HASTE If a creature is holding or wearing the object and
3rd-/evel transmutation takes the damage from it, the creature must succeed on
a Constitution saving throw or drop the object if it cano lf
Casting Time: 1 action it doesn't drop the object, it has disadvantage on attack
Range: 30 feet rolls and ability checks until the start of your next turno
Components: V,5, M (a shaving of licorice root)
Duration: Concentration, up to I minute At Higher Leveis. When you cast this spell using a
spell slot of 3rd levei or higher, the damage increases by
Choose a willing creature that you can see within range. ld8 for each sIot leveI above 2nd.
Until the spell ends, the target's speed is doubled, it
gains a +2 bonus to AC, it has advantage on Dexterity HELLISH REBUKE
saving throws, and it gains an additional action on each 1st-/evel evocation
of its turns. That aclion can be used only lo lake the
Attack (one weapon attack only), Dash, Disengage, Hide, Casting Time: 1 reaction, which you take in response
or Use an Object aclion. to being damaged bya creature within 60 feet of you
that you can see
When lhe spell ends, the target can't move or take
actions until after its next turn, as a wave of lelhargy Range: 60 feet
sweeps over it. Components: V,5
Duration: Instantaneous
HEAL
6th-levei evocation Vou point your finger, and the creature that damaged
you is momentarily surrounded by hellish flames. The
Casting Time: 1 action creature must make a Dexterity saving throw. It takes
Range: 60 feet 2dlO fire damage on a failed save, or half as much
Components: V, 5 damage on a successful one.
Duration: Instantaneous
At Higher Leveis. When you cast this spell using a
Choose a crealure lhat you can see within range. A spell slot of 2nd levei or higher, the damage increases by
surge of posilive energy washes through the creature, ldl0 for each slot levei above 1st.
causing it to regain 70 hit points. This spell also ends
blindness, deafness, and any dise ases affecting the HEROES' FEAST
larget. This spell has no effect on conslrucls or undead. 6th-levei conjuration
At Higher Leveis. When you cast this spell using a Casting Time: 10 minutes
spell slol of 7th levei or higher, the amount of healing Range: 30 feet
increases by 10 for each slot leveI above 6th. Components: V,5 , M (a gem-encrusted bowl worth at
HEALING WORD least 1,000 gp, which the spell consumes)
1st-levei evocation Duration: Instantaneous
Casting Time: 1 bonus action Vou bring forth a great feast, including magnificent
Range: 60 feet food and drink. The feast takes I hour to consume and
Components: V disappears at the end of that time, and the beneficiai
Duration: Instanlaneous effects don't set in until this hour is over. Up to twelve
other creatures can partake of the feast.
A creature of your choice that you can see within range
regains hit points equal to Id4 + your spellcasting A creature that partakes of the feast gains several
ability modifier. This spell has no effect on undead benefits. The creature is cured of ali diseases and
or constructs. poison, becomes immune to poison and being
frightened, and makes ali Wisdom saving throws with
At Higher Leveis. When you cast this spell using a advantage. Its hit point maximum also increases by
spell slot of 2nd levei or higher, lhe healing increases by 2dl0, and it gains the same number of hit points. These
ld4 for each slol leveI above 1st. benefits last for 24 hours.
HEAT METAL HEROISM
2nd-levei transmutation 1st-levei enchantment
Casting Time: 1 action Casting Time: I action
Range: 60 feet Range: Touch
Components: V, 5, M (a piece of iron and a flame) Components: V, 5
Duration: Concenlration, up to 1 minute Duration: Concentration, up to 1 minute
Choose a manufactured metal object, such as a metal A willing creature you touch is imbued with bravery.
weapon or a suit of heavy or medium metal armor, that Until the spell ends, the creature is immune to being
you can see within range. Vou cause the object to glow frightened and gains temporary hit points equal to
red-hot. Any creature in physical contact with the objecl your spellcasting ability modifier at the start of each
takes 2d8 fire damage when you cast the spell. Until the of its turns. When the spell ends, the target loses any
spell ends, you can use a bonus action on each of your remaining temporary hit points from this spell.
subsequent turns to cause this damage again.
PART 3 I SPEL[,S
At Higher Leveis. When you cast this spell using HOLY AURA
a spell slot of 2nd leveI or higher. you can target one 8th-leveI abjuration
additional creature for each sIot levei above 1st.
Casting Time: 1 action
HEX Range: Self
1st-leveI enchantment Components: V. S. M (a tiny reliquary worth at least
Casting Time: 1 bonus action 1,000 gp containing a sacred relic, such as a scrap of
Range: 90 feet cloth from a saint's robe or a piece of parchment from
Components: V.S. M (the petrified eye of a newt) a religious text)
Duration: Concentration. up to 1 hour Duration: Concentration. up to 1 minute
Vou place a curse on a creature that you can see within Divine light washes out from you and coalesces
range. Until the spell ends. you deal an extra Id6 in a soft radiance in a 30-foot radius around you.
necrotic damage to the target whenever you hit it with Creatures of your choice in that radius when you cast
an attack. AIso. choose one ability when you cast the this spell shed dim light in a 5-foot radius and have
spell. The target has disadvantage on ability checks advantage on ali saving throws. and other creatures
made with the chosen ability. have disadvantage on attack rolls against them until
the spell ends. In addition, when a fiend or an undead
If the target drops to O hit points before this spell hits an affected creature with a melee attack. the aura
ends. you can use a bonus action on a subsequent turn flashes with brilliant light. The attacker must succeed
of yours to curse a new creature. on a Constitution saving throw or be blinded until
the spell ends.
A remove curse cast on the target ends this spell early.
At Higher Leveis. When you cast this spell using HUNGER OF HADAR
a spell slot of 3rd or 4th leveI. you can maintain your 3rd-level conjuration
concentration on the spell for up to 8 hours. When you
use a spell slot of 5th levei or higher. you can maintain Casting Time: 1 action
your concentration on the spell for up to 24 hours. Range: 150 feet
Components: V,S. M (a pickled octopus tentacle)
HOLD MONSTER Duration: Concentration, up to 1 minute
5th-leveI enchantment
Vou open a gateway to the dark between the stars, a
Casting Time: 1 action region infested with unknown horrors. A 20-foot-radius
Range: 90 feet sphere of blackness and bitter cold appears. centered
Components: V. S. M (a small. straight piece of iron) on a point with range and lasting for the duration. This
Duration: Concentration. up to 1 minute void is filled with a cacophony of soft whispers and
slurping noises that can be heard up to 30 feet away. No
Choose a creature that you can see within range. The light, magical or otherwise, can illuminate the area, and
target must succeed on a Wisdom saving throw or be creatures fully within the area are blinded.
paralyzed for the duration. This spell has no effect on
undead. At the end of each of its turns, the target can The void creates a warp in the fabric of space. and the
make another Wisdom saving throw. On a success. the area is difficult terrain. Any creature that starts its turn
spell ends on the target. in the area takes 2d6 cold damage. Any creature that
ends its turn in the area must succeed on a Dexterity
At Higher Leveis. When you cast this spell using saving throw or take 2d6 acid damage as milky.
a spell slot of 6th levei or higher. you can target one otherworldly tentacles rub against it.
additional creature for each slot leveI above 5th. The
creatures must be within 30 feet of each other when HUNTER'S MARK
you target them. 1st-leveI divination
HOLD PERSON Casting Time: 1 bonus action
2nd-leveI enchantment Range: 90 feet
Components: V
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 60 feet
Components: V, S. M (a small, straight piece of iron) Vou choose a creature you can see within range and
Duration: Concentration. up to 1 minute mystically mark it as your quarry. Until the spell ends,
you deal an extra 1d6 damage to the target whenever
Choose a humanoid that you can see within range. you hit it with a weapon attack. and you have advantage
The target must succeed on a Wisdom saving throw on any Wisdom (Perception) or Wisdom (Survival)
or be paralyzed for the duration. At the end of each of check you make to find it. lf the target drops to O hit
its turns. the target can make another Wisdom saving points before this spell ends. you can use a bonus action
throw. On a success. the spell ends on the target. on a subsequent turn of yours to mark a new creature.
At Higher Leveis. When you cast this spell using At Higher Leveis. When you cast this spell using
a spell slot of 3rd levei or higher, you can target one a spell slot of 3rd or 4th leveI, you can maintain your
additional humanoid for each slot leveI above 2nd. The concentration on the spell for up to 8 hours. When you
humanoids must be within 30 feet of each other when use a spell slot of 5th levei or higher, you can maintain
you target them. your concentration on the spell for up to 24 hours.
PART 3 I SHLLS
HYPNOTIC PATTERN Components: 5, M (a lead-based ink worlh alleast 10
3rd-level iIIusion gp, which the spell consumes)
Casting Time: 1 action Duration: 10 days
Range: 120 feet
Components: 5, M (a glowing stick of incense or a Vou write on parchmenl, paper, or some olher suilable
writing malerial and imbue il wilh a polent illusion lhal
crystal viaI filled with phosphorescent material) lasls for the duralion.
Duration: Concentration, up to 1 minute
To you and any crealures you designate when you
Vou create a twisting pattern of colors that weaves casllhe spell, the writing appears normal, written in
through the air inside a 30-foot cube within range. your hand, and conveys whalever meaning you intended
The pattern appears for a moment and vanishes. Each when you wrole lhe lex!. To ali olhers, lhe writing
creature in the area who sees the pattern must make appears as if il were written in an unknown ar magical
a Wisdom saving throw. On a failed save, the creature scripllhal is uninlelligible. Alternalively, you can cause
becomes charmed for the duration. While charmed lhe wriling lo appear to be an entire1y differenl message,
by this spell, the creature is incapacitated and has written in a differenl hand and language, lhough lhe
a speed ofO. language must be one you know.
The spell ends for an affected creature if it takes any 5hould the spell be dispelled, the original scripl and
damage or if someone e1se uses an action to shake the the illusion bolh disappear.
creature out of its stupor.
A crealure wilh lruesighl can read the
ICE STORM hidden message.
4th-levei evocation
IMPRISONMENT
Casting Time: 1 action 9th-levei abjuration
Range: 300 feet
Components: V,5, M (a pinch of dust and a few Casting Time: 1 minule
Range: 30 feel
drops of water) Components: V, 5, M (a vellum depiclion or a carved
Duration: Instantaneous
staluette in lhe likeness of the larget, and a special
A hail of rock-hard ice pounds to the ground in a componenllhal varies according lo lhe version of lhe
20-foot-radius, 40-foot-high cylinder centered on a spell you choose, worth at least 500 gp per Hit Die
point within range. Each creature in the cylinder must of lhe target)
make a Dexterity saving throw. A creature takes 2d8 Duration: Until dispelled
bludgeoning damage and 4d6 cold damage on a failed
save, or half as much damage on a successful one. Vou create a magical restraint to hold a creature that
you can see within range. The target must succeed on
Hailstones turn the storm's area of effect into difficult a Wisdom saving throw or be bound by the spell; if it
terrain until the end of your next turno succeeds, it is immune lo this spell if you cast it again.
While affected by this spell, the creature doesn't need
At Higher Leve/s. When you cast this spell using a to breathe, eat, or drink, and it doesn't age. Divination
spell slot of 5th leveI or higher, the bludgeoning damage spells can't locate or perceive the targe!.
increases by ld8 for each slot levei above 4th.
When you cast the spell, you choose one of the
IDENTIFY following forms of imprisonment.
1st-levei divination (ritual)
Buria/. The target is entombed far beneath the earth
Casting Time: 1 minute in a sphere of magical force that is just large enough to
Range: Touch contain the targe!. Nothing can pass through the sphere,
Components: V,5, M (a pearl worth at least 100 gp and nor can any creature teleport or use planar traveI to get
into or out of i!.
an owl feather)
Duration: Instantaneous The special component for this version of the spell is a
small mithral orb.
Vou choose one object that you must touch throughout
the casting of the spe11.If it is a magic item or some Chaining. Heavy chains, firmly rooted in the ground,
other magic-imbued object, you learn its properties hold the target in place. The target is restrained until
and how to use them, whether it requires attunement the spell ends, and it can't move or be moved by any
to use, and how many charges it has, if any. Vou learn means until then.
whether any spells are affecting the item and what they
are. lf the item was crealed by a spell, you learn which The special component for this version of the spell is a
spell created it. fine chain of precious metal.
lf you instead louch a crealure lhroughoullhe casling, Hedged Prison. The spell transports the target into
you learn whal spells, if any, are currenlly affecting i!. a tiny demiplane that is warded against teleportation
and planar traveI. The demiplane can be a labyrinth, a
ILLUSORY SCRIPT cage, a tower, or any similar confined structure or area
1st-levei iIIusion (ritual) of your choice.
Casting Time: 1 minule The special component for this version of the spell is a
Range: Touch miniature representation of the prison made from jade.
Minimus Containment. The target shrinks to a height
of 1 inch and is imprisoned inside a gemstone ar similar
252 PART 3 I SPELLS