Flesh to Stone Grease Bestow Curse
Arms of Hadar Mass Suggestion Identify Blink
Charm Person True Seeing IlIusory Script Clairvoyance
Comprehend Languages jump Counterspell
Expeditious Retreat 7TH LEVEL Longstrider Dispel Magic
Hellish Rebuke Etherealness Mage Armor Fear
Hex Finger of Death Magic Missile Feign Death
IlIusory Script Forcecage Protection from Fireball
Protection from Plane Shift Fly
Evil and Good Gaseous Form
Evil and Good 8TH LEVEL Ray of Sickness Glyph ofWarding
Unseen Servant Demiplane Shield Haste
Witch Bolt Dominate Monster Silent Image Hypnotic Pattern
Feeblemind Sleep Leomund's Tiny Hut
2ND LEVEL Glibness Tasha's Hideous Laughter Lightning Bolt
Cloud of Daggers Power Word Stun Tenser's Floating Disk Magic Cirele
Crown of Madness Thunderwave Major Image
Darkness 9TH LEVEL Unseen Servant Nondetection
Enthrall Astral Projection Witch Bolt Phantom Steed
Hold Person Foresight Protection from Energy
Invisibility Imprisonment 2ND LEVEL Remove Curse
Mirror Image Power Word Kill Sending
Misty Step True Polymorph Alter Self Sleet Storm
Ray of Enfeeblement Arcane Lock Slow
Shatter WIZARD SPELLS Blindness/Deafness Stinking Cloud
Spider Climb Blur Tongues
Suggestion CANTRIPS (o LEVEL) Cloud of Daggers Vampiric Touch
Continuai Flame Water Breathing
3RD LEVEL Acid Splash Crown of Madness
Counterspell Blade Ward Darkness 4TH LEVEL
Dispel Magic Chill Touch Darkvision
Fear Dancing Lights Detect Thoughts Arcane Eye
Fly Fire Bolt Enlarge/Reduce Banishment
Gaseous Form Friends Flaming Sphere Blight
Hunger of Hadar Light Gentle Repose Confusion
Hypnotic Pattern Mage Hand Gust ofWind Conjure Minor Elementals
Magic Cirele Mending Hold Person Control Water
Major Image Message Invisibility Dimension ODor
Remove Curse Minor IlIusion Knock Evard's Black Tentades
Tongues Poison Spray Levitate Fabricate
Vampiric Touch Prestidigitation Locate Object Fire Shield
Ray of Frost Magic Mouth Greater Invisibility
4TH LEVEL Shocking Grasp Magic Weapon Hallucinatory Terrain
Banishment True Strike Melf's Acid Arrow Ice Storm
Blight Mirror Image Leomund's Secret Chest

PART 3 I SPELLS

210







































































lriggers include opening lhal objecl, approaching wilhin Vou conjure a vine lhal sprouls from lhe ground in an
a cerlain dislance of lhe objecl, or seeing or reading lhe unoccupied space of your choice lhal you can see wilhin
glyph. Once a glyph is lriggered, lhis spell ends. range. When you casl lhis spell, you can direcl lhe vine
lOlash oul at a crealure wilhin 30 feel of il lhal you can
Vou can furlher retine lhe lrigger so lhe spell aclivales see. Thal crealure musl succeed on a Dexlerily saving
only under cerlain circumslances or according lo lhrow or be pulled 20 feel direclly loward lhe vine.
physical characlerislics (such as heighl or weighl),
crealure kind (for example, the ward could be seI lo Unlil lhe spell ends, you can direcl lhe vine lo lash oul
affecl aberralions or drow), or alignment. Vou can also aI lhe same crealure or anolher one as a bonus aclion
seI condilions for crealures lhal don'l lrigger lhe glyph, on each of your lurns.
such as lhose who say a cerlain password.
GREASE
When you inscribe lhe glyph, choose expiosive runes 1st-levei conjuration
or a spell glyph.
Casting Time: I aclion
Explosive Runes. When lriggered, lhe glyph erupls Range: 60 feet
with magical energy in a 20-fool-radius sphere cenlered Components: V,5, M (a bil of pork rind or butter)
on lhe glyph. The sphere spreads around corners. Each Duration: I minule
crealure in lhe area musl make a Dexlerily saving
lhrow. A crealure takes Sd8 acid, cold, tire, lighlning, or 5lick grease covers lhe ground in a lO-fool square
thunder damage on a failed saving lhrow (your choice cenlered on a poinl wilhin range and lurns il inlo
when you creale the glyph), or half as much damage on a difficull lerrain for lhe duralion.
successful one.
When lhe grease appears, each crealure slanding in
SpelJ Glyph. Vou can slore a prepared spell of ils area musl succeed on a Dexlerity saving lhrow or fali
3rd levei or lower in lhe glyph by casling it as parI prone. A crealure thal enlers lhe area or ends ils lurn
of crealing lhe glyph. The spell musl largel a single lhere musl also succeed on a Dexlerily saving lhrow
crealure or an area. The spell being slored has no or fali prone.
immediale effecl when casl in lhis way. When lhe glyph
is lriggered, lhe slored spell is cast. If lhe spell has a GREATER INVISIBILITY
largel, il largels lhe crealure lhal lriggered lhe glyph. 4th-levei ilIusion
If lhe spell affecls an area, lhe area is cenlered on
lhal crealure. Ir lhe spell summons hoslile crealures Casting Time: I aclion
or creales harmful objecls or lraps, lhey appear as Range: Touch
close as possible lo lhe inlruder and attack it. Ir lhe Components: V.5
spell requires concenlralion, il !asls unlil lhe end of ils Duration: Concenlralion, up lo I minule
full duralion.
Vou or a crealure you louch becomes invisible unlil lhe
At Higher Leveis. When you casl lhis spell using spell ends. Anylhing lhe largel is wearing or carrying is
a spell slol of 41h levei or higher, lhe damage of an invisible as long as il is on lhe largel's person.
expiosive runes glyph increases by Id8 for each si01
levei above 3rd. If you creale a spell glyph, you can slore GREATER RESTORATlON
any spell of up lo lhe same leve! as lhe si01you use for 5th-ievei abjuration
lhe giyph of warding.
Casting Time: I aclion
GOODBERRY Range: Touch
1st-levei transmutation Components: V,5, M (diamond dusl worlh aI leasl 100

Casting Time: I aclion gp, which the spell consumes)
Range: Touch Duration: Inslanlaneous
Components: V,5, M (a sprig of mistleloe)
Duration: Inslanlaneous Vou imbue a crealure you louch wilh posilive energy lo
undo a debililating effect. Vou can reduce lhe largel's
Up lo len berries appear in your hand and are infused exhauslion leveI by one, or end one of lhe following
wilh magic for lhe duralion. A crealure can use ilS effecls on lhe largel:
aclion to eal one berry. Ealing a berry reslores I hil
poinl, and lhe berry provides enough nourishmenl lo One effecl lhat charmed or pelritied lhe largel
suslain a creature for one day. One curse, including lhe larget's attunemenl lo a
cursed magic ilem
The berries lose lheir polency if lhey have nol been Any reduclion lo one of lhe largel's abilily scores
consumed wilhin 24 hours of lhe casling of lhis spell. One effecl reducing lhe larget's hil poinl maximum

GRASPING VINE GUARDIAN OF FAITH
4th-ievei conjuration 4th-ievei conjuration

Casting Time: I bonus aclion Casting Time: I aclion
Range: 30 feel Range: 30 feel
Components: V, S Components: V
Duration: Concenlralion, up lo I minule Duration: 8 hours

PART 3 I SPELLS A Large speclral guardian appears and hovers for lhe
duralion in an unoccupied space of your choice lhal you



can see within range. The guardian occupies that space Place a suggestion in one location. Vou select an area
and is indistinct except for a gleaming sword and shield of up to 5 feet square, and any creature that enters
emblazoned with the symbol of your deity. or passes through the area receives the suggestion
mentally.
Any creature hostile to you that moves to a space
within lO feet of the guardian for the first time on a The whole warded area radiates magic. A dispel
turn must succeed on a Dexterity saving throw. The magic cast on a specific effect, if successful, removes
creature takes 20 radiant damage on a failed save, or only that effect.
half as much damage on a successful one. The guardian
vanishes when it has dealt a total of 60 damage. Vou can create a permanently guarded and warded
structure by casting this spell there every day
GUARDS AND WARDS for one year.
6th-levei abjuration
GUIDANCE
Casting Time: 10 minutes Divination cantrip
Range: Touch
Components: V, S, M (burning incense, a small Casting Time: I action up to I minute
Range: Touch
measure of brimstone and oil, a knotled string, a Components: V, S
small amount of umber hulk blood, and a small silver Duration: Concentration,
rod worth at least 10 gp)
Duration: 24 hours Vou touch one willing creature. Once before the spell
ends, the target can roll a d4 and add the number rolled
Vou create a ward that protects up to 2,500 square feet to one ability check of its choice. lt can roll the die before
of floor space (an area 50 feet square, or one hundred or after making the ability check. The spell then ends.
5-foot squares or twenty-five lO-foot squares). The
warded area can be up to 20 feet tall, and shaped as you GUIDING BOLT
desire. Vou can ward several stories of a stronghold by 1st-levei evocation
dividing the area among them, as long as you can walk
into each contiguous area while you are casting the spell. Casting Time: I action
Range: 120 feet
When you cast this spell, you can specify individuais Components: V, S
that are unaffected by any or ali of the effects that Duration: I rOllnd
you choose. Vou can also specify a password that,
when spoken aloud, makes the speaker immune to A flash of light streaks toward a creature of your choice
these effects. within range. Make a ranged spell attack against the
target. On a hit, the target takes 4d6 radiant damage,
Guards and wards creates the following effects within and the next atlack roll made against this target before
the warded area. the end ofyour next turn has advantage, thanks to the
mystical dim light glittering on the target until then.
Corridors. Fog fills ali the warded corridors, making
them heavily obscured. In addition, at each intersection At Higher LeveIs. When YOllcast this spell using a
or branching passage offering a choice of direction, spell slot of 2nd levei or higher, the damage increases by
there is a 50 percent chance that a creature other than Id6 for each slot levei above 1st.
you will believe it is going in the opposite direction from
the one it chooses. GUSTOFWIND
2nd-levei evocation
Doors. Ali doors in the warded area are magically
locked, as if sealed by an arcane lock spell. In addition, Casting Time: I action
you can cover up to ten doors with an illusion (equivalent Range: Self (60-foot line)
to the illusory object function of the minor illusion spell) Components: V, S, M (a legume seed)
to make them appear as plain sections of wall. Duration: Concentration, up to I minute

Stairs. Webs fill ali stairs in the warded area from top Aline of strong wind 60 feet long and 10 feet wide
to botlom, as the web spell. These strands regrow in 10 blasts from you in a direction you choose for the spell's
minutes if they are burned or torn away while guards duration. Each creature that starts its turn in the line
and wards lasts. must succeed on a Strength saving throw or be pushed
15 feet away from you in a direction following the line.
Other SpelJ Effect. Vou can place your choice of one
of the following magical effects within the warded area Any creature in the line must spend 2 feet of
of the stronghold. movement for every I foot it moves when moving
doser to YOU.
Place dancing lights in four corridors. Vou can desig-
nate a simple program that the lights repeat as long as The gust disperses gas or vapor, and it extinguishes
guards and wards lasts. candles, torches, and similar unprotected flames in
Place magic mouth in two locations. the area. It causes protected fiames, such as those of
Place stinking cloud in two locations. The vapors lanterns, to dance wildly and has a 50 percent chance to
appear in the places you designate; they return within extingllish them.
10 minutes if dispersed by wind while guards and
wards lasts. As a bonus action on each of your turns before the
Place a constant gust of wind in one corridor or room. spell ends, you can change the direction in which the
line blasts from you.
PART 3 I SPELLS

HAIL OF THORNS Energy VuInerabiJity. Affected creatures in the area
1st-levei conjuration
have vulnerability to one damage type of your choice,
Casting Time: I bonus action
Range: Self except for bludgeoning, piercing, or slashing.
Components: V
Duration: Concentration, up to I minute EverIasting Rest. Dead bodies interred in the area

The next time you hit a creature with a ranged weapon can't be turned into undead.
atlack before the spell ends, this spell creates a rain
of thorns that sprouts from your ranged weapon or Extradimensionallnterference. Affected creatures
ammunition. In addition to the normal effect of the
attack, the target of the atlack and each creature within can't move or traveI using teleportation or by
5 feet of it must make a Dexterity saving throw. A
creature takes Id 10 piercing damage on a failed save, ar extradimensional or interplanar means.
half as much damage on a successful one.
Fear. Affected creatures are frightened
At Higher LeveIs. If you cast this spell using a spell
slot of 2nd levei or higher, the damage increases by IdlO while in the area.
for each slot leveI above I st (to a maximum of 6d 10).
SiJence. No sound can emanate from within the area,
HALLOW
5th-levei evocation and no sound can reach into it.

Casting Time: 24 hours Tongues. Affected creatures can communicate with
Range: Touch
Components: V, S, M (herbs, oils, and incense worth at any other creature in the area, even if they don't share a

least 1,000 gp, which the spell consumes) common language.
Duration: Until dispelled
HALLUCINATORY TERRAIN
Vou touch a point and infuse an area around it with holy 4th-levei iIIusion
(or unholy) power. The area can have a radius up to 60
feet, and the spell fails if the radius includes an area Casting Time: 10 minutes
already under the effect a hallow spell. The affected area Range: 300 feet
is subject to the following effects. Components: V, S, M (a stone, a twig, and a bit

First, celestiais, elementals, fey, fiends, and undead of green plant)
can't enter the area, nor can such creatures charm, Duration: 24 hours
frighten, or possess creatures within it. Any creature
charmed, frightened, or possessed by such a creature Vou make natural terrain in a 150-foot cube in range
is no longer charmed, frightened, or possessed upon look, sound, and smelllike some other sort of natural
entering the area. Vou can exclude one or more of those terrain. Thus, open fields or a road can be made to
types of creatures from this effect. resemble a swamp, hill, crevasse, or some other difficult
or impassable terrain. A pond can be made to seem
Second, you can bind an extra effect to the area. like a grassy meadow, a precipice like a gentle slope,
Choose the effect from the following list, or choose an or a rock-strewn gully like a wide and smooth road.
effect offered by the DM. Some of these effects apply to Manufactured structures, equipment, and creatures
creatures in the area; you can designate whether the within the area aren't changed in appearance.
effect applies to ali creatures, creatures that follow a
specific deity or leader, or creatures of a specific sort, The tactile characteristics of the terrain are
such as orcs or trolls. When a creature that would be unchanged, so creatures entering the area are likely to
affected enters the spell's area for the first time on a see through the illusion. If the difference isn't obvious
turn or starts its turn there, it can make a Charisma by touch, a creature carefully examining the illusion can
saving throw. On a success, the creature ignores the atlempt an Intelligence (lnvestigation) check against
extra effect until it leaves the area. your spell save DC to disbelieve it. A creature who
discerns the illusion for what it is, sees it as a vague
Courage. Affected creatures can't be frightened image superimposed on the terrain.
while in the area.
HARM
Darkness. Darkness fills the area. Normallight, 6th-levei necromancy
as well as magicallight created by spells of a lower
levei than the slot you used to cast this spell, can't Casting Time: I action
illuminate the area. Range: 60 feet
Components: V, S
DayJight. Bright light fills the area. Magical darkness Duration: Instantaneous
created by spells of a lower levei than the slot you used
to cast this spell can't extinguish the light. Vou unleash a virulent disease on a creature that
you can see within range. The target must make a
Energy Protection. Affected creatures in the area Constitution saving throw. On a failed save, it takes
have resistance to one damage type of your choice, 14d6 necrotic damage, or half as much damage on a
except for bludgeoning, piercing, or slashing. successful save. The damage can't reduce the target's
hit points below I. ]f the target fails the saving throw,
its hit point maximum is reduced for I hour byan
amount equal to the necrotic damage it took. Any effect
that removes a disease allows a creature's hit point
maximum to return to normal before that time passes,

PART 3 SPELLS 249


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