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Published by natemeneses, 2019-10-21 15:37:24

5e - Player's Handbook

Keywords: D&D,PHB,5e,Player's Handbook,Players Handbook,PHB 5e,Player's Handbook 5e,Players Handbook 5e,Fifth Edition PHB,5th Edition PHB

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

Loeale Crealure Sunbeam SPELL DESCRIPTIONS
Mordenkainen's True Seeing
Wall oflee The spells are presented in alphabetical order.
Failhful Hound
Mordenkainen's 7TH LEVEL ACID SPLASH
Conjuration calltrip
Privale Sanelum Delayed BiasI Fireball
Oliluke's Resilienl Sphere Elherealness Casting Time: I action
Phanlasmal Killer Finger of Dealh Range: 60 feel
Polymorph Foreeeage Components: V, S
Slone Shape Mirage Areane Duration: Instantaneous
Sloneskin Mordenkainen's
Wall ofFire Vou hurl a bubble of acid. Choose one creature within
Magnifieenl Mansion range, or choose two crealures within range thal are
5TH LEVEL Mordenkainen's Sword wilhin 5 feet of each other. A target must succeed on a
Plane Shifl Dexterity saving throw or lake Id6 acid damage.
Animale Objeels Prismalie Spray
Bigby's Hand Projeel Image This spell's damage increases by Id6 when you reach
Cloudkill Reverse Gravily 5th leveI (2d6), 11th leveI (3d6), and 17lh leveI (4d6).
Cone ofCold Sequesler
Conjure Elemenlal Simulaerum AID
Conlael Olher Plane Symbol 2nd-leveI abjuration
Crealion Teleporl
Dominale Person Casting Time: I action
Dream 8TH LEVEL Range: 30 feet
Geas Components: V, S, M (a tiny strip of while clOlh)
Hold Monsler Anlimagie Field Duration: 8 hours
Legend Lore Anlipalhy/Sympalhy
Mislead Clone Your spell bolsters your allies with toughness and
Modify Memory Conlrol Wealher resolve. Choose up to three crealures within range.
Passwall Demiplane Each target's hit poinl maximum and current hit points
Planar Binding Dominale Monsler increase by 5 for the duration.
Rary's Telepalhie Bond Feeblemind
Serying Ineendiary Cloud At Higher LeveIs. When you cast this spell using
Seeming Maze a spell slot of 3rd leveI or higher, a largel's hit points
Telekinesis Mind Blank increase by an additional 5 for each slot leveI above 2nd.
Teleporlalion Cirele Power Word Slun
Wall of Force Sunbursl ALARM
Wall of Slone Telepalhy 1st-leveI abjuration (ritual)
Trap lhe Soul
6TH LEVEL Casting Time: I minule
9TH LEVEL Range: 30 feet
Areane Gale Components: V. S, M (a tiny bell and a piece of
Chain Lighlning Aslral Projeelion
Cirele of Dealh Foresighl fine silver wire)
Conlingeney Gale Duration: 8 hours
Creale Undead Imprisonmenl
Disinlegrale Meleor Swarm Vou seI an alarm against unwanted inlrusion. Choose
Drawmij's Inslanl Power Word Kill a door. a window, or an area wilhin range that is no
Prismalie Wall larger lhan a 20-foot cube. Until lhe spell ends. an alarm
Summons Shapeehange alerts you whenever a Tiny or larger creature louches
Eyebile Time Slop or enters lhe warded area. When you cast the spell, you
Flesh lo Slone True Polymorph can designale crealures lhat won't set off the alarmo Vou
Globe of Invulnerabilily Weird also choose whether the alarm is mental or audible.
Guards and Wards Wish
Magie Jar A mental alarm alerts you with a ping in your mind
Mass Suggeslion if you are within I mile of the warded area. This ping
Move Earlh awakens you if you are sleeping.
Oliluke's Freezing Sphere
0110'5 Irresislible Dance An audible alarm produces lhe sound of a hand bell
Programmed Illusion for 10 seconds within 60 feel.

ALTER SELF
2nd-leveI transmutation

Casting Time: I action up to I hour
Range: SeI f
Components: V, S
Duration: Concenlralion.

Vou assume a different formo When you cast lhe spell.
choose one of the following options, the effects of which
last for the duralion of the spell. While lhe spelllasts,

PART 3 SPELLS

2Il

you can end one oplion as an aclion lo gain lhe benefils localion, covering aboul 50 miles per 24 hours for a
of a differenl one. flying messenger, or 25 miles for olher animaIs.

AquaticAdaptation. Vou adapl your body lo an When lhe messenger arrives, il delivers your message
aqualic environmenl, sprouting gills and growing lo lhe crealure lhal you described, replicating lhe sound
webbing belween your fingers. Vou can brealhe of your voice. The messenger speaks only lo a crealure
underwaler and gain a swimming speed equal lo your malching lhe descriplion you gave. If lhe messenger
walking speed. doesn'l reach its deslinalion before lhe spell ends, lhe
message is losl, and lhe beasl makes ils way back to
Change Appearance. Vou lransform your appearance. where you casl lhis spell.
Vou decide whal you look like, including your heighl,
weighl, facial fealures, sound of your voice, hair lenglh, At Higher LeveIs. If you casl lhis spell using a spell
coloralion, and dislinguishing characlerislics, if any, slot of 3nd levei or higher, lhe duralion of lhe spell
Vou can make yourself appear as a member of anolher increases by 48 hours for each slol levei above 2nd.
race, lhough none of your slalislics change. Vou also
can'l appear as a crealure of a differenl size lhan you, ANIMAL SHAPES
and your basic shape slays lhe same; ifyou're bipedal, 8th./evel transmutatioIl
you can'l use lhis spell lo become quadrupedal, for
inslance. AI any lime for lhe duralion of lhe spell, you Casting Time: 1 aclion
can use your action lOchange your appearance in Range: 30 feel
lhis way again. Components: V,S
Duration: Concenlralion, up to 24 hours
Natural Weapons. Vou grow claws, fangs, spines,
horns, or a differenl nalural weapon of your choice. Your Your magic lurns others into beasts. Choose any
unarmed slrikes deal ld6 bludgeoning, piercing, or number of willing crealures lhal you can see within
slashing damage, as appropriale lo lhe nalural weapon range. Vou transform each targel into the form of a
you chose, and you are proficienl wilh your unarmed Large or smaller beasl wilh a challenge rating of 4 or
slrikes. Finally, lhe natural weapon is magic and you lower. On subsequent turns, you can use your action to
have a +1 bonus lo lhe atlack and damage rolls you transform affected creatures inlo new forms.
make using it.
The transformation lasls for lhe duration for each
ANIMAL FRIENDSHIP largel, or until the target drops to O hit points or dies.
lst.level enchantment Vou can choose a different form for each larget. A
largel's game stalistics are replaced by the stalislics of
Casting Time: 1 aclion lhe chosen beast, though the largel relains ils alignmenl
Range: 30 feel and Inlelligence, Wisdom, and Charisma scores. The
Components: V,S, M (a morsel of food) largel assumes lhe hil poinls of ils new form, and when
Duration: 24 hours it reverls lo ils normal form, il relurns to the number
of hil points it had before il lransformed. If il reverls as
This spelllels you convince a beasl lhal you mean il no a result of dropping to O hit poinls, any excess damage
harm. Choose a beasl lhal you can see wilhin range. carries over lo ils normal formoAs long as the excess
damage doesn'l reduce lhe crealure's normal form lo O
It musl see and hear you. Ir lhe beast's Inlelligence is hil poinls, it isn'l knocked unconscious. The creature is
limiled in lhe aclions il can perform by lhe nalure of its
4 or higher, lhe spell fails. Olherwise, lhe beasl musl new form, and it can'l speak or casl spells.
succeed on a Wisdom saving lhrow or be charmed
by you for lhe spell's duralion. If you or one of your The largel's gear melds into lhe new formoThe largel
companions harms lhe largel, lhe spells ends. can't aclivate, wield, or olherwise benefil from any of
ils equipment.
At Higher LeveIs. When you casl lhis spell using
a spell sI01 of 2nd leveI or higher, you can affecl one ANIMATE DEAD
addilional beasl for each slol leveI above 1st. 3rd./evel necromancy

ANIMAL MESSENGER Casting Time: 1 minule
2nd.level enchantment (ritual) Range: 10 feel
Components: V, S, M (a drop of blood, a piece of flesh,
Casting Time: 1 aclion
Range: 30 feel and a pinch of bone dust)
Components: V,S, M (a morsel of food) Duration: Inslanlaneous
Duration: 24 hours
This spell creates an undead servant. Choose a pile
By means of lhis spell, you use an animal to deliver a of bones or a corpse of a Medium or Small humanoid
message. Choose a Tiny beasl you can see wilhin range, within range. Your spell imbues lhe targel wilh a foul
such as a squirrel, a blue jay, or a bat. Vou specify a mimicry of life, raising il as an undead crealure. The
localion, which you musl have visiled, and a recipienl largel becomes a skeleton if you chose bones or a
who malches a general descriplion, such as "a man or zombie if you chose a corpse (lhe DM has lhe crealure's
woman dressed in lhe uniform of lhe town guard" or "a game slalislics).
red.haired dwarf wearing a poinled hat." Vou also speak
a message of up lOlwenly-five words. The largel beasl On each of your lurns, you can use a bonus aclion
lravels for lhe duralion of lhe spell loward lhe specified lOmentally command any crealure you made with
lhis spell if lhe creature is within 60 feel of you (if you

PART 3 I SPELLS

212

control multi pie creatures, you can command any or all are 3, and its Charisma is 1. Its speed is 30 feet; if the
of them at the same time, issuing the same command to object lacks legs or other appendages it can use for
each one). Vou decide what action the creature will take locomotion, it instead has a f1yingspeed of 30 feet and
and where it will move during its next turn, or you can can hover. lf the object is securely attached to a surface
issue a general command, such as to guard a particular or a larger object, sue h as a chain bolted to a wall, its
chamber or corridor. lf you issue no commands, the speed is O. It has blindsight with a radius of 30 feet and
creature only defends itself against hostile creatures. is b\ind beyond that distance. When the animated object
Once given an order, the creature continues to follow it drops to O hit points, it reverts to its original object
until its task is complete. form, and any remaining damage carries over to its
original object formo
The creature is under your control for 24 hours,
after which it stops obeying any command you've given lf you command an object to attack, it can make a
it. To maintain control of the creature for another single melee attack against a creature within 5 feet
24 hours, you must cast this spell on the creature of it. [t makes a slam attack with an attack bonus and
again before the current 24-hour period ends. This bludgeoning damage determined by its size. The DM
use of the spell reasserts your control over up to four might rule that a specific object inflicts slashing or
creatures you have animated with this spell, rather than piercing damage based on its formo
animating a new one.
At Higher Leve/s. Ifyou cast this spell using a
At Higher Leve/s. When you cast this spell using a spell slot of 6th leveI or higher, you can animate two
spell slot of 4th leveI or higher, you animate or reassert additional objects for each slot leveI above 5th.
contraI over two additional undead creatures for each
slot levei above 3rd. Each of the creatures must come ANTILIFE SHELL
from a different corpse or pile of bones. 5th-leveI abjuration

ANIMATE OBJECTS Casting Time: I action
5th-leveI transmutation Range: Self (I O-foot radius)
Components: V, S
Casting Time: I action up to I minute Duration: Concentration, up to 1 hour
Range: 120 feet
Components: V, S A shimmering barrier extends out from you in a IO-foot
Duration: Concentration, radius and moves with you, remaining centered on
you and hedging out creatures other than undead and
Objects come to \ife at your command. Choose up to constrllcts. The barrier lasts for the duration.
ten nonmagical objects within range that are not being
worn or carried. Medium targets count as two objects, The barrier prevents an affected creature from
Large targets count as four objects, Huge targets passing or reaching through. An affected creature
count as eight objects. Vou can't animate any object can cast spells or make attacks with ranged or reach
larger than Huge. Each target animates and becomes a weapons through the barrier.
creature under your contrai until the spell ends or until
reduced to O hit points. If you move so that an affected creatllre is forced to
pass through the barrier, the spell ends.
As a bonus action, you can mentally command any
creature you made with this spell if the creature is ANTIMAGIC FIELD
within 500 feet of you (if you contrai multiple creatures, 8th-leveI abjuration
you can command any or all of them at the same time,
issuing the same command to each one). Vou decide Casting Time: 1 action
what action the creature will take and where it will Range: Self (IO-foot-radius sphere)
move during its next turn, or you can issue a general Components: V, S, M (a pinch of powdered iron or
command, such as to guard a particular chamber or
corridor. If you issue no commands, the creature only iron filings)
defends itself against hostile creatures. Once given Duration: Concentration, up to I hour
an order, the creature continues to follow it until its
task is complete. A 10-foot-radius invisible sphere of antimagic surraunds
you. This area is divorced fram the magical energy that
ANIMATED OB/ECT STATISTICS suffuses the multiverse. Within the sphere, spells can't
be cast, summoned creatures disappear, and even magic
Size H P AC Attack Str Dex items become mundane. Unti! the spell ends, the sphere
4 18 moves with you, centered on you.
Tiny 20 18 +8 to hit, 1d4 + 4 damage 6 14
10 12 Spells and other magical effects, except those created
5mall 25 16 +6 to hit, ld8 + 2 damage 14 10 by an artifact or a deity, are suppressed in the sphere
18 6 and can't protrude into it. A slot expended to cast
Medium 40 13 +5 to hit. 2d6 + 1 damage a suppressed spell is consumed. While an effect is
suppressed, it doesn't function, but the time it spends
Large 50 10 +6 to hit. 2dlO + 2 damage suppressed counts against its duration.

Huge 80 10 +8 to hit. 2d12 + 4 damage Targeted Effects. Spells and other magical effects,
such as ma(jic missi/e and charm person, that target
An animated object is a construct with AC, hit points, a creature or an object in the sphere have no effect
attacks, Strength, and Dexterity determined by its size. on that target.
Its Constitution is 10 and its Intelligence and Wisdom
PART 3 SPELLS
213

Areas ofMagie. The area of another spell or magical move to the nearest safe spot from which it can't see
effect, such as fireball, can't extend into the sphere. the targe!. If the creature moves more than 60 feet from
If the sphere overlaps an area of magic, the part of the target and can't see it, the creature is no longer
the area that is covered by the sphere is suppressed. frightened, but the creature becomes frightened again if
For example, the liames created by a wall of fire are it regains sight of the target or moves within 60 feet of i!.
suppressed within the sphere, creating a gap in the wall
if the overlap is large enough. Sympathy. The enchantment causes the specified
creatures to feel an intense urge to approach the target
Spells. Any active spell or other magical effect on a while within 60 feet of it or able to see it. When such a
creature or an object in the sphere is suppressed while creature can see the target or comes within 60 feet of it,
the creature or object is in i!. the creature must succeed on a Wisdom saving throw or
use its movement on each of its turns to enter the area
Magie ltems. The properties and powers of or move within reach of the targe!. When the creature
magic items are suppressed in the sphere. For has done so, it can't willingly move away fram the targe!.
example, a +llongsword in the sphere functions as a
nonmagicallongsword. If the target damages or otherwise harms an affected
creature, the affected crealure can make a Wisdom
A magic weapon's properties and powers are saving throw to end the effect, as described below.
suppressed if it is used against a target in the sphere or
wielded by an attacker in the sphere. If a magic weapon Ending the Elfeet. If an affected creature ends its
or a piece of magic ammunition fully leaves the sphere turn while not within 60 feet of the target or able to see
(for example, if you fire a magic arrow or throw a magic it, the creature makes a Wisdom saving thraw. On a
spear at a target outside the sphere), the magic of the successful save, the creature is no longer affected by
item ceases to be suppressed as soon as it exits. the target and recognizes the feeling of repugnance or
attraction as magical. In addition, a creature affected by
Magieal TraveI. Teleportation and planar travei the spell is allowed another Wisdom saving throw every
fail to work in the sphere, whether the sphere is the 24 hours while the spell persists.
destination or the departure point for such magical
traveI. A portal to another location, world, or plane of A creature that successfully saves against this effect
existence, as well as an opening to an extradimensional is immune to it for 1 minute, after which time it can be
space such as that created by the rope trick spell, affected again.
temporarily doses while in the sphere.
ARCANE EYE
Creatures and Objeets. A creature or object 4th.level divination
summoned or created by magic temporarily winks out
of existence in the sphere. Such a creature instantly Casting Time: 1 action
reappears once the space the creature occupied is no Range: 30 feet
longer within the sphere. Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
Dispel Magie. Spells and magical effects such as
dispel magic have no effect on the sphere. Likewise, the Vou create an invisible, magical eye within range that
spheres created by different antimagic field spells don't hovers in the air for the duration.
nullify each other.
Vou mentally receive visual information fram the eye,
ANTIPATHy/SYMPATHY which has normal vision and darkvision out to 30 fee!.
The eye can look in every direction.
8th~evelenchantment
As an action, you can move the eye up to 30 feet in
Casting Time: 1 hour any direction. There is no limit to how far away from
Range: 60 feet you the eye can move, but it can't enter another plane
Components: V,S, M (either a lump of alum soaked in of existence. A solid barrier blocks the eye's movement,
but the eye can pass through an opening as small as 1
vinegar for the antipathy effect or a drop of honey for inch in diameter.
the sympathy effect)
Duration: 10 days ARCANE GATE
6th.level conjuration
This spell attracts or repels creatures of your choice.
Vou target something within range, either a Huge or Casting Time: 1 action
smaller object or creature or an area that is no larger Range: 500 feet
than a 200.foot cube. Then specify a kind of intelligent Components: V,S
creature, such as red dragons, goblins, or vampires. Duration: Concentration, up to 10 minutes
Vou invest the target with an aura that either attracts or
repels the specified creatures for the duration. Choose Vou create linked teleportation portais that remain open
antipathy or sympathy as the aura's effec!. for the duration. Choose two points on the graund that
you can see, one point within 10 feet ofyou and one
Antipathy. Thc cnchantmcnt causes creatures of the point within 500 feet of you. A circular portal, 10 feet
kind you designated to feel an intense urge to leave the in diameter, opens over each poin!. If the portal would
area and avoid the targe!. When such a creature can open in the space occupied by a creature, the spell fails,
see the target or comes within 60 feet of it, the creature and the casting is los!.
must succeed on a Wisdom saving throw or become
frightened. The creature remains frightened while it can The portais are two.dimensional glowing rings
see the target or is within 60 feet of i!. While frightened filled with mist, hovering inches fram lhe ground and
by the target, the creature must use its movement to

211 PART 3 I SPELLS

perpendicular to it at the points you choose. A ring is At Higher Leve/s. When you cast this spell using a
visible only from one side (your choice), which is the side spell slot of 2nd leveI or higher, the damage increases by
that functions as a portal. Id6 for each slot leveI above 1st.

Any creature or object entering the portal exits from ASTRAL PROJECTION
the other portal as if the two were adjacent to each 9th-leveI necromancy
other; passing through a portal from the nonportal side
has no effect. The mist that fills each portal is opaque Casting Time: 1 hour
and blocks vision through it. On your turn, you can Range: 10 feet
rotate the rings as a bonus action so that the active side Components: V, S, M (for each creature you affect with
faces in a different direction.
this spell, you must provide one jacinth worth at least
ARCANE LOCK 1,000 gp and one ornately carved bar of silver worth
2nd-leveI abjuration at least 100 gp, ali of which the spell consumes)
Duration: Special
Casting Time: 1 action
Range: Touch Vou and up to eight willing creatures within range
Components: V, S, M (gold dust worth at least 25 gp, project your astral bodies into the Astral Plane (the
spell fails and the casting is wasted ifyou are already
which the spell consumes) on that plane). The material body you leave behind is
Duration: Until dispelled unconscious and in a state of suspended animation; it
doesn't need food or air and doesn't age.
Vou touch a closed door, window, gate, chest, or other
entryway, and it becomes locked for the duration. Vou Your astral body resembles your mortal form in
and the creatures you designate when you cast this almost every way, replicating your game statistics and
spell can open the object normally. Vou can also set a possessions. The principal difference is the addition of
password that, when spoken within 5 feet of the object, a silvery cord that extends from between your shoulder
suppresses this spell for 1 minute. Otherwise, it is blades and trails behind you, fading to invisibility after
impassable until it is broken or the spell is dispelled or 1 fool. This cord is your tether to your material body. As
suppressed. Casting knock on the object suppresses long as the tether remains intact, you can find your way
arcane lock for 10 minutes. home. If the cord is cut-something that can happen
only when an effect specifically states that it does-your
While affected by this spell, the object is more difficult soul and body are separated, killing you instantly.
to break or force open; the DC to break it or pick any
locks on it increases by 10. Your astral form can freely travei through the Astral
Plane and can pass through portais there leading to any
ARMOR OF AGATHYS other plane. Ifyou enter a new plane or return to the
1st-leveI abjuration plane you were on when casting this spell, your body and
possessions are transported along the silver cord, allowing
Casting Time: 1 action you to re-enter your body as you ente r the new plane.
Range: Self Your astral form is a separate incarnation. Any damage
Components: V, S, M (a cup of water) or other effects that apply to it have no effect on your
Duration: 1 hour physical body, nor do they persist when you return to it.

A protective magical force surrounds you, manifesting The spell ends for you and your companions when
as a spectral frost that covers you and your gear. you use your action to dismiss il. When the spell ends,
Vou gain 5 temporary hit points for the duration. If a the affected creature returns to its physical body,
creature hits you with a melee attack while you have and it awakens.
these hit points, the creature takes 5 cold damage.
The spell might also end early for you or one of your
At Higher Leve/s. When you cast this spell using a companions. A successful dispel magic spell used
spell slot of 2nd levei or higher, both the temporary hit against an astral or physical body ends the spell for that
points and the cold damage increase by 5 for each slot creature. If a creature's original body or its astral form
leveI above 1st. drops to O hit points, the spell ends for that creature. If
the spell ends and the silver cord is intact, the cord pulls
AR MS OF HADAR the creature's astral form back to its body, ending its
1st-leveI conjuration state of suspended animation.

Casting Time: 1 action If you are returned to your body prematurely, your
Range: Self (lO-foot radius) companions remain in their astral forms and must find
Components: V, S their own way back to their bodies, usually by dropping
Duration: Instantaneous to O hit points.

Vou invoke the power of Hadar, the Dark Hunger. AUGURY
Tendrils of dark energy erupt from you and batter ali 2nd-levei divination (ritual)
creatures within 10 feet of you. Each creature in that
area must make a Strength saving throw. On a failed Casting Time: 1 minute
save, a target takes 2d6 necrotic damage and can't take Range: Sei f
reactions until its next turno On a successful save, the Components: V, S, M (specially marked sticks, bones,
creature takes half damage, but suffers no other effect.
or similar tokens worth at least 25 gp)
Duration: Instantaneous 215

PART 3 SPELLS





























































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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