Duration:
8
hours
Stairs.
Webs
fill
all
stairs
in
the
warded
area
from
A
Large
spectral
guardian
appears
and
hovers
for
top
to
bottom,
as
the
web
spell.
These
strands
the
duration
in
an
unoccupied
space
of
your
choice
regrow
in
10
minutes
if
they
are
burned
or
torn
that
you
can
see
within
range.
The
guardian
occupies
away
while
guards
and
wards
lasts.
that
space
and
is
indistinct
except
for
a
gleaming
Other
Spell
Effect.
You
can
place
your
choice
of
sword
and
shield
emblazoned
with
the
symbol
of
one
of
the
following
magical
effects
within
the
your
deity.
warded
area
of
the
stronghold.
Any
creature
hostile
to
you
that
moves
to
a
space
within
10
feet
of
the
guardian
for
the
first
time
on
a
• Place
dancing
lights
in
four
corridors.
You
can
turn
must
succeed
on
a
Dexterity
saving
throw.
The
designate
a
simple
program
that
the
lights
repeat
creature
takes
20
radiant
damage
on
a
failed
save,
or
as
long
as
guards
and
wards
lasts.
half
as
much
damage
on
a
successful
one.
The
guardian
vanishes
when
it
has
dealt
a
total
of
60
• Place
magic
mouth
in
two
locations.
damage.
• Place
stinking
cloud
in
two
locations.
The
vapors
Guards and Wards appear
in
the
places
you
designate;
they
return
within
10
minutes
if
dispersed
by
wind
while
6th-‐‑level
abjuration
guards
and
wards
lasts.
• Place
a
constant
gust
of
wind
in
one
corridor
or
Casting
Time:
10
minutes
room.
Range:
Touch
• Place
a
suggestion
in
one
location.
You
select
an
Components:
V,
S,
M
(burning
incense,
a
small
area
of
up
to
5
feet
square,
and
any
creature
that
enters
or
passes
through
the
area
receives
the
measure
of
brimstone
and
oil,
a
knotted
string,
a
suggestion
mentally.
small
amount
of
umber
hulk
blood,
and
a
small
silver
rod
worth
at
least
10
gp)
The
whole
warded
area
radiates
magic.
A
dispel
Duration:
24
hours
magic
cast
on
a
specific
effect,
if
successful,
removes
only
that
effect.
You
create
a
ward
that
protects
up
to
2,500
square
You
can
create
a
permanently
guarded
and
feet
of
floor
space
(an
area
50
feet
square,
or
one
warded
structure
by
casting
this
spell
there
every
hundred
5-‐‑foot
squares
or
twenty-‐‑five
10-‐‑foot
day
for
one
year.
squares).
The
warded
area
can
be
up
to
20
feet
tall,
and
shaped
as
you
desire.
You
can
ward
several
Guidance
stories
of
a
stronghold
by
dividing
the
area
among
them,
as
long
as
you
can
walk
into
each
contiguous
Divination
cantrip
area
while
you
are
casting
the
spell.
When
you
cast
this
spell,
you
can
specify
Casting
Time:
1
action
individuals
that
are
unaffected
by
any
or
all
of
the
Range:
Touch
effects
that
you
choose.
You
can
also
specify
a
Components:
V,
S
password
that,
when
spoken
aloud,
makes
the
Duration:
Concentration,
up
to
1
minute
speaker
immune
to
these
effects.
Guards
and
wards
creates
the
following
effects
You
touch
one
willing
creature.
Once
before
the
spell
within
the
warded
area.
ends,
the
target
can
roll
a
d4
and
add
the
number
Corridors.
Fog
fills
all
the
warded
corridors,
rolled
to
one
ability
check
of
its
choice.
It
can
roll
the
making
them
heavily
obscured.
In
addition,
at
each
die
before
or
after
making
the
ability
check.
The
intersection
or
branching
passage
offering
a
choice
spell
then
ends.
of
direction,
there
is
a
50
percent
chance
that
a
creature
other
than
you
will
believe
it
is
going
in
the
Guiding Bolt
opposite
direction
from
the
one
it
chooses.
Doors.
All
doors
in
the
warded
area
are
magically
1st-‐‑level
evocation
locked,
as
if
sealed
by
an
arcane
lock
spell.
In
addition,
you
can
cover
up
to
ten
doors
with
an
Casting
Time:
1
action
illusion
(equivalent
to
the
illusory
object
function
of
Range:
120
feet
the
minor
illusion
spell)
to
make
them
appear
as
Components:
V,
S
plain
sections
of
wall.
Duration:
1
round
A
flash
of
light
streaks
toward
a
creature
of
your
choice
within
range.
Make
a
ranged
spell
attack
against
the
target.
On
a
hit,
the
target
takes
4d6
radiant
damage,
and
the
next
attack
roll
made
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
151
against
this
target
before
the
end
of
your
next
turn
Second,
you
can
bind
an
extra
effect
to
the
area.
has
advantage,
thanks
to
the
mystical
dim
light
Choose
the
effect
from
the
following
list,
or
choose
glittering
on
the
target
until
then.
an
effect
offered
by
the
GM.
Some
of
these
effects
At
Higher
Levels.
When
you
cast
this
spell
using
a
apply
to
creatures
in
the
area;
you
can
designate
spell
slot
of
2nd
level
or
higher,
the
damage
whether
the
effect
applies
to
all
creatures,
creatures
increases
by
1d6
for
each
slot
level
above
1st.
that
follow
a
specific
deity
or
leader,
or
creatures
of
a
specific
sort,
such
as
orcs
or
trolls.
When
a
creature
Gust of Wind that
would
be
affected
enters
the
spell’s
area
for
the
first
time
on
a
turn
or
starts
its
turn
there,
it
can
2nd-‐‑level
evocation
make
a
Charisma
saving
throw.
On
a
success,
the
creature
ignores
the
extra
effect
until
it
leaves
the
Casting
Time:
1
action
area.
Range:
Self
(60-‐‑foot
line)
Courage.
Affected
creatures
can’t
be
frightened
Components:
V,
S,
M
(a
legume
seed)
while
in
the
area.
Duration:
Concentration,
up
to
1
minute
Darkness.
Darkness
fills
the
area.
Normal
light,
as
well
as
magical
light
created
by
spells
of
a
lower
A
line
of
strong
wind
60
feet
long
and
10
feet
wide
level
than
the
slot
you
used
to
cast
this
spell,
can’t
blasts
from
you
in
a
direction
you
choose
for
the
illuminate
the
area.
spell’s
duration.
Each
creature
that
starts
its
turn
in
Daylight.
Bright
light
fills
the
area.
Magical
the
line
must
succeed
on
a
Strength
saving
throw
or
darkness
created
by
spells
of
a
lower
level
than
the
be
pushed
15
feet
away
from
you
in
a
direction
slot
you
used
to
cast
this
spell
can’t
extinguish
the
following
the
line.
light.
Any
creature
in
the
line
must
spend
2
feet
of
Energy
Protection.
Affected
creatures
in
the
area
movement
for
every
1
foot
it
moves
when
moving
have
resistance
to
one
damage
type
of
your
choice,
closer
to
you.
except
for
bludgeoning,
piercing,
or
slashing.
The
gust
disperses
gas
or
vapor,
and
it
Energy
Vulnerability.
Affected
creatures
in
the
extinguishes
candles,
torches,
and
similar
area
have
vulnerability
to
one
damage
type
of
your
unprotected
flames
in
the
area.
It
causes
protected
choice,
except
for
bludgeoning,
piercing,
or
slashing.
flames,
such
as
those
of
lanterns,
to
dance
wildly
and
Everlasting
Rest.
Dead
bodies
interred
in
the
area
has
a
50
percent
chance
to
extinguish
them.
can’t
be
turned
into
undead.
As
a
bonus
action
on
each
of
your
turns
before
the
Extradimensional
Interference.
Affected
spell
ends,
you
can
change
the
direction
in
which
the
creatures
can’t
move
or
travel
using
teleportation
or
line
blasts
from
you.
by
extradimensional
or
interplanar
means.
Fear.
Affected
creatures
are
frightened
while
in
Hallow the
area.
Silence.
No
sound
can
emanate
from
within
the
5th-‐‑level
evocation
area,
and
no
sound
can
reach
into
it.
Tongues.
Affected
creatures
can
communicate
Casting
Time:
24
hours
with
any
other
creature
in
the
area,
even
if
they
Range:
Touch
don’t
share
a
common
language.
Components:
V,
S,
M
(herbs,
oils,
and
incense
worth
Hallucinatory Terrain
at
least
1,000
gp,
which
the
spell
consumes)
Duration:
Until
dispelled
4th-‐‑level
illusion
You
touch
a
point
and
infuse
an
area
around
it
with
Casting
Time:
10
minutes
holy
(or
unholy)
power.
The
area
can
have
a
radius
Range:
300
feet
up
to
60
feet,
and
the
spell
fails
if
the
radius
includes
Components:
V,
S,
M
(a
stone,
a
twig,
and
a
bit
of
an
area
already
under
the
effect
a
hallow
spell.
The
affected
area
is
subject
to
the
following
effects.
green
plant)
First,
celestials,
elementals,
fey,
fiends,
and
undead
Duration:
24
hours
can’t
enter
the
area,
nor
can
such
creatures
charm,
frighten,
or
possess
creatures
within
it.
Any
creature
You
make
natural
terrain
in
a
150-‐‑foot
cube
in
range
charmed,
frightened,
or
possessed
by
such
a
look,
sound,
and
smell
like
some
other
sort
of
natural
creature
is
no
longer
charmed,
frightened,
or
terrain.
Thus,
open
fields
or
a
road
can
be
made
to
possessed
upon
entering
the
area.
You
can
exclude
resemble
a
swamp,
hill,
crevasse,
or
some
other
one
or
more
of
those
types
of
creatures
from
this
effect.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
152
difficult
or
impassable
terrain.
A
pond
can
be
made
Heal
to
seem
like
a
grassy
meadow,
a
precipice
like
a
gentle
slope,
or
a
rock-‐‑strewn
gully
like
a
wide
and
6th-‐‑level
evocation
smooth
road.
Manufactured
structures,
equipment,
and
creatures
within
the
area
aren’t
changed
in
Casting
Time:
1
action
appearance.
Range:
60
feet
The
tactile
characteristics
of
the
terrain
are
Components:
V,
S
unchanged,
so
creatures
entering
the
area
are
likely
Duration:
Instantaneous
to
see
through
the
illusion.
If
the
difference
isn’t
obvious
by
touch,
a
creature
carefully
examining
the
Choose
a
creature
that
you
can
see
within
range.
A
illusion
can
attempt
an
Intelligence
(Investigation)
surge
of
positive
energy
washes
through
the
check
against
your
spell
save
DC
to
disbelieve
it.
A
creature,
causing
it
to
regain
70
hit
points.
This
spell
creature
who
discerns
the
illusion
for
what
it
is,
sees
also
ends
blindness,
deafness,
and
any
diseases
it
as
a
vague
image
superimposed
on
the
terrain.
affecting
the
target.
This
spell
has
no
effect
on
constructs
or
undead.
Harm
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
7th
level
or
higher,
the
amount
of
6th-‐‑level
necromancy
healing
increases
by
10
for
each
slot
level
above
6th.
Casting
Time:
1
action
Healing Word
Range:
60
feet
Components:
V,
S
1st-‐‑level
evocation
Duration:
Instantaneous
Casting
Time:
1
bonus
action
You
unleash
a
virulent
disease
on
a
creature
that
you
Range:
60
feet
can
see
within
range.
The
target
must
make
a
Components:
V
Constitution
saving
throw.
On
a
failed
save,
it
takes
Duration:
Instantaneous
14d6
necrotic
damage,
or
half
as
much
damage
on
a
successful
save.
The
damage
can’t
reduce
the
target’s
A
creature
of
your
choice
that
you
can
see
within
hit
points
below
1.
If
the
target
fails
the
saving
throw,
range
regains
hit
points
equal
to
1d4
+
your
its
hit
point
maximum
is
reduced
for
1
hour
by
an
spellcasting
ability
modifier.
This
spell
has
no
effect
amount
equal
to
the
necrotic
damage
it
took.
Any
on
undead
or
constructs.
effect
that
removes
a
disease
allows
a
creature’s
hit
At
Higher
Levels.
When
you
cast
this
spell
using
a
point
maximum
to
return
to
normal
before
that
time
spell
slot
of
2nd
level
or
higher,
the
healing
increases
passes.
by
1d4
for
each
slot
level
above
1st.
Haste Heat Metal
3rd-‐‑level
transmutation
2nd-‐‑level
transmutation
Casting
Time:
1
action
Casting
Time:
1
action
Range:
30
feet
Range:
60
feet
Components:
V,
S,
M
(a
shaving
of
licorice
root)
Components:
V,
S,
M
(a
piece
of
iron
and
a
flame)
Duration:
Concentration,
up
to
1
minute
Duration:
Concentration,
up
to
1
minute
Choose
a
willing
creature
that
you
can
see
within
Choose
a
manufactured
metal
object,
such
as
a
metal
range.
Until
the
spell
ends,
the
target’s
speed
is
weapon
or
a
suit
of
heavy
or
medium
metal
armor,
doubled,
it
gains
a
+2
bonus
to
AC,
it
has
advantage
that
you
can
see
within
range.
You
cause
the
object
on
Dexterity
saving
throws,
and
it
gains
an
to
glow
red-‐‑hot.
Any
creature
in
physical
contact
additional
action
on
each
of
its
turns.
That
action
can
with
the
object
takes
2d8
fire
damage
when
you
cast
be
used
only
to
take
the
Attack
(one
weapon
attack
the
spell.
Until
the
spell
ends,
you
can
use
a
bonus
only),
Dash,
Disengage,
Hide,
or
Use
an
Object
action.
action
on
each
of
your
subsequent
turns
to
cause
When
the
spell
ends,
the
target
can’t
move
or
take
this
damage
again.
actions
until
after
its
next
turn,
as
a
wave
of
lethargy
If
a
creature
is
holding
or
wearing
the
object
and
sweeps
over
it.
takes
the
damage
from
it,
the
creature
must
succeed
on
a
Constitution
saving
throw
or
drop
the
object
if
it
can.
If
it
doesn’t
drop
the
object,
it
has
disadvantage
on
attack
rolls
and
ability
checks
until
the
start
of
your
next
turn.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
153
At
Higher
Levels.
When
you
cast
this
spell
using
a
of
its
turns.
When
the
spell
ends,
the
target
loses
any
spell
slot
of
3rd
level
or
higher,
the
damage
remaining
temporary
hit
points
from
this
spell.
increases
by
1d8
for
each
slot
level
above
2nd.
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
2nd
level
or
higher,
you
can
target
one
Hellish Rebuke additional
creature
for
each
slot
level
above
1st.
1st-‐‑level
evocation
Hideous Laughter
Casting
Time:
1
reaction,
which
you
take
in
1st-‐‑level
enchantment
response
to
being
damaged
by
a
creature
within
60
feet
of
you
that
you
can
see
Casting
Time:
1
action
Range:
60
feet
Range:
30
feet
Components:
V,
S
Components:
V,
S,
M
(tiny
tarts
and
a
feather
that
is
Duration:
Instantaneous
You
point
your
finger,
and
the
creature
that
waved
in
the
air)
damaged
you
is
momentarily
surrounded
by
hellish
Duration:
Concentration,
up
to
1
minute
flames.
The
creature
must
make
a
Dexterity
saving
throw.
It
takes
2d10
fire
damage
on
a
failed
save,
or
A
creature
of
your
choice
that
you
can
see
within
half
as
much
damage
on
a
successful
one.
range
perceives
everything
as
hilariously
funny
and
At
Higher
Levels.
When
you
cast
this
spell
using
a
falls
into
fits
of
laughter
if
this
spell
affects
it.
The
spell
slot
of
2nd
level
or
higher,
the
damage
target
must
succeed
on
a
Wisdom
saving
throw
or
increases
by
1d10
for
each
slot
level
above
1st.
fall
prone,
becoming
incapacitated
and
unable
to
stand
up
for
the
duration.
A
creature
with
an
Heroes’ Feast Intelligence
score
of
4
or
less
isn’t
affected.
At
the
end
of
each
of
its
turns,
and
each
time
it
6th-‐‑level
conjuration
takes
damage,
the
target
can
make
another
Wisdom
saving
throw.
The
target
has
advantage
on
the
Casting
Time:
10
minutes
saving
throw
if
it’s
triggered
by
damage.
On
a
Range:
30
feet
success,
the
spell
ends.
Components:
V,
S
,
M
(a
gem-‐‑encrusted
bowl
worth
Hold Monster
at
least
1,000
gp,
which
the
spell
consumes)
Duration:
Instantaneous
5th-‐‑level
enchantment
You
bring
forth
a
great
feast,
including
magnificent
Casting
Time:
1
action
food
and
drink.
The
feast
takes
1
hour
to
consume
Range:
90
feet
and
disappears
at
the
end
of
that
time,
and
the
Components:
V,
S,
M
(a
small,
straight
piece
of
iron)
beneficial
effects
don’t
set
in
until
this
hour
is
over.
Duration:
Concentration,
up
to
1
minute
Up
to
twelve
other
creatures
can
partake
of
the
feast.
A
creature
that
partakes
of
the
feast
gains
several
Choose
a
creature
that
you
can
see
within
range.
The
benefits.
The
creature
is
cured
of
all
diseases
and
target
must
succeed
on
a
Wisdom
saving
throw
or
be
poison,
becomes
immune
to
poison
and
being
paralyzed
for
the
duration.
This
spell
has
no
effect
frightened,
and
makes
all
Wisdom
saving
throws
on
undead.
At
the
end
of
each
of
its
turns,
the
target
with
advantage.
Its
hit
point
maximum
also
can
make
another
Wisdom
saving
throw.
On
a
increases
by
2d10,
and
it
gains
the
same
number
of
success,
the
spell
ends
on
the
target.
hit
points.
These
benefits
last
for
24
hours.
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
6th
level
or
higher,
you
can
target
one
Heroism additional
creature
for
each
slot
level
above
5th.
The
creatures
must
be
within
30
feet
of
each
other
when
1st-‐‑level
enchantment
you
target
them.
Casting
Time:
1
action
Hold Person
Range:
Touch
Components:
V,
S
2nd-‐‑level
enchantment
Duration:
Concentration,
up
to
1
minute
Casting
Time:
1
action
A
willing
creature
you
touch
is
imbued
with
bravery.
Range:
60
feet
Until
the
spell
ends,
the
creature
is
immune
to
being
Components:
V,
S,
M
(a
small,
straight
piece
of
iron)
frightened
and
gains
temporary
hit
points
equal
to
Duration:
Concentration,
up
to
1
minute
your
spellcasting
ability
modifier
at
the
start
of
each
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
154
Choose
a
humanoid
that
you
can
see
within
range.
maintain
your
concentration
on
the
spell
for
up
to
24
The
target
must
succeed
on
a
Wisdom
saving
throw
hours.
or
be
paralyzed
for
the
duration.
At
the
end
of
each
of
its
turns,
the
target
can
make
another
Wisdom
Hypnotic Pattern
saving
throw.
On
a
success,
the
spell
ends
on
the
target.
3rd-‐‑level
illusion
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
3rd
level
or
higher,
you
can
target
one
Casting
Time:
1
action
additional
humanoid
for
each
slot
level
above
2nd.
Range:
120
feet
The
humanoids
must
be
within
30
feet
of
each
other
Components:
S,
M
(a
glowing
stick
of
incense
or
a
when
you
target
them.
crystal
vial
filled
with
phosphorescent
material)
Holy Aura Duration:
Concentration,
up
to
1
minute
8th-‐‑level
abjuration
You
create
a
twisting
pattern
of
colors
that
weaves
through
the
air
inside
a
30-‐‑foot
cube
within
range.
Casting
Time:
1
action
The
pattern
appears
for
a
moment
and
vanishes.
Range:
Self
Each
creature
in
the
area
who
sees
the
pattern
must
Components:
V,
S,
M
(a
tiny
reliquary
worth
at
least
make
a
Wisdom
saving
throw.
On
a
failed
save,
the
creature
becomes
charmed
for
the
duration.
While
1,000
gp
containing
a
sacred
relic,
such
as
a
scrap
charmed
by
this
spell,
the
creature
is
incapacitated
of
cloth
from
a
saint’s
robe
or
a
piece
of
parchment
and
has
a
speed
of
0.
from
a
religious
text)
The
spell
ends
for
an
affected
creature
if
it
takes
Duration:
Concentration,
up
to
1
minute
any
damage
or
if
someone
else
uses
an
action
to
shake
the
creature
out
of
its
stupor.
Divine
light
washes
out
from
you
and
coalesces
in
a
soft
radiance
in
a
30-‐‑foot
radius
around
you.
Ice Storm
Creatures
of
your
choice
in
that
radius
when
you
cast
this
spell
shed
dim
light
in
a
5-‐‑foot
radius
and
4th-‐‑level
evocation
have
advantage
on
all
saving
throws,
and
other
creatures
have
disadvantage
on
attack
rolls
against
Casting
Time:
1
action
them
until
the
spell
ends.
In
addition,
when
a
fiend
Range:
300
feet
or
an
undead
hits
an
affected
creature
with
a
melee
Components:
V,
S,
M
(a
pinch
of
dust
and
a
few
attack,
the
aura
flashes
with
brilliant
light.
The
attacker
must
succeed
on
a
Constitution
saving
drops
of
water)
throw
or
be
blinded
until
the
spell
ends.
Duration:
Instantaneous
Hunter’s Mark A
hail
of
rock-‐‑hard
ice
pounds
to
the
ground
in
a
20-‐‑
foot-‐‑radius,
40-‐‑foot-‐‑high
cylinder
centered
on
a
1st-‐‑level
divination
point
within
range.
Each
creature
in
the
cylinder
must
make
a
Dexterity
saving
throw.
A
creature
Casting
Time:
1
bonus
action
takes
2d8
bludgeoning
damage
and
4d6
cold
damage
Range:
90
feet
on
a
failed
save,
or
half
as
much
damage
on
a
Components:
V
successful
one.
Duration:
Concentration,
up
to
1
hour
Hailstones
turn
the
storm’s
area
of
effect
into
You
choose
a
creature
you
can
see
within
range
and
difficult
terrain
until
the
end
of
your
next
turn.
mystically
mark
it
as
your
quarry.
Until
the
spell
At
Higher
Levels.
When
you
cast
this
spell
using
a
ends,
you
deal
an
extra
1d6
damage
to
the
target
spell
slot
of
5th
level
or
higher,
the
bludgeoning
whenever
you
hit
it
with
a
weapon
attack,
and
you
damage
increases
by
1d8
for
each
slot
level
above
have
advantage
on
any
Wisdom
(Perception)
or
4th.
Wisdom
(Survival)
check
you
make
to
find
it.
If
the
target
drops
to
0
hit
points
before
this
spell
ends,
Identify
you
can
use
a
bonus
action
on
a
subsequent
turn
of
yours
to
mark
a
new
creature.
1st-‐‑level
divination
(ritual)
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
3rd
or
4th
level,
you
can
maintain
your
Casting
Time:
1
minute
concentration
on
the
spell
for
up
to
8
hours.
When
Range:
Touch
you
use
a
spell
slot
of
5th
level
or
higher,
you
can
Components:
V,
S,
M
(a
pearl
worth
at
least
100
gp
and
an
owl
feather)
Duration:
Instantaneous
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
155
You
choose
one
object
that
you
must
touch
again.
While
affected
by
this
spell,
the
creature
throughout
the
casting
of
the
spell.
If
it
is
a
magic
doesn’t
need
to
breathe,
eat,
or
drink,
and
it
doesn’t
item
or
some
other
magic-‐‑imbued
object,
you
learn
age.
Divination
spells
can’t
locate
or
perceive
the
its
properties
and
how
to
use
them,
whether
it
target.
requires
attunement
to
use,
and
how
many
charges
When
you
cast
the
spell,
you
choose
one
of
the
it
has,
if
any.
You
learn
whether
any
spells
are
following
forms
of
imprisonment.
affecting
the
item
and
what
they
are.
If
the
item
was
Burial.
The
target
is
entombed
far
beneath
the
created
by
a
spell,
you
learn
which
spell
created
it.
earth
in
a
sphere
of
magical
force
that
is
just
large
If
you
instead
touch
a
creature
throughout
the
enough
to
contain
the
target.
Nothing
can
pass
casting,
you
learn
what
spells,
if
any,
are
currently
through
the
sphere,
nor
can
any
creature
teleport
or
affecting
it.
use
planar
travel
to
get
into
or
out
of
it.
The
special
component
for
this
version
of
the
spell
Illusory Script is
a
small
mithral
orb.
Chaining.
Heavy
chains,
firmly
rooted
in
the
1st-‐‑level
illusion
(ritual)
ground,
hold
the
target
in
place.
The
target
is
restrained
until
the
spell
ends,
and
it
can’t
move
or
Casting
Time:
1
minute
be
moved
by
any
means
until
then.
Range:
Touch
The
special
component
for
this
version
of
the
spell
Components:
S,
M
(a
lead-‐‑based
ink
worth
at
least
is
a
fine
chain
of
precious
metal.
Hedged
Prison.
The
spell
transports
the
target
10
gp,
which
the
spell
consumes)
into
a
tiny
demiplane
that
is
warded
against
Duration:
10
days
teleportation
and
planar
travel.
The
demiplane
can
be
a
labyrinth,
a
cage,
a
tower,
or
any
similar
You
write
on
parchment,
paper,
or
some
other
confined
structure
or
area
of
your
choice.
suitable
writing
material
and
imbue
it
with
a
potent
The
special
component
for
this
version
of
the
spell
illusion
that
lasts
for
the
duration.
is
a
miniature
representation
of
the
prison
made
To
you
and
any
creatures
you
designate
when
you
from
jade.
cast
the
spell,
the
writing
appears
normal,
written
in
Minimus
Containment.
The
target
shrinks
to
a
your
hand,
and
conveys
whatever
meaning
you
height
of
1
inch
and
is
imprisoned
inside
a
gemstone
intended
when
you
wrote
the
text.
To
all
others,
the
or
similar
object.
Light
can
pass
through
the
writing
appears
as
if
it
were
written
in
an
unknown
gemstone
normally
(allowing
the
target
to
see
out
or
magical
script
that
is
unintelligible.
Alternatively,
and
other
creatures
to
see
in),
but
nothing
else
can
you
can
cause
the
writing
to
appear
to
be
an
entirely
pass
through,
even
by
means
of
teleportation
or
different
message,
written
in
a
different
hand
and
planar
travel.
The
gemstone
can’t
be
cut
or
broken
language,
though
the
language
must
be
one
you
while
the
spell
remains
in
effect.
know.
The
special
component
for
this
version
of
the
spell
Should
the
spell
be
dispelled,
the
original
script
is
a
large,
transparent
gemstone,
such
as
a
corundum,
and
the
illusion
both
disappear.
diamond,
or
ruby.
A
creature
with
truesight
can
read
the
hidden
Slumber.
The
target
falls
asleep
and
can’t
be
message.
awoken.
The
special
component
for
this
version
of
the
spell
consists
of
rare
soporific
herbs.
Imprisonment
Ending
the
Spell.
During
the
casting
of
the
spell,
in
any
of
its
versions,
you
can
specify
a
condition
that
9th-‐‑level
abjuration
will
cause
the
spell
to
end
and
release
the
target.
The
condition
can
be
as
specific
or
as
elaborate
as
you
Casting
Time:
1
minute
choose,
but
the
GM
must
agree
that
the
condition
is
Range:
30
feet
reasonable
and
has
a
likelihood
of
coming
to
pass.
Components:
V,
S,
M
(a
vellum
depiction
or
a
carved
The
conditions
can
be
based
on
a
creature’s
name,
identity,
or
deity
but
otherwise
must
be
based
on
statuette
in
the
likeness
of
the
target,
and
a
special
observable
actions
or
qualities
and
not
based
on
component
that
varies
according
to
the
version
of
intangibles
such
as
level,
class,
or
hit
points.
the
spell
you
choose,
worth
at
least
500
gp
per
Hit
Die
of
the
target)
Duration:
Until
dispelled
You
create
a
magical
restraint
to
hold
a
creature
that
you
can
see
within
range.
The
target
must
succeed
on
a
Wisdom
saving
throw
or
be
bound
by
the
spell;
if
it
succeeds,
it
is
immune
to
this
spell
if
you
cast
it
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
156
A
dispel
magic
spell
can
end
the
spell
only
if
it
is
Swarming,
biting
locusts
fill
a
20-‐‑foot-‐‑radius
sphere
cast
as
a
9th-‐‑level
spell,
targeting
either
the
prison
centered
on
a
point
you
choose
within
range.
The
or
the
special
component
used
to
create
it.
sphere
spreads
around
corners.
The
sphere
remains
You
can
use
a
particular
special
component
to
for
the
duration,
and
its
area
is
lightly
obscured.
The
create
only
one
prison
at
a
time.
If
you
cast
the
spell
sphere’s
area
is
difficult
terrain.
again
using
the
same
component,
the
target
of
the
When
the
area
appears,
each
creature
in
it
must
first
casting
is
immediately
freed
from
its
binding.
make
a
Constitution
saving
throw.
A
creature
takes
4d10
piercing
damage
on
a
failed
save,
or
half
as
Incendiary Cloud much
damage
on
a
successful
one.
A
creature
must
also
make
this
saving
throw
when
it
enters
the
8th-‐‑level
conjuration
spell’s
area
for
the
first
time
on
a
turn
or
ends
its
turn
there.
Casting
Time:
1
action
At
Higher
Levels.
When
you
cast
this
spell
using
a
Range:
150
feet
spell
slot
of
6th
level
or
higher,
the
damage
increases
Components:
V,
S
by
1d10
for
each
slot
level
above
5th.
Duration:
Concentration,
up
to
1
minute
Instant Summons
A
swirling
cloud
of
smoke
shot
through
with
white-‐‑
hot
embers
appears
in
a
20-‐‑foot-‐‑radius
sphere
6th-‐‑level
conjuration
(ritual)
centered
on
a
point
within
range.
The
cloud
spreads
around
corners
and
is
heavily
obscured.
It
lasts
for
Casting
Time:
1
minute
the
duration
or
until
a
wind
of
moderate
or
greater
Range:
Touch
speed
(at
least
10
miles
per
hour)
disperses
it.
Components:
V,
S,
M
(a
sapphire
worth
1,000
gp)
When
the
cloud
appears,
each
creature
in
it
must
Duration:
Until
dispelled
make
a
Dexterity
saving
throw.
A
creature
takes
10d8
fire
damage
on
a
failed
save,
or
half
as
much
You
touch
an
object
weighing
10
pounds
or
less
damage
on
a
successful
one.
A
creature
must
also
whose
longest
dimension
is
6
feet
or
less.
The
spell
make
this
saving
throw
when
it
enters
the
spell’s
leaves
an
invisible
mark
on
its
surface
and
invisibly
area
for
the
first
time
on
a
turn
or
ends
its
turn
there.
inscribes
the
name
of
the
item
on
the
sapphire
you
The
cloud
moves
10
feet
directly
away
from
you
in
use
as
the
material
component.
Each
time
you
cast
a
direction
that
you
choose
at
the
start
of
each
of
this
spell,
you
must
use
a
different
sapphire.
your
turns.
At
any
time
thereafter,
you
can
use
your
action
to
speak
the
item’s
name
and
crush
the
sapphire.
The
Inflict Wounds item
instantly
appears
in
your
hand
regardless
of
physical
or
planar
distances,
and
the
spell
ends.
1st-‐‑level
necromancy
If
another
creature
is
holding
or
carrying
the
item,
crushing
the
sapphire
doesn’t
transport
the
item
to
Casting
Time:
1
action
you,
but
instead
you
learn
who
the
creature
Range:
Touch
possessing
the
object
is
and
roughly
where
that
Components:
V,
S
creature
is
located
at
that
moment.
Duration:
Instantaneous
Dispel
magic
or
a
similar
effect
successfully
applied
to
the
sapphire
ends
this
spell’s
effect.
Make
a
melee
spell
attack
against
a
creature
you
can
reach.
On
a
hit,
the
target
takes
3d10
necrotic
Invisibility
damage.
At
Higher
Levels.
When
you
cast
this
spell
using
a
2nd-‐‑level
illusion
spell
slot
of
2nd
level
or
higher,
the
damage
increases
by
1d10
for
each
slot
level
above
1st.
Casting
Time:
1
action
Range:
Touch
Insect Plague Components:
V,
S,
M
(an
eyelash
encased
in
gum
5th-‐‑level
conjuration
arabic)
Duration:
Concentration,
up
to
1
hour
Casting
Time:
1
action
Range:
300
feet
A
creature
you
touch
becomes
invisible
until
the
Components:
V,
S,
M
(a
few
grains
of
sugar,
some
spell
ends.
Anything
the
target
is
wearing
or
carrying
is
invisible
as
long
as
it
is
on
the
target’s
kernels
of
grain,
and
a
smear
of
fat)
Duration:
Concentration,
up
to
10
minutes
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
157
person.
The
spell
ends
for
a
target
that
attacks
or
If
you
choose
a
target
that
is
held
shut
with
arcane
casts
a
spell.
lock,
that
spell
is
suppressed
for
10
minutes,
during
At
Higher
Levels.
When
you
cast
this
spell
using
a
which
time
the
target
can
be
opened
and
shut
spell
slot
of
3rd
level
or
higher,
you
can
target
one
normally.
additional
creature
for
each
slot
level
above
2nd.
When
you
cast
the
spell,
a
loud
knock,
audible
from
as
far
away
as
300
feet,
emanates
from
the
Irresistible Dance target
object.
6th-‐‑level
enchantment
Legend Lore
Casting
Time:
1
action
5th-‐‑level
divination
Range:
30
feet
Components:
V
Casting
Time:
10
minutes
Duration:
Concentration,
up
to
1
minute
Range:
Self
Components:
V,
S,
M
(incense
worth
at
least
250
gp,
Choose
one
creature
that
you
can
see
within
range.
The
target
begins
a
comic
dance
in
place:
shuffling,
which
the
spell
consumes,
and
four
ivory
strips
tapping
its
feet,
and
capering
for
the
duration.
worth
at
least
50
gp
each)
Creatures
that
can’t
be
charmed
are
immune
to
this
Duration:
Instantaneous
spell.
A
dancing
creature
must
use
all
its
movement
to
Name
or
describe
a
person,
place,
or
object.
The
spell
dance
without
leaving
its
space
and
has
brings
to
your
mind
a
brief
summary
of
the
disadvantage
on
Dexterity
saving
throws
and
attack
significant
lore
about
the
thing
you
named.
The
lore
rolls.
While
the
target
is
affected
by
this
spell,
other
might
consist
of
current
tales,
forgotten
stories,
or
creatures
have
advantage
on
attack
rolls
against
it.
even
secret
lore
that
has
never
been
widely
known.
As
an
action,
a
dancing
creature
makes
a
Wisdom
If
the
thing
you
named
isn’t
of
legendary
importance,
saving
throw
to
regain
control
of
itself.
On
a
you
gain
no
information.
The
more
information
you
successful
save,
the
spell
ends.
already
have
about
the
thing,
the
more
precise
and
detailed
the
information
you
receive
is.
Jump
The
information
you
learn
is
accurate
but
might
be
couched
in
figurative
language.
For
example,
if
you
1st-‐‑level
transmutation
have
a
mysterious
magic
axe
on
hand,
the
spell
might
yield
this
information:
“Woe
to
the
evildoer
Casting
Time:
1
action
whose
hand
touches
the
axe,
for
even
the
haft
slices
Range:
Touch
the
hand
of
the
evil
ones.
Only
a
true
Child
of
Stone,
Components:
V,
S,
M
(a
grasshopper’s
hind
leg)
lover
and
beloved
of
Moradin,
may
awaken
the
true
Duration:
1
minute
powers
of
the
axe,
and
only
with
the
sacred
word
Rudnogg
on
the
lips.”
You
touch
a
creature.
The
creature’s
jump
distance
is
tripled
until
the
spell
ends.
Lesser Restoration
Knock 2nd-‐‑level
abjuration
2nd-‐‑level
transmutation
Casting
Time:
1
action
Range:
Touch
Casting
Time:
1
action
Components:
V,
S
Range:
60
feet
Duration:
Instantaneous
Components:
V
Duration:
Instantaneous
You
touch
a
creature
and
can
end
either
one
disease
or
one
condition
afflicting
it.
The
condition
can
be
Choose
an
object
that
you
can
see
within
range.
The
blinded,
deafened,
paralyzed,
or
poisoned.
object
can
be
a
door,
a
box,
a
chest,
a
set
of
manacles,
a
padlock,
or
another
object
that
contains
a
Levitate
mundane
or
magical
means
that
prevents
access.
A
target
that
is
held
shut
by
a
mundane
lock
or
2nd-‐‑level
transmutation
that
is
stuck
or
barred
becomes
unlocked,
unstuck,
or
unbarred.
If
the
object
has
multiple
locks,
only
Casting
Time:
1
action
one
of
them
is
unlocked.
Range:
60
feet
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
158
Components:
V,
S,
M
(either
a
small
leather
loop
or
lightning
damage
on
a
failed
save,
or
half
as
much
a
piece
of
golden
wire
bent
into
a
cup
shape
with
a
damage
on
a
successful
one.
long
shank
on
one
end)
The
lightning
ignites
flammable
objects
in
the
area
that
aren’t
being
worn
or
carried.
Duration:
Concentration,
up
to
10
minutes
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
4th
level
or
higher,
the
damage
increases
One
creature
or
object
of
your
choice
that
you
can
by
1d6
for
each
slot
level
above
3rd.
see
within
range
rises
vertically,
up
to
20
feet,
and
remains
suspended
there
for
the
duration.
The
spell
Locate Animals or Plants
can
levitate
a
target
that
weighs
up
to
500
pounds.
An
unwilling
creature
that
succeeds
on
a
2nd-‐‑level
divination
(ritual)
Constitution
saving
throw
is
unaffected.
The
target
can
move
only
by
pushing
or
pulling
Casting
Time:
1
action
against
a
fixed
object
or
surface
within
reach
(such
Range:
Self
as
a
wall
or
a
ceiling),
which
allows
it
to
move
as
if
it
Components:
V,
S,
M
(a
bit
of
fur
from
a
were
climbing.
You
can
change
the
target’s
altitude
by
up
to
20
feet
in
either
direction
on
your
turn.
If
bloodhound)
you
are
the
target,
you
can
move
up
or
down
as
part
Duration:
Instantaneous
of
your
move.
Otherwise,
you
can
use
your
action
to
move
the
target,
which
must
remain
within
the
Describe
or
name
a
specific
kind
of
beast
or
plant.
spell’s
range.
Concentrating
on
the
voice
of
nature
in
your
When
the
spell
ends,
the
target
floats
gently
to
the
surroundings,
you
learn
the
direction
and
distance
ground
if
it
is
still
aloft.
to
the
closest
creature
or
plant
of
that
kind
within
5
miles,
if
any
are
present.
Light
Locate Creature
Evocation
cantrip
4th-‐‑level
divination
Casting
Time:
1
action
Range:
Touch
Casting
Time:
1
action
Components:
V,
M
(a
firefly
or
phosphorescent
Range:
Self
Components:
V,
S,
M
(a
bit
of
fur
from
a
moss)
Duration:
1
hour
bloodhound)
Duration:
Concentration,
up
to
1
hour
You
touch
one
object
that
is
no
larger
than
10
feet
in
any
dimension.
Until
the
spell
ends,
the
object
sheds
Describe
or
name
a
creature
that
is
familiar
to
you.
bright
light
in
a
20-‐‑foot
radius
and
dim
light
for
an
You
sense
the
direction
to
the
creature’s
location,
as
additional
20
feet.
The
light
can
be
colored
as
you
long
as
that
creature
is
within
1,000
feet
of
you.
If
like.
Completely
covering
the
object
with
something
the
creature
is
moving,
you
know
the
direction
of
its
opaque
blocks
the
light.
The
spell
ends
if
you
cast
it
movement.
again
or
dismiss
it
as
an
action.
The
spell
can
locate
a
specific
creature
known
to
If
you
target
an
object
held
or
worn
by
a
hostile
you,
or
the
nearest
creature
of
a
specific
kind
(such
creature,
that
creature
must
succeed
on
a
Dexterity
as
a
human
or
a
unicorn),
so
long
as
you
have
seen
saving
throw
to
avoid
the
spell.
such
a
creature
up
close—within
30
feet—at
least
once.
If
the
creature
you
described
or
named
is
in
a
Lightning Bolt different
form,
such
as
being
under
the
effects
of
a
polymorph
spell,
this
spell
doesn’t
locate
the
creature.
3rd-‐‑level
evocation
This
spell
can’t
locate
a
creature
if
running
water
at
least
10
feet
wide
blocks
a
direct
path
between
Casting
Time:
1
action
you
and
the
creature.
Range:
Self
(100-‐‑foot
line)
Components:
V,
S,
M
(a
bit
of
fur
and
a
rod
of
amber,
Locate Object
crystal,
or
glass)
2nd-‐‑level
divination
Duration:
Instantaneous
Casting
Time:
1
action
A
stroke
of
lightning
forming
a
line
100
feet
long
and
Range:
Self
5
feet
wide
blasts
out
from
you
in
a
direction
you
Components:
V,
S,
M
(a
forked
twig)
choose.
Each
creature
in
the
line
must
make
a
Duration:
Concentration,
up
to
10
minutes
Dexterity
saving
throw.
A
creature
takes
8d6
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
159
Describe
or
name
an
object
that
is
familiar
to
you.
You
can
use
your
action
to
control
the
hand.
You
You
sense
the
direction
to
the
object’s
location,
as
can
use
the
hand
to
manipulate
an
object,
open
an
long
as
that
object
is
within
1,000
feet
of
you.
If
the
unlocked
door
or
container,
stow
or
retrieve
an
item
object
is
in
motion,
you
know
the
direction
of
its
from
an
open
container,
or
pour
the
contents
out
of
a
movement.
vial.
You
can
move
the
hand
up
to
30
feet
each
time
The
spell
can
locate
a
specific
object
known
to
you,
you
use
it.
as
long
as
you
have
seen
it
up
close—within
30
The
hand
can’t
attack,
activate
magic
items,
or
feet—at
least
once.
Alternatively,
the
spell
can
locate
carry
more
than
10
pounds.
the
nearest
object
of
a
particular
kind,
such
as
a
certain
kind
of
apparel,
jewelry,
furniture,
tool,
or
Magic Circle
weapon.
This
spell
can’t
locate
an
object
if
any
thickness
of
3rd-‐‑level
abjuration
lead,
even
a
thin
sheet,
blocks
a
direct
path
between
you
and
the
object.
Casting
Time:
1
minute
Range:
10
feet
Longstrider Components:
V,
S,
M
(holy
water
or
powdered
silver
1st-‐‑level
transmutation
and
iron
worth
at
least
100
gp,
which
the
spell
consumes)
Casting
Time:
1
action
Duration:
1
hour
Range:
Touch
Components:
V,
S,
M
(a
pinch
of
dirt)
You
create
a
10-‐‑foot-‐‑radius,
20-‐‑foot-‐‑tall
cylinder
of
Duration:
1
hour
magical
energy
centered
on
a
point
on
the
ground
that
you
can
see
within
range.
Glowing
runes
appear
You
touch
a
creature.
The
target’s
speed
increases
by
wherever
the
cylinder
intersects
with
the
floor
or
10
feet
until
the
spell
ends.
other
surface.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Choose
one
or
more
of
the
following
types
of
spell
slot
of
2nd
level
or
higher,
you
can
target
one
creatures:
celestials,
elementals,
fey,
fiends,
or
additional
creature
for
each
slot
level
above
1st.
undead.
The
circle
affects
a
creature
of
the
chosen
type
in
the
following
ways:
Mage Armor
• The
creature
can’t
willingly
enter
the
cylinder
by
1st-‐‑level
abjuration
nonmagical
means.
If
the
creature
tries
to
use
teleportation
or
interplanar
travel
to
do
so,
it
must
Casting
Time:
1
action
first
succeed
on
a
Charisma
saving
throw.
Range:
Touch
Components:
V,
S,
M
(a
piece
of
cured
leather)
• The
creature
has
disadvantage
on
attack
rolls
Duration:
8
hours
against
targets
within
the
cylinder.
You
touch
a
willing
creature
who
isn’t
wearing
• Targets
within
the
cylinder
can’t
be
charmed,
armor,
and
a
protective
magical
force
surrounds
it
frightened,
or
possessed
by
the
creature.
until
the
spell
ends.
The
target’s
base
AC
becomes
13
+
its
Dexterity
modifier.
The
spell
ends
if
the
target
When
you
cast
this
spell,
you
can
elect
to
cause
its
dons
armor
or
if
you
dismiss
the
spell
as
an
action.
magic
to
operate
in
the
reverse
direction,
preventing
a
creature
of
the
specified
type
from
leaving
the
Mage Hand cylinder
and
protecting
targets
outside
it.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Conjuration
cantrip
spell
slot
of
4th
level
or
higher,
the
duration
increases
by
1
hour
for
each
slot
level
above
3rd.
Casting
Time:
1
action
Range:
30
feet
Magic Jar
Components:
V,
S
Duration:
1
minute
6th-‐‑level
necromancy
A
spectral,
floating
hand
appears
at
a
point
you
Casting
Time:
1
minute
choose
within
range.
The
hand
lasts
for
the
duration
Range:
Self
or
until
you
dismiss
it
as
an
action.
The
hand
Components:
V,
S,
M
(a
gem,
crystal,
reliquary,
or
vanishes
if
it
is
ever
more
than
30
feet
away
from
you
or
if
you
cast
this
spell
again.
some
other
ornamental
container
worth
at
least
500
gp)
Duration:
Until
dispelled
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
160
Your
body
falls
into
a
catatonic
state
as
your
soul
You
create
three
glowing
darts
of
magical
force.
Each
leaves
it
and
enters
the
container
you
used
for
the
dart
hits
a
creature
of
your
choice
that
you
can
see
spell’s
material
component.
While
your
soul
inhabits
within
range.
A
dart
deals
1d4
+
1
force
damage
to
the
container,
you
are
aware
of
your
surroundings
as
its
target.
The
darts
all
strike
simultaneously,
and
if
you
were
in
the
container’s
space.
You
can’t
move
you
can
direct
them
to
hit
one
creature
or
several.
or
use
reactions.
The
only
action
you
can
take
is
to
At
Higher
Levels.
When
you
cast
this
spell
using
a
project
your
soul
up
to
100
feet
out
of
the
container,
spell
slot
of
2nd
level
or
higher,
the
spell
creates
one
either
returning
to
your
living
body
(and
ending
the
more
dart
for
each
slot
level
above
1st.
spell)
or
attempting
to
possess
a
humanoids
body.
You
can
attempt
to
possess
any
humanoid
within
Magic Mouth
100
feet
of
you
that
you
can
see
(creatures
warded
by
a
protection
from
evil
and
good
or
magic
circle
2nd-‐‑level
illusion
(ritual)
spell
can’t
be
possessed).
The
target
must
make
a
Charisma
saving
throw.
On
a
failure,
your
soul
Casting
Time:
1
minute
moves
into
the
target’s
body,
and
the
target’s
soul
Range:
30
feet
becomes
trapped
in
the
container.
On
a
success,
the
Components:
V,
S,
M
(a
small
bit
of
honeycomb
and
target
resists
your
efforts
to
possess
it,
and
you
can’t
attempt
to
possess
it
again
for
24
hours.
jade
dust
worth
at
least
10
gp,
which
the
spell
Once
you
possess
a
creature’s
body,
you
control
it.
consumes)
Your
game
statistics
are
replaced
by
the
statistics
of
Duration:
Until
dispelled
the
creature,
though
you
retain
your
alignment
and
your
Intelligence,
Wisdom,
and
Charisma
scores.
You
You
implant
a
message
within
an
object
in
range,
a
retain
the
benefit
of
your
own
class
features.
If
the
message
that
is
uttered
when
a
trigger
condition
is
target
has
any
class
levels,
you
can’t
use
any
of
its
met.
Choose
an
object
that
you
can
see
and
that
isn’t
class
features.
being
worn
or
carried
by
another
creature.
Then
Meanwhile,
the
possessed
creature’s
soul
can
speak
the
message,
which
must
be
25
words
or
less,
perceive
from
the
container
using
its
own
senses,
though
it
can
be
delivered
over
as
long
as
10
but
it
can’t
move
or
take
actions
at
all.
minutes.
Finally,
determine
the
circumstance
that
While
possessing
a
body,
you
can
use
your
action
will
trigger
the
spell
to
deliver
your
message.
to
return
from
the
host
body
to
the
container
if
it
is
When
that
circumstance
occurs,
a
magical
mouth
within
100
feet
of
you,
returning
the
host
creature’s
appears
on
the
object
and
recites
the
message
in
soul
to
its
body.
If
the
host
body
dies
while
you’re
in
your
voice
and
at
the
same
volume
you
spoke.
If
the
it,
the
creature
dies,
and
you
must
make
a
Charisma
object
you
chose
has
a
mouth
or
something
that
saving
throw
against
your
own
spellcasting
DC.
On
a
looks
like
a
mouth
(for
example,
the
mouth
of
a
success,
you
return
to
the
container
if
it
is
within
statue),
the
magical
mouth
appears
there
so
that
the
100
feet
of
you.
Otherwise,
you
die.
words
appear
to
come
from
the
object’s
mouth.
If
the
container
is
destroyed
or
the
spell
ends,
When
you
cast
this
spell,
you
can
have
the
spell
end
your
soul
immediately
returns
to
your
body.
If
your
after
it
delivers
its
message,
or
it
can
remain
and
body
is
more
than
100
feet
away
from
you
or
if
your
repeat
its
message
whenever
the
trigger
occurs.
body
is
dead
when
you
attempt
to
return
to
it,
you
The
triggering
circumstance
can
be
as
general
or
die.
If
another
creature’s
soul
is
in
the
container
as
detailed
as
you
like,
though
it
must
be
based
on
when
it
is
destroyed,
the
creature’s
soul
returns
to
visual
or
audible
conditions
that
occur
within
30
feet
its
body
if
the
body
is
alive
and
within
100
feet.
of
the
object.
For
example,
you
could
instruct
the
Otherwise,
that
creature
dies.
mouth
to
speak
when
any
creature
moves
within
30
When
the
spell
ends,
the
container
is
destroyed.
feet
of
the
object
or
when
a
silver
bell
rings
within
30
feet
of
it.
Magic Missile
Magic Weapon
1st-‐‑level
evocation
2nd-‐‑level
transmutation
Casting
Time:
1
action
Range:
120
feet
Casting
Time:
1
bonus
action
Components:
V,
S
Range:
Touch
Duration:
Instantaneous
Components:
V,
S
Duration:
Concentration,
up
to
1
hour
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
161
You
touch
a
nonmagical
weapon.
Until
the
spell
ends,
Range:
120
feet
that
weapon
becomes
a
magic
weapon
with
a
+1
Components:
V,
S,
M
(a
bit
of
fleece)
bonus
to
attack
rolls
and
damage
rolls.
Duration:
Concentration,
up
to
10
minutes
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
4th
level
or
higher,
the
bonus
increases
You
create
the
image
of
an
object,
a
creature,
or
to
+2.
When
you
use
a
spell
slot
of
6th
level
or
higher,
some
other
visible
phenomenon
that
is
no
larger
the
bonus
increases
to
+3.
than
a
20-‐‑foot
cube.
The
image
appears
at
a
spot
that
you
can
see
within
range
and
lasts
for
the
duration.
Magnificent Mansion It
seems
completely
real,
including
sounds,
smells,
and
temperature
appropriate
to
the
thing
depicted.
7th-‐‑level
conjuration
You
can’t
create
sufficient
heat
or
cold
to
cause
damage,
a
sound
loud
enough
to
deal
thunder
Casting
Time:
1
minute
damage
or
deafen
a
creature,
or
a
smell
that
might
Range:
300
feet
sicken
a
creature
(like
a
troglodyte’s
stench).
Components:
V,
S,
M
(a
miniature
portal
carved
As
long
as
you
are
within
range
of
the
illusion,
you
can
use
your
action
to
cause
the
image
to
move
to
from
ivory,
a
small
piece
of
polished
marble,
and
a
any
other
spot
within
range.
As
the
image
changes
tiny
silver
spoon,
each
item
worth
at
least
5
gp)
location,
you
can
alter
its
appearance
so
that
its
Duration:
24
hours
movements
appear
natural
for
the
image.
For
example,
if
you
create
an
image
of
a
creature
and
You
conjure
an
extradimensional
dwelling
in
range
move
it,
you
can
alter
the
image
so
that
it
appears
to
that
lasts
for
the
duration.
You
choose
where
its
one
be
walking.
Similarly,
you
can
cause
the
illusion
to
entrance
is
located.
The
entrance
shimmers
faintly
make
different
sounds
at
different
times,
even
and
is
5
feet
wide
and
10
feet
tall.
You
and
any
making
it
carry
on
a
conversation,
for
example.
creature
you
designate
when
you
cast
the
spell
can
Physical
interaction
with
the
image
reveals
it
to
be
enter
the
extradimensional
dwelling
as
long
as
the
an
illusion,
because
things
can
pass
through
it.
A
portal
remains
open.
You
can
open
or
close
the
creature
that
uses
its
action
to
examine
the
image
portal
if
you
are
within
30
feet
of
it.
While
closed,
the
can
determine
that
it
is
an
illusion
with
a
successful
portal
is
invisible.
Intelligence
(Investigation)
check
against
your
spell
Beyond
the
portal
is
a
magnificent
foyer
with
save
DC.
If
a
creature
discerns
the
illusion
for
what
it
numerous
chambers
beyond.
The
atmosphere
is
is,
the
creature
can
see
through
the
image,
and
its
clean,
fresh,
and
warm.
other
sensory
qualities
become
faint
to
the
creature.
You
can
create
any
floor
plan
you
like,
but
the
At
Higher
Levels.
When
you
cast
this
spell
using
a
space
can’t
exceed
50
cubes,
each
cube
being
10
feet
spell
slot
of
6th
level
or
higher,
the
spell
lasts
until
on
each
side.
The
place
is
furnished
and
decorated
as
dispelled,
without
requiring
your
concentration.
you
choose.
It
contains
sufficient
food
to
serve
a
nine-‐‑course
banquet
for
up
to
100
people.
A
staff
of
Mass Cure Wounds
100
near-‐‑transparent
servants
attends
all
who
enter.
You
decide
the
visual
appearance
of
these
servants
5th-‐‑level
evocation
and
their
attire.
They
are
completely
obedient
to
your
orders.
Each
servant
can
perform
any
task
a
Casting
Time:
1
action
normal
human
servant
could
perform,
but
they
can’t
Range:
60
feet
attack
or
take
any
action
that
would
directly
harm
Components:
V,
S
another
creature.
Thus
the
servants
can
fetch
things,
Duration:
Instantaneous
clean,
mend,
fold
clothes,
light
fires,
serve
food,
pour
wine,
and
so
on.
The
servants
can
go
anywhere
in
A
wave
of
healing
energy
washes
out
from
a
point
of
the
mansion
but
can’t
leave
it.
Furnishings
and
other
your
choice
within
range.
Choose
up
to
six
creatures
objects
created
by
this
spell
dissipate
into
smoke
if
in
a
30-‐‑foot-‐‑radius
sphere
centered
on
that
point.
removed
from
the
mansion.
When
the
spell
ends,
Each
target
regains
hit
points
equal
to
3d8
+
your
any
creatures
inside
the
extradimensional
space
are
spellcasting
ability
modifier.
This
spell
has
no
effect
expelled
into
the
open
spaces
nearest
to
the
on
undead
or
constructs.
entrance.
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
6th
level
or
higher,
the
healing
increases
Major Image by
1d8
for
each
slot
level
above
5th.
3rd-‐‑level
illusion
Casting
Time:
1
action
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
162
Mass Heal course
of
action
can
continue
for
the
entire
duration.
If
the
suggested
activity
can
be
completed
in
a
9th-‐‑level
evocation
shorter
time,
the
spell
ends
when
the
subject
finishes
what
it
was
asked
to
do.
Casting
Time:
1
action
You
can
also
specify
conditions
that
will
trigger
a
Range:
60
feet
special
activity
during
the
duration.
For
example,
Components:
V,
S
you
might
suggest
that
a
group
of
soldiers
give
all
Duration:
Instantaneous
their
money
to
the
first
beggar
they
meet.
If
the
condition
isn’t
met
before
the
spell
ends,
the
activity
A
flood
of
healing
energy
flows
from
you
into
injured
isn’t
performed.
creatures
around
you.
You
restore
up
to
700
hit
If
you
or
any
of
your
companions
damage
a
points,
divided
as
you
choose
among
any
number
of
creature
affected
by
this
spell,
the
spell
ends
for
that
creatures
that
you
can
see
within
range.
Creatures
creature.
healed
by
this
spell
are
also
cured
of
all
diseases
and
At
Higher
Levels.
When
you
cast
this
spell
using
a
any
effect
making
them
blinded
or
deafened.
This
7th-‐‑level
spell
slot,
the
duration
is
10
days.
When
spell
has
no
effect
on
undead
or
constructs.
you
use
an
8th-‐‑level
spell
slot,
the
duration
is
30
days.
When
you
use
a
9th-‐‑level
spell
slot,
the
Mass Healing Word duration
is
a
year
and
a
day.
3rd-‐‑level
evocation
Maze
Casting
Time:
1
bonus
action
8th-‐‑level
conjuration
Range:
60
feet
Components:
V
Casting
Time:
1
action
Duration:
Instantaneous
Range:
60
feet
Components:
V,
S
As
you
call
out
words
of
restoration,
up
to
six
Duration:
Concentration,
up
to
10
minutes
creatures
of
your
choice
that
you
can
see
within
range
regain
hit
points
equal
to
1d4
+
your
You
banish
a
creature
that
you
can
see
within
range
spellcasting
ability
modifier.
This
spell
has
no
effect
into
a
labyrinthine
demiplane.
The
target
remains
on
undead
or
constructs.
there
for
the
duration
or
until
it
escapes
the
maze.
At
Higher
Levels.
When
you
cast
this
spell
using
a
The
target
can
use
its
action
to
attempt
to
escape.
spell
slot
of
4th
level
or
higher,
the
healing
increases
When
it
does
so,
it
makes
a
DC
20
Intelligence
check.
by
1d4
for
each
slot
level
above
3rd.
If
it
succeeds,
it
escapes,
and
the
spell
ends
(a
minotaur
or
goristro
demon
automatically
succeeds).
Mass Suggestion
When
the
spell
ends,
the
target
reappears
in
the
space
it
left
or,
if
that
space
is
occupied,
in
the
6th-‐‑level
enchantment
nearest
unoccupied
space.
Casting
Time:
1
action
Meld into Stone
Range:
60
feet
Components:
V,
M
(a
snake’s
tongue
and
either
a
bit
3rd-‐‑level
transmutation
(ritual)
of
honeycomb
or
a
drop
of
sweet
oil)
Casting
Time:
1
action
Duration:
24
hours
Range:
Touch
Components:
V,
S
You
suggest
a
course
of
activity
(limited
to
a
Duration:
8
hours
sentence
or
two)
and
magically
influence
up
to
twelve
creatures
of
your
choice
that
you
can
see
You
step
into
a
stone
object
or
surface
large
enough
within
range
and
that
can
hear
and
understand
you.
to
fully
contain
your
body,
melding
yourself
and
all
Creatures
that
can’t
be
charmed
are
immune
to
this
the
equipment
you
carry
with
the
stone
for
the
effect.
The
suggestion
must
be
worded
in
such
a
duration.
Using
your
movement,
you
step
into
the
manner
as
to
make
the
course
of
action
sound
stone
at
a
point
you
can
touch.
Nothing
of
your
reasonable.
Asking
the
creature
to
stab
itself,
throw
presence
remains
visible
or
otherwise
detectable
by
itself
onto
a
spear,
immolate
itself,
or
do
some
other
nonmagical
senses.
obviously
harmful
act
automatically
negates
the
While
merged
with
the
stone,
you
can’t
see
what
effect
of
the
spell.
occurs
outside
it,
and
any
Wisdom
(Perception)
Each
target
must
make
a
Wisdom
saving
throw.
On
a
failed
save,
it
pursues
the
course
of
action
you
described
to
the
best
of
its
ability.
The
suggested
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
163
checks
you
make
to
hear
sounds
outside
it
are
made
Meteor Swarm
with
disadvantage.
You
remain
aware
of
the
passage
of
time
and
can
cast
spells
on
yourself
while
merged
9th-‐‑level
evocation
in
the
stone.
You
can
use
your
movement
to
leave
the
stone
where
you
entered
it,
which
ends
the
spell.
Casting
Time:
1
action
You
otherwise
can’t
move.
Range:
1
mile
Minor
physical
damage
to
the
stone
doesn’t
harm
Components:
V,
S
you,
but
its
partial
destruction
or
a
change
in
its
Duration:
Instantaneous
shape
(to
the
extent
that
you
no
longer
fit
within
it)
expels
you
and
deals
6d6
bludgeoning
damage
to
Blazing
orbs
of
fire
plummet
to
the
ground
at
four
you.
The
stone’s
complete
destruction
(or
different
points
you
can
see
within
range.
Each
transmutation
into
a
different
substance)
expels
you
creature
in
a
40-‐‑foot-‐‑radius
sphere
centered
on
each
and
deals
50
bludgeoning
damage
to
you.
If
expelled,
point
you
choose
must
make
a
Dexterity
saving
you
fall
prone
in
an
unoccupied
space
closest
to
throw.
The
sphere
spreads
around
corners.
A
where
you
first
entered.
creature
takes
20d6
fire
damage
and
20d6
bludgeoning
damage
on
a
failed
save,
or
half
as
much
Mending damage
on
a
successful
one.
A
creature
in
the
area
of
more
than
one
fiery
burst
is
affected
only
once.
Transmutation
cantrip
The
spell
damages
objects
in
the
area
and
ignites
flammable
objects
that
aren’t
being
worn
or
carried.
Casting
Time:
1
minute
Range:
Touch
Mind Blank
Components:
V,
S,
M
(two
lodestones)
Duration:
Instantaneous
8th-‐‑level
abjuration
This
spell
repairs
a
single
break
or
tear
in
an
object
Casting
Time:
1
action
you
touch,
such
as
a
broken
chain
link,
two
halves
of
Range:
Touch
a
broken
key,
a
torn
cloak,
or
a
leaking
wineskin.
As
Components:
V,
S
long
as
the
break
or
tear
is
no
larger
than
1
foot
in
Duration:
24
hours
any
dimension,
you
mend
it,
leaving
no
trace
of
the
former
damage.
Until
the
spell
ends,
one
willing
creature
you
touch
is
This
spell
can
physically
repair
a
magic
item
or
immune
to
psychic
damage,
any
effect
that
would
construct,
but
the
spell
can’t
restore
magic
to
such
sense
its
emotions
or
read
its
thoughts,
divination
an
object.
spells,
and
the
charmed
condition.
The
spell
even
foils
wish
spells
and
spells
or
effects
of
similar
power
Message used
to
affect
the
target’s
mind
or
to
gain
information
about
the
target.
Transmutation
cantrip
Minor Illusion
Casting
Time:
1
action
Range:
120
feet
Illusion
cantrip
Components:
V,
S,
M
(a
short
piece
of
copper
wire)
Duration:
1
round
Casting
Time:
1
action
Range:
30
feet
You
point
your
finger
toward
a
creature
within
Components:
S,
M
(a
bit
of
fleece)
range
and
whisper
a
message.
The
target
(and
only
Duration:
1
minute
the
target)
hears
the
message
and
can
reply
in
a
whisper
that
only
you
can
hear.
You
create
a
sound
or
an
image
of
an
object
within
You
can
cast
this
spell
through
solid
objects
if
you
range
that
lasts
for
the
duration.
The
illusion
also
are
familiar
with
the
target
and
know
it
is
beyond
ends
if
you
dismiss
it
as
an
action
or
cast
this
spell
the
barrier.
Magical
silence,
1
foot
of
stone,
1
inch
of
again.
common
metal,
a
thin
sheet
of
lead,
or
3
feet
of
wood
If
you
create
a
sound,
its
volume
can
range
from
a
blocks
the
spell.
The
spell
doesn’t
have
to
follow
a
whisper
to
a
scream.
It
can
be
your
voice,
someone
straight
line
and
can
travel
freely
around
corners
or
else’s
voice,
a
lion’s
roar,
a
beating
of
drums,
or
any
through
openings.
other
sound
you
choose.
The
sound
continues
unabated
throughout
the
duration,
or
you
can
make
discrete
sounds
at
different
times
before
the
spell
ends.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
164
If
you
create
an
image
of
an
object—such
as
a
Three
illusory
duplicates
of
yourself
appear
in
your
chair,
muddy
footprints,
or
a
small
chest—it
must
be
space.
Until
the
spell
ends,
the
duplicates
move
with
no
larger
than
a
5-‐‑foot
cube.
The
image
can’t
create
you
and
mimic
your
actions,
shifting
position
so
it’s
sound,
light,
smell,
or
any
other
sensory
effect.
impossible
to
track
which
image
is
real.
You
can
use
Physical
interaction
with
the
image
reveals
it
to
be
your
action
to
dismiss
the
illusory
duplicates.
an
illusion,
because
things
can
pass
through
it.
Each
time
a
creature
targets
you
with
an
attack
If
a
creature
uses
its
action
to
examine
the
sound
during
the
spell’s
duration,
roll
a
d20
to
determine
or
image,
the
creature
can
determine
that
it
is
an
whether
the
attack
instead
targets
one
of
your
illusion
with
a
successful
Intelligence
(Investigation)
duplicates.
check
against
your
spell
save
DC.
If
a
creature
If
you
have
three
duplicates,
you
must
roll
a
6
or
discerns
the
illusion
for
what
it
is,
the
illusion
higher
to
change
the
attack’s
target
to
a
duplicate.
becomes
faint
to
the
creature.
With
two
duplicates,
you
must
roll
an
8
or
higher.
With
one
duplicate,
you
must
roll
an
11
or
higher.
Mirage Arcane
A
duplicate’s
AC
equals
10
+
your
Dexterity
modifier.
If
an
attack
hits
a
duplicate,
the
duplicate
is
7th-‐‑level
illusion
destroyed.
A
duplicate
can
be
destroyed
only
by
an
attack
that
hits
it.
It
ignores
all
other
damage
and
Casting
Time:
10
minutes
effects.
The
spell
ends
when
all
three
duplicates
are
Range:
Sight
destroyed.
Components:
V,
S
A
creature
is
unaffected
by
this
spell
if
it
can’t
see,
Duration:
10
days
if
it
relies
on
senses
other
than
sight,
such
as
blindsight,
or
if
it
can
perceive
illusions
as
false,
as
You
make
terrain
in
an
area
up
to
1
mile
square
look,
with
truesight.
sound,
smell,
and
even
feel
like
some
other
sort
of
terrain.
The
terrain’s
general
shape
remains
the
Mislead
same,
however.
Open
fields
or
a
road
could
be
made
to
resemble
a
swamp,
hill,
crevasse,
or
some
other
5th-‐‑level
illusion
difficult
or
impassable
terrain.
A
pond
can
be
made
to
seem
like
a
grassy
meadow,
a
precipice
like
a
Casting
Time:
1
action
gentle
slope,
or
a
rock-‐‑strewn
gully
like
a
wide
and
Range:
Self
smooth
road.
Components:
S
Similarly,
you
can
alter
the
appearance
of
Duration:
Concentration,
up
to
1
hour
structures,
or
add
them
where
none
are
present.
The
spell
doesn’t
disguise,
conceal,
or
add
creatures.
You
become
invisible
at
the
same
time
that
an
The
illusion
includes
audible,
visual,
tactile,
and
illusory
double
of
you
appears
where
you
are
olfactory
elements,
so
it
can
turn
clear
ground
into
standing.
The
double
lasts
for
the
duration,
but
the
difficult
terrain
(or
vice
versa)
or
otherwise
impede
invisibility
ends
if
you
attack
or
cast
a
spell.
movement
through
the
area.
Any
piece
of
the
You
can
use
your
action
to
move
your
illusory
illusory
terrain
(such
as
a
rock
or
stick)
that
is
double
up
to
twice
your
speed
and
make
it
gesture,
removed
from
the
spell’s
area
disappears
speak,
and
behave
in
whatever
way
you
choose.
immediately.
You
can
see
through
its
eyes
and
hear
through
its
Creatures
with
truesight
can
see
through
the
ears
as
if
you
were
located
where
it
is.
On
each
of
illusion
to
the
terrain’s
true
form;
however,
all
other
your
turns
as
a
bonus
action,
you
can
switch
from
elements
of
the
illusion
remain,
so
while
the
using
its
senses
to
using
your
own,
or
back
again.
creature
is
aware
of
the
illusion’s
presence,
the
While
you
are
using
its
senses,
you
are
blinded
and
creature
can
still
physically
interact
with
the
illusion.
deafened
in
regard
to
your
own
surroundings.
Mirror Image Misty Step
2nd-‐‑level
illusion
2nd-‐‑level
conjuration
Casting
Time:
1
action
Casting
Time:
1
bonus
action
Range:
Self
Range:
Self
Components:
V,
S
Components:
V
Duration:
1
minute
Duration:
Instantaneous
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
165
Briefly
surrounded
by
silvery
mist,
you
teleport
up
(8th
level),
or
any
time
in
the
creature’s
past
(9th
to
30
feet
to
an
unoccupied
space
that
you
can
see.
level).
Modify Memory Moonbeam
5th-‐‑level
enchantment
2nd-‐‑level
evocation
Casting
Time:
1
action
Casting
Time:
1
action
Range:
30
feet
Range:
120
feet
Components:
V,
S
Components:
V,
S,
M
(several
seeds
of
any
Duration:
Concentration,
up
to
1
minute
moonseed
plant
and
a
piece
of
opalescent
You
attempt
to
reshape
another
creature’s
memories.
feldspar)
One
creature
that
you
can
see
must
make
a
Wisdom
Duration:
Concentration,
up
to
1
minute
saving
throw.
If
you
are
fighting
the
creature,
it
has
advantage
on
the
saving
throw.
On
a
failed
save,
the
A
silvery
beam
of
pale
light
shines
down
in
a
5-‐‑foot-‐‑
target
becomes
charmed
by
you
for
the
duration.
radius,
40-‐‑foot-‐‑high
cylinder
centered
on
a
point
The
charmed
target
is
incapacitated
and
unaware
of
within
range.
Until
the
spell
ends,
dim
light
fills
the
its
surroundings,
though
it
can
still
hear
you.
If
it
cylinder.
takes
any
damage
or
is
targeted
by
another
spell,
When
a
creature
enters
the
spell’s
area
for
the
first
this
spell
ends,
and
none
of
the
target’s
memories
time
on
a
turn
or
starts
its
turn
there,
it
is
engulfed
are
modified.
in
ghostly
flames
that
cause
searing
pain,
and
it
must
While
this
charm
lasts,
you
can
affect
the
target’s
make
a
Constitution
saving
throw.
It
takes
2d10
memory
of
an
event
that
it
experienced
within
the
radiant
damage
on
a
failed
save,
or
half
as
much
last
24
hours
and
that
lasted
no
more
than
10
damage
on
a
successful
one.
minutes.
You
can
permanently
eliminate
all
memory
A
shapechanger
makes
its
saving
throw
with
of
the
event,
allow
the
target
to
recall
the
event
with
disadvantage.
If
it
fails,
it
also
instantly
reverts
to
its
perfect
clarity
and
exacting
detail,
change
its
original
form
and
can’t
assume
a
different
form
until
memory
of
the
details
of
the
event,
or
create
a
it
leaves
the
spell’s
light.
memory
of
some
other
event.
On
each
of
your
turns
after
you
cast
this
spell,
you
You
must
speak
to
the
target
to
describe
how
its
can
use
an
action
to
move
the
beam
60
feet
in
any
memories
are
affected,
and
it
must
be
able
to
direction.
understand
your
language
for
the
modified
At
Higher
Levels.
When
you
cast
this
spell
using
a
memories
to
take
root.
Its
mind
fills
in
any
gaps
in
spell
slot
of
3rd
level
or
higher,
the
damage
the
details
of
your
description.
If
the
spell
ends
increases
by
1d10
for
each
slot
level
above
2nd.
before
you
have
finished
describing
the
modified
memories,
the
creature’s
memory
isn’t
altered.
Move Earth
Otherwise,
the
modified
memories
take
hold
when
the
spell
ends.
6th-‐‑level
transmutation
A
modified
memory
doesn’t
necessarily
affect
how
a
creature
behaves,
particularly
if
the
memory
Casting
Time:
1
action
contradicts
the
creature’s
natural
inclinations,
Range:
120
feet
alignment,
or
beliefs.
An
illogical
modified
memory,
Components:
V,
S,
M
(an
iron
blade
and
a
small
bag
such
as
implanting
a
memory
of
how
much
the
creature
enjoyed
dousing
itself
in
acid,
is
dismissed,
containing
a
mixture
of
soils—clay,
loam,
and
perhaps
as
a
bad
dream.
The
GM
might
deem
a
sand)
modified
memory
too
nonsensical
to
affect
a
Duration:
Concentration,
up
to
2
hours
creature
in
a
significant
manner.
A
remove
curse
or
greater
restoration
spell
cast
on
Choose
an
area
of
terrain
no
larger
than
40
feet
on
a
the
target
restores
the
creature’s
true
memory.
side
within
range.
You
can
reshape
dirt,
sand,
or
clay
At
Higher
Levels.
If
you
cast
this
spell
using
a
spell
in
the
area
in
any
manner
you
choose
for
the
slot
of
6th
level
or
higher,
you
can
alter
the
target’s
duration.
You
can
raise
or
lower
the
area’s
elevation,
memories
of
an
event
that
took
place
up
to
7
days
create
or
fill
in
a
trench,
erect
or
flatten
a
wall,
or
ago
(6th
level),
30
days
ago
(7th
level),
1
year
ago
form
a
pillar.
The
extent
of
any
such
changes
can’t
exceed
half
the
area’s
largest
dimension.
So,
if
you
affect
a
40-‐‑foot
square,
you
can
create
a
pillar
up
to
20
feet
high,
raise
or
lower
the
square’s
elevation
by
up
to
20
feet,
dig
a
trench
up
to
20
feet
deep,
and
so
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
166
on.
It
takes
10
minutes
for
these
changes
to
Range:
30
feet
complete.
Components:
V,
S,
M
(a
pinch
of
sesame
seeds)
At
the
end
of
every
10
minutes
you
spend
Duration:
1
hour
concentrating
on
the
spell,
you
can
choose
a
new
area
of
terrain
to
affect.
A
passage
appears
at
a
point
of
your
choice
that
you
Because
the
terrain’s
transformation
occurs
can
see
on
a
wooden,
plaster,
or
stone
surface
(such
slowly,
creatures
in
the
area
can’t
usually
be
trapped
as
a
wall,
a
ceiling,
or
a
floor)
within
range,
and
lasts
or
injured
by
the
ground’s
movement.
for
the
duration.
You
choose
the
opening’s
This
spell
can’t
manipulate
natural
stone
or
stone
dimensions:
up
to
5
feet
wide,
8
feet
tall,
and
20
feet
construction.
Rocks
and
structures
shift
to
deep.
The
passage
creates
no
instability
in
a
accommodate
the
new
terrain.
If
the
way
you
shape
structure
surrounding
it.
the
terrain
would
make
a
structure
unstable,
it
might
When
the
opening
disappears,
any
creatures
or
collapse.
objects
still
in
the
passage
created
by
the
spell
are
Similarly,
this
spell
doesn’t
directly
affect
plant
safely
ejected
to
an
unoccupied
space
nearest
to
the
growth.
The
moved
earth
carries
any
plants
along
surface
on
which
you
cast
the
spell.
with
it.
Phantasmal Killer
Nondetection
4th-‐‑level
illusion
3rd-‐‑level
abjuration
Casting
Time:
1
action
Casting
Time:
1
action
Range:
120
feet
Range:
Touch
Components:
V,
S
Components:
V,
S,
M
(a
pinch
of
diamond
dust
Duration:
Concentration,
up
to
1
minute
worth
25
gp
sprinkled
over
the
target,
which
the
You
tap
into
the
nightmares
of
a
creature
you
can
spell
consumes)
see
within
range
and
create
an
illusory
Duration:
8
hours
manifestation
of
its
deepest
fears,
visible
only
to
that
creature.
The
target
must
make
a
Wisdom
saving
For
the
duration,
you
hide
a
target
that
you
touch
throw.
On
a
failed
save,
the
target
becomes
from
divination
magic.
The
target
can
be
a
willing
frightened
for
the
duration.
At
the
end
of
each
of
the
creature
or
a
place
or
an
object
no
larger
than
10
target’s
turns
before
the
spell
ends,
the
target
must
feet
in
any
dimension.
The
target
can’t
be
targeted
succeed
on
a
Wisdom
saving
throw
or
take
4d10
by
any
divination
magic
or
perceived
through
psychic
damage.
On
a
successful
save,
the
spell
ends.
magical
scrying
sensors.
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
5th
level
or
higher,
the
damage
increases
Pass without Trace by
1d10
for
each
slot
level
above
4th.
2nd-‐‑level
abjuration
Phantom Steed
Casting
Time:
1
action
3rd-‐‑level
illusion
(ritual)
Range:
Self
Components:
V,
S,
M
(ashes
from
a
burned
leaf
of
Casting
Time:
1
minute
Range:
30
feet
mistletoe
and
a
sprig
of
spruce)
Components:
V,
S
Duration:
Concentration,
up
to
1
hour
Duration:
1
hour
A
veil
of
shadows
and
silence
radiates
from
you,
A
Large
quasi-‐‑real,
horselike
creature
appears
on
the
masking
you
and
your
companions
from
detection.
ground
in
an
unoccupied
space
of
your
choice
within
For
the
duration,
each
creature
you
choose
within
30
range.
You
decide
the
creature’s
appearance,
but
it
is
feet
of
you
(including
you)
has
a
+10
bonus
to
equipped
with
a
saddle,
bit,
and
bridle.
Any
of
the
Dexterity
(Stealth)
checks
and
can’t
be
tracked
equipment
created
by
the
spell
vanishes
in
a
puff
of
except
by
magical
means.
A
creature
that
receives
smoke
if
it
is
carried
more
than
10
feet
away
from
this
bonus
leaves
behind
no
tracks
or
other
traces
of
the
steed.
its
passage.
For
the
duration,
you
or
a
creature
you
choose
can
ride
the
steed.
The
creature
uses
the
statistics
for
a
Passwall riding
horse,
except
it
has
a
speed
of
100
feet
and
can
travel
10
miles
in
an
hour,
or
13
miles
at
a
fast
5th-‐‑level
transmutation
Casting
Time:
1
action
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
167
pace.
When
the
spell
ends,
the
steed
gradually
fades,
If
you
are
unable
to
agree
on
a
price
for
the
giving
the
rider
1
minute
to
dismount.
The
spell
ends
creature’s
service,
the
creature
immediately
returns
if
you
use
an
action
to
dismiss
it
or
if
the
steed
takes
to
its
home
plane.
any
damage.
A
creature
enlisted
to
join
your
group
counts
as
a
member
of
it,
receiving
a
full
share
of
experience
Planar Ally points
awarded.
6th-‐‑level
conjuration
Planar Binding
Casting
Time:
10
minutes
5th-‐‑level
abjuration
Range:
60
feet
Components:
V,
S
Casting
Time:
1
hour
Duration:
Instantaneous
Range:
60
feet
Components:
V,
S,
M
(a
jewel
worth
at
least
1,000
You
beseech
an
otherworldly
entity
for
aid.
The
being
must
be
known
to
you:
a
god,
a
primordial,
a
gp,
which
the
spell
consumes)
demon
prince,
or
some
other
being
of
cosmic
power.
Duration:
24
hours
That
entity
sends
a
celestial,
an
elemental,
or
a
fiend
loyal
to
it
to
aid
you,
making
the
creature
appear
in
With
this
spell,
you
attempt
to
bind
a
celestial,
an
an
unoccupied
space
within
range.
If
you
know
a
elemental,
a
fey,
or
a
fiend
to
your
service.
The
specific
creature’s
name,
you
can
speak
that
name
creature
must
be
within
range
for
the
entire
casting
when
you
cast
this
spell
to
request
that
creature,
of
the
spell.
(Typically,
the
creature
is
first
though
you
might
get
a
different
creature
anyway
summoned
into
the
center
of
an
inverted
magic
(GM’s
choice).
circle
in
order
to
keep
it
trapped
while
this
spell
is
When
the
creature
appears,
it
is
under
no
cast.)
At
the
completion
of
the
casting,
the
target
compulsion
to
behave
in
any
particular
way.
You
can
must
make
a
Charisma
saving
throw.
On
a
failed
save,
ask
the
creature
to
perform
a
service
in
exchange
for
it
is
bound
to
serve
you
for
the
duration.
If
the
payment,
but
it
isn’t
obliged
to
do
so.
The
requested
creature
was
summoned
or
created
by
another
spell,
task
could
range
from
simple
(fly
us
across
the
that
spell’s
duration
is
extended
to
match
the
chasm,
or
help
us
fight
a
battle)
to
complex
(spy
on
duration
of
this
spell.
our
enemies,
or
protect
us
during
our
foray
into
the
A
bound
creature
must
follow
your
instructions
to
dungeon).
You
must
be
able
to
communicate
with
the
best
of
its
ability.
You
might
command
the
the
creature
to
bargain
for
its
services.
creature
to
accompany
you
on
an
adventure,
to
Payment
can
take
a
variety
of
forms.
A
celestial
guard
a
location,
or
to
deliver
a
message.
The
might
require
a
sizable
donation
of
gold
or
magic
creature
obeys
the
letter
of
your
instructions,
but
if
items
to
an
allied
temple,
while
a
fiend
might
the
creature
is
hostile
to
you,
it
strives
to
twist
your
demand
a
living
sacrifice
or
a
gift
of
treasure.
Some
words
to
achieve
its
own
objectives.
If
the
creature
creatures
might
exchange
their
service
for
a
quest
carries
out
your
instructions
completely
before
the
undertaken
by
you.
spell
ends,
it
travels
to
you
to
report
this
fact
if
you
As
a
rule
of
thumb,
a
task
that
can
be
measured
in
are
on
the
same
plane
of
existence.
If
you
are
on
a
minutes
requires
a
payment
worth
100
gp
per
different
plane
of
existence,
it
returns
to
the
place
minute.
A
task
measured
in
hours
requires
1,000
gp
where
you
bound
it
and
remains
there
until
the
spell
per
hour.
And
a
task
measured
in
days
(up
to
10
ends.
days)
requires
10,000
gp
per
day.
The
GM
can
adjust
At
Higher
Levels.
When
you
cast
this
spell
using
a
these
payments
based
on
the
circumstances
under
spell
slot
of
a
higher
level,
the
duration
increases
to
which
you
cast
the
spell.
If
the
task
is
aligned
with
10
days
with
a
6th-‐‑level
slot,
to
30
days
with
a
7th-‐‑
the
creature’s
ethos,
the
payment
might
be
halved
or
level
slot,
to
180
days
with
an
8th-‐‑level
slot,
and
to
a
even
waived.
Nonhazardous
tasks
typically
require
year
and
a
day
with
a
9th-‐‑level
spell
slot.
only
half
the
suggested
payment,
while
especially
dangerous
tasks
might
require
a
greater
gift.
Plane Shift
Creatures
rarely
accept
tasks
that
seem
suicidal.
After
the
creature
completes
the
task,
or
when
the
7th-‐‑level
conjuration
agreed-‐‑upon
duration
of
service
expires,
the
creature
returns
to
its
home
plane
after
reporting
Casting
Time:
1
action
back
to
you,
if
appropriate
to
the
task
and
if
possible.
Range:
Touch
Components:
V,
S,
M
(a
forked,
metal
rod
worth
at
least
250
gp,
attuned
to
a
particular
plane
of
existence)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
168
Duration:
Instantaneous
Poison Spray
You
and
up
to
eight
willing
creatures
who
link
hands
Conjuration
cantrip
in
a
circle
are
transported
to
a
different
plane
of
existence.
You
can
specify
a
target
destination
in
Casting
Time:
1
action
general
terms,
such
as
the
City
of
Brass
on
the
Range:
10
feet
Elemental
Plane
of
Fire
or
the
palace
of
Dispater
on
Components:
V,
S
the
second
level
of
the
Nine
Hells,
and
you
appear
in
Duration:
Instantaneous
or
near
that
destination.
If
you
are
trying
to
reach
You
extend
your
hand
toward
a
creature
you
can
see
the
City
of
Brass,
for
example,
you
might
arrive
in
its
within
range
and
project
a
puff
of
noxious
gas
from
Street
of
Steel,
before
its
Gate
of
Ashes,
or
looking
at
your
palm.
The
creature
must
succeed
on
a
the
city
from
across
the
Sea
of
Fire,
at
the
GM’s
Constitution
saving
throw
or
take
1d12
poison
discretion.
damage.
Alternatively,
if
you
know
the
sigil
sequence
of
a
This
spell's
damage
increases
by
1d12
when
you
teleportation
circle
on
another
plane
of
existence,
reach
5th
level
(2d12),
11th
level
(3d12),
and
17th
this
spell
can
take
you
to
that
circle.
If
the
level
(4d12).
teleportation
circle
is
too
small
to
hold
all
the
creatures
you
transported,
they
appear
in
the
closest
Polymorph
unoccupied
spaces
next
to
the
circle.
You
can
use
this
spell
to
banish
an
unwilling
4th-‐‑level
transmutation
creature
to
another
plane.
Choose
a
creature
within
your
reach
and
make
a
melee
spell
attack
against
it.
Casting
Time:
1
action
On
a
hit,
the
creature
must
make
a
Charisma
saving
Range:
60
feet
throw.
If
the
creature
fails
this
save,
it
is
transported
Components:
V,
S,
M
(a
caterpillar
cocoon)
to
a
random
location
on
the
plane
of
existence
you
Duration:
Concentration,
up
to
1
hour
specify.
A
creature
so
transported
must
find
its
own
way
back
to
your
current
plane
of
existence.
This
spell
transforms
a
creature
that
you
can
see
within
range
into
a
new
form.
An
unwilling
creature
must
Plant Growth make
a
Wisdom
saving
throw
to
avoid
the
effect.
The
spell
has
no
effect
on
a
shapechanger
or
a
creature
3rd-‐‑level
transmutation
with
0
hit
points.
The
transformation
lasts
for
the
duration,
or
until
Casting
Time:
1
action
or
8
hours
the
target
drops
to
0
hit
points
or
dies.
The
new
form
Range:
150
feet
can
be
any
beast
whose
challenge
rating
is
equal
to
Components:
V,
S
or
less
than
the
target’s
(or
the
target’s
level,
if
it
Duration:
Instantaneous
doesn’t
have
a
challenge
rating).
The
target’s
game
statistics,
including
mental
ability
scores,
are
This
spell
channels
vitality
into
plants
within
a
replaced
by
the
statistics
of
the
chosen
beast.
It
specific
area.
There
are
two
possible
uses
for
the
retains
its
alignment
and
personality.
spell,
granting
either
immediate
or
long-‐‑term
The
target
assumes
the
hit
points
of
its
new
form.
benefits.
When
it
reverts
to
its
normal
form,
the
creature
If
you
cast
this
spell
using
1
action,
choose
a
point
returns
to
the
number
of
hit
points
it
had
before
it
within
range.
All
normal
plants
in
a
100-‐‑foot
radius
transformed.
If
it
reverts
as
a
result
of
dropping
to
0
centered
on
that
point
become
thick
and
overgrown.
hit
points,
any
excess
damage
carries
over
to
its
A
creature
moving
through
the
area
must
spend
4
normal
form.
As
long
as
the
excess
damage
doesn’t
feet
of
movement
for
every
1
foot
it
moves.
reduce
the
creature’s
normal
form
to
0
hit
points,
it
You
can
exclude
one
or
more
areas
of
any
size
isn’t
knocked
unconscious.
within
the
spell’s
area
from
being
affected.
The
creature
is
limited
in
the
actions
it
can
If
you
cast
this
spell
over
8
hours,
you
enrich
the
perform
by
the
nature
of
its
new
form,
and
it
can’t
land.
All
plants
in
a
half-‐‑mile
radius
centered
on
a
speak,
cast
spells,
or
take
any
other
action
that
point
within
range
become
enriched
for
1
year.
The
requires
hands
or
speech.
plants
yield
twice
the
normal
amount
of
food
when
The
target’s
gear
melds
into
the
new
form.
The
harvested.
creature
can’t
activate,
use,
wield,
or
otherwise
benefit
from
any
of
its
equipment.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
169
Power Word Kill • You
create
an
instantaneous,
harmless
sensory
effect,
such
as
a
shower
of
sparks,
a
puff
of
wind,
9th-‐‑level
enchantment
faint
musical
notes,
or
an
odd
odor.
Casting
Time:
1
action
• You
instantaneously
light
or
snuff
out
a
candle,
a
Range:
60
feet
torch,
or
a
small
campfire.
Components:
V
Duration:
Instantaneous
• You
instantaneously
clean
or
soil
an
object
no
larger
than
1
cubic
foot.
You
utter
a
word
of
power
that
can
compel
one
creature
you
can
see
within
range
to
die
instantly.
If
• You
chill,
warm,
or
flavor
up
to
1
cubic
foot
of
the
creature
you
choose
has
100
hit
points
or
fewer,
nonliving
material
for
1
hour.
it
dies.
Otherwise,
the
spell
has
no
effect.
• You
make
a
color,
a
small
mark,
or
a
symbol
Power Word Stun appear
on
an
object
or
a
surface
for
1
hour.
8th-‐‑level
enchantment
• You
create
a
nonmagical
trinket
or
an
illusory
image
that
can
fit
in
your
hand
and
that
lasts
until
Casting
Time:
1
action
the
end
of
your
next
turn.
Range:
60
feet
Components:
V
If
you
cast
this
spell
multiple
times,
you
can
have
up
Duration:
Instantaneous
to
three
of
its
non-‐‑instantaneous
effects
active
at
a
time,
and
you
can
dismiss
such
an
effect
as
an
action.
You
speak
a
word
of
power
that
can
overwhelm
the
mind
of
one
creature
you
can
see
within
range,
Prismatic Spray
leaving
it
dumbfounded.
If
the
target
has
150
hit
points
or
fewer,
it
is
stunned.
Otherwise,
the
spell
7th-‐‑level
evocation
has
no
effect.
The
stunned
target
must
make
a
Constitution
Casting
Time:
1
action
saving
throw
at
the
end
of
each
of
its
turns.
On
a
Range:
Self
(60-‐‑foot
cone)
successful
save,
this
stunning
effect
ends.
Components:
V,
S
Duration:
Instantaneous
Prayer of Healing
Eight
multicolored
rays
of
light
flash
from
your
hand.
2nd-‐‑level
evocation
Each
ray
is
a
different
color
and
has
a
different
power
and
purpose.
Each
creature
in
a
60-‐‑foot
cone
Casting
Time:
10
minutes
must
make
a
Dexterity
saving
throw.
For
each
target,
Range:
30
feet
roll
a
d8
to
determine
which
color
ray
affects
it.
Components:
V
1.
Red.
The
target
takes
10d6
fire
damage
on
a
Duration:
Instantaneous
failed
save,
or
half
as
much
damage
on
a
successful
one.
Up
to
six
creatures
of
your
choice
that
you
can
see
2.
Orange.
The
target
takes
10d6
acid
damage
on
within
range
each
regain
hit
points
equal
to
2d8
+
a
failed
save,
or
half
as
much
damage
on
a
successful
your
spellcasting
ability
modifier.
This
spell
has
no
one.
effect
on
undead
or
constructs.
3.
Yellow.
The
target
takes
10d6
lightning
damage
At
Higher
Levels.
When
you
cast
this
spell
using
a
on
a
failed
save,
or
half
as
much
damage
on
a
spell
slot
of
3rd
level
or
higher,
the
healing
increases
successful
one.
by
1d8
for
each
slot
level
above
2nd.
4.
Green.
The
target
takes
10d6
poison
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
Prestidigitation one.
5.
Blue.
The
target
takes
10d6
cold
damage
on
a
Transmutation
cantrip
failed
save,
or
half
as
much
damage
on
a
successful
one.
Casting
Time:
1
action
6.
Indigo.
On
a
failed
save,
the
target
is
restrained.
Range:
10
feet
It
must
then
make
a
Constitution
saving
throw
at
the
Components:
V,
S
end
of
each
of
its
turns.
If
it
successfully
saves
three
Duration:
Up
to
1
hour
times,
the
spell
ends.
If
it
fails
its
save
three
times,
it
permanently
turns
to
stone
and
is
subjected
to
the
This
spell
is
a
minor
magical
trick
that
novice
petrified
condition.
The
successes
and
failures
don’t
spellcasters
use
for
practice.
You
create
one
of
the
need
to
be
consecutive;
keep
track
of
both
until
the
following
magical
effects
within
range:
target
collects
three
of
a
kind.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
170
7.
Violet.
On
a
failed
save,
the
target
is
blinded.
It
attacks
can’t
pass
through
the
wall.
The
layer
can
be
must
then
make
a
Wisdom
saving
throw
at
the
start
destroyed
by
dealing
at
least
25
cold
damage
to
it.
of
your
next
turn.
A
successful
save
ends
the
2.
Orange.
The
creature
takes
10d6
acid
damage
blindness.
If
it
fails
that
save,
the
creature
is
on
a
failed
save,
or
half
as
much
damage
on
a
transported
to
another
plane
of
existence
of
the
GM’s
successful
one.
While
this
layer
is
in
place,
magical
choosing
and
is
no
longer
blinded.
(Typically,
a
ranged
attacks
can’t
pass
through
the
wall.
The
layer
creature
that
is
on
a
plane
that
isn’t
its
home
plane
is
is
destroyed
by
a
strong
wind.
banished
home,
while
other
creatures
are
usually
3.
Yellow.
The
creature
takes
10d6
lightning
cast
into
the
Astral
or
Ethereal
planes.)
damage
on
a
failed
save,
or
half
as
much
damage
on
8.
Special.
The
target
is
struck
by
two
rays.
Roll
a
successful
one.
This
layer
can
be
destroyed
by
twice
more,
rerolling
any
8.
dealing
at
least
60
force
damage
to
it.
4.
Green.
The
creature
takes
10d6
poison
damage
Prismatic Wall on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
A
passwall
spell,
or
another
spell
of
9th-‐‑level
abjuration
equal
or
greater
level
that
can
open
a
portal
on
a
solid
surface,
destroys
this
layer.
Casting
Time:
1
action
5.
Blue.
The
creature
takes
10d6
cold
damage
on
a
Range:
60
feet
failed
save,
or
half
as
much
damage
on
a
successful
Components:
V,
S
one.
This
layer
can
be
destroyed
by
dealing
at
least
Duration:
10
minutes
25
fire
damage
to
it.
6.
Indigo.
On
a
failed
save,
the
creature
is
A
shimmering,
multicolored
plane
of
light
forms
a
restrained.
It
must
then
make
a
Constitution
saving
vertical
opaque
wall—up
to
90
feet
long,
30
feet
high,
throw
at
the
end
of
each
of
its
turns.
If
it
successfully
and
1
inch
thick—centered
on
a
point
you
can
see
saves
three
times,
the
spell
ends.
If
it
fails
its
save
within
range.
Alternatively,
you
can
shape
the
wall
three
times,
it
permanently
turns
to
stone
and
is
into
a
sphere
up
to
30
feet
in
diameter
centered
on
a
subjected
to
the
petrified
condition.
The
successes
point
you
choose
within
range.
The
wall
remains
in
and
failures
don’t
need
to
be
consecutive;
keep
track
place
for
the
duration.
If
you
position
the
wall
so
that
of
both
until
the
creature
collects
three
of
a
kind.
it
passes
through
a
space
occupied
by
a
creature,
the
While
this
layer
is
in
place,
spells
can’t
be
cast
spell
fails,
and
your
action
and
the
spell
slot
are
through
the
wall.
The
layer
is
destroyed
by
bright
wasted.
light
shed
by
a
daylight
spell
or
a
similar
spell
of
The
wall
sheds
bright
light
out
to
a
range
of
100
equal
or
higher
level.
feet
and
dim
light
for
an
additional
100
feet.
You
and
7.
Violet.
On
a
failed
save,
the
creature
is
blinded.
creatures
you
designate
at
the
time
you
cast
the
spell
It
must
then
make
a
Wisdom
saving
throw
at
the
can
pass
through
and
remain
near
the
wall
without
start
of
your
next
turn.
A
successful
save
ends
the
harm.
If
another
creature
that
can
see
the
wall
blindness.
If
it
fails
that
save,
the
creature
is
moves
to
within
20
feet
of
it
or
starts
its
turn
there,
transported
to
another
plane
of
the
GM’s
choosing
the
creature
must
succeed
on
a
Constitution
saving
and
is
no
longer
blinded.
(Typically,
a
creature
that
throw
or
become
blinded
for
1
minute.
is
on
a
plane
that
isn’t
its
home
plane
is
banished
The
wall
consists
of
seven
layers,
each
with
a
home,
while
other
creatures
are
usually
cast
into
the
different
color.
When
a
creature
attempts
to
reach
Astral
or
Ethereal
planes.)
This
layer
is
destroyed
by
into
or
pass
through
the
wall,
it
does
so
one
layer
at
a
dispel
magic
spell
or
a
similar
spell
of
equal
or
a
time
through
all
the
wall’s
layers.
As
it
passes
or
higher
level
that
can
end
spells
and
magical
effects.
reaches
through
each
layer,
the
creature
must
make
a
Dexterity
saving
throw
or
be
affected
by
that
Private Sanctum
layer’s
properties
as
described
below.
The
wall
can
be
destroyed,
also
one
layer
at
a
time,
4th-‐‑level
abjuration
in
order
from
red
to
violet,
by
means
specific
to
each
layer.
Once
a
layer
is
destroyed,
it
remains
so
for
the
Casting
Time:
10
minutes
duration
of
the
spell.
A
rod
of
cancellation
destroys
a
Range:
120
feet
prismatic
wall,
but
an
antimagic
field
has
no
effect
on
Components:
V,
S,
M
(a
thin
sheet
of
lead,
a
piece
of
it.
1.
Red.
The
creature
takes
10d6
fire
damage
on
a
opaque
glass,
a
wad
of
cotton
or
cloth,
and
failed
save,
or
half
as
much
damage
on
a
successful
powdered
chrysolite)
one.
While
this
layer
is
in
place,
nonmagical
ranged
Duration:
24
hours
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
171
You
make
an
area
within
range
magically
secure.
Programmed Illusion
The
area
is
a
cube
that
can
be
as
small
as
5
feet
to
as
large
as
100
feet
on
each
side.
The
spell
lasts
for
the
6th-‐‑level
illusion
duration
or
until
you
use
an
action
to
dismiss
it.
When
you
cast
the
spell,
you
decide
what
sort
of
Casting
Time:
1
action
security
the
spell
provides,
choosing
any
or
all
of
the
Range:
120
feet
following
properties:
Components:
V,
S,
M
(a
bit
of
fleece
and
jade
dust
• Sound
can’t
pass
through
the
barrier
at
the
edge
of
worth
at
least
25
gp)
the
warded
area.
Duration:
Until
dispelled
• The
barrier
of
the
warded
area
appears
dark
and
You
create
an
illusion
of
an
object,
a
creature,
or
foggy,
preventing
vision
(including
darkvision)
some
other
visible
phenomenon
within
range
that
through
it.
activates
when
a
specific
condition
occurs.
The
illusion
is
imperceptible
until
then.
It
must
be
no
• Sensors
created
by
divination
spells
can’t
appear
larger
than
a
30-‐‑foot
cube,
and
you
decide
when
you
inside
the
protected
area
or
pass
through
the
cast
the
spell
how
the
illusion
behaves
and
what
barrier
at
its
perimeter.
sounds
it
makes.
This
scripted
performance
can
last
up
to
5
minutes.
• Creatures
in
the
area
can’t
be
targeted
by
When
the
condition
you
specify
occurs,
the
illusion
divination
spells.
springs
into
existence
and
performs
in
the
manner
you
described.
Once
the
illusion
finishes
performing,
• Nothing
can
teleport
into
or
out
of
the
warded
it
disappears
and
remains
dormant
for
10
minutes.
area.
After
this
time,
the
illusion
can
be
activated
again.
The
triggering
condition
can
be
as
general
or
as
• Planar
travel
is
blocked
within
the
warded
area.
detailed
as
you
like,
though
it
must
be
based
on
visual
or
audible
conditions
that
occur
within
30
feet
Casting
this
spell
on
the
same
spot
every
day
for
a
of
the
area.
For
example,
you
could
create
an
illusion
year
makes
this
effect
permanent.
of
yourself
to
appear
and
warn
off
others
who
At
Higher
Levels.
When
you
cast
this
spell
using
a
attempt
to
open
a
trapped
door,
or
you
could
set
the
spell
slot
of
5th
level
or
higher,
you
can
increase
the
illusion
to
trigger
only
when
a
creature
says
the
size
of
the
cube
by
100
feet
for
each
slot
level
correct
word
or
phrase.
beyond
4th.
Thus
you
could
protect
a
cube
that
can
Physical
interaction
with
the
image
reveals
it
to
be
be
up
to
200
feet
on
one
side
by
using
a
spell
slot
of
an
illusion,
because
things
can
pass
through
it.
A
5th
level.
creature
that
uses
its
action
to
examine
the
image
can
determine
that
it
is
an
illusion
with
a
successful
Produce Flame Intelligence
(Investigation)
check
against
your
spell
save
DC.
If
a
creature
discerns
the
illusion
for
what
it
Conjuration
cantrip
is,
the
creature
can
see
through
the
image,
and
any
noise
it
makes
sounds
hollow
to
the
creature.
Casting
Time:
1
action
Range:
Self
Project Image
Components:
V,
S
Duration:
10
minutes
7th-‐‑level
illusion
A
flickering
flame
appears
in
your
hand.
The
flame
Casting
Time:
1
action
remains
there
for
the
duration
and
harms
neither
Range:
500
miles
you
nor
your
equipment.
The
flame
sheds
bright
Components:
V,
S,
M
(a
small
replica
of
you
made
light
in
a
10-‐‑foot
radius
and
dim
light
for
an
additional
10
feet.
The
spell
ends
if
you
dismiss
it
as
from
materials
worth
at
least
5
gp)
an
action
or
if
you
cast
it
again.
Duration:
Concentration,
up
to
1
day
You
can
also
attack
with
the
flame,
although
doing
so
ends
the
spell.
When
you
cast
this
spell,
or
as
an
You
create
an
illusory
copy
of
yourself
that
lasts
for
action
on
a
later
turn,
you
can
hurl
the
flame
at
a
the
duration.
The
copy
can
appear
at
any
location
creature
within
30
feet
of
you.
Make
a
ranged
spell
within
range
that
you
have
seen
before,
regardless
of
attack.
On
a
hit,
the
target
takes
1d8
fire
damage.
intervening
obstacles.
The
illusion
looks
and
sounds
This
spell’s
damage
increases
by
1d8
when
you
like
you
but
is
intangible.
If
the
illusion
takes
any
reach
5th
level
(2d8),
11th
level
(3d8),
and
17th
damage,
it
disappears,
and
the
spell
ends.
level
(4d8).
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
172
You
can
use
your
action
to
move
this
illusion
up
to
Range:
Touch
twice
your
speed,
and
make
it
gesture,
speak,
and
Components:
V,
S
behave
in
whatever
way
you
choose.
It
mimics
your
Duration:
1
hour
mannerisms
perfectly.
You
can
see
through
its
eyes
and
hear
through
its
You
touch
a
creature.
If
it
is
poisoned,
you
neutralize
ears
as
if
you
were
in
its
space.
On
your
turn
as
a
the
poison.
If
more
than
one
poison
afflicts
the
target,
bonus
action,
you
can
switch
from
using
its
senses
to
you
neutralize
one
poison
that
you
know
is
present,
using
your
own,
or
back
again.
While
you
are
using
or
you
neutralize
one
at
random.
its
senses,
you
are
blinded
and
deafened
in
regard
to
For
the
duration,
the
target
has
advantage
on
your
own
surroundings.
saving
throws
against
being
poisoned,
and
it
has
Physical
interaction
with
the
image
reveals
it
to
be
resistance
to
poison
damage.
an
illusion,
because
things
can
pass
through
it.
A
creature
that
uses
its
action
to
examine
the
image
Purify Food and Drink
can
determine
that
it
is
an
illusion
with
a
successful
Intelligence
(Investigation)
check
against
your
spell
1st-‐‑level
transmutation
(ritual)
save
DC.
If
a
creature
discerns
the
illusion
for
what
it
is,
the
creature
can
see
through
the
image,
and
any
Casting
Time:
1
action
noise
it
makes
sounds
hollow
to
the
creature.
Range:
10
feet
Components:
V,
S
Protection from Energy Duration:
Instantaneous
3rd-‐‑level
abjuration
All
nonmagical
food
and
drink
within
a
5-‐‑foot-‐‑radius
sphere
centered
on
a
point
of
your
choice
within
Casting
Time:
1
action
range
is
purified
and
rendered
free
of
poison
and
Range:
Touch
disease.
Components:
V,
S
Duration:
Concentration,
up
to
1
hour
Raise Dead
For
the
duration,
the
willing
creature
you
touch
has
5th-‐‑level
necromancy
resistance
to
one
damage
type
of
your
choice:
acid,
cold,
fire,
lightning,
or
thunder.
Casting
Time:
1
hour
Range:
Touch
Protection from Evil and Good Components:
V,
S,
M
(a
diamond
worth
at
least
500
1st-‐‑level
abjuration
gp,
which
the
spell
consumes)
Duration:
Instantaneous
Casting
Time:
1
action
Range:
Touch
You
return
a
dead
creature
you
touch
to
life,
Components:
V,
S,
M
(holy
water
or
powdered
silver
provided
that
it
has
been
dead
no
longer
than
10
days.
If
the
creature’s
soul
is
both
willing
and
at
and
iron,
which
the
spell
consumes)
liberty
to
rejoin
the
body,
the
creature
returns
to
life
Duration:
Concentration
up
to
10
minutes
with
1
hit
point.
This
spell
also
neutralizes
any
poisons
and
cures
Until
the
spell
ends,
one
willing
creature
you
touch
is
nonmagical
diseases
that
affected
the
creature
at
the
protected
against
certain
types
of
creatures:
time
it
died.
This
spell
doesn’t,
however,
remove
aberrations,
celestials,
elementals,
fey,
fiends,
and
magical
diseases,
curses,
or
similar
effects;
if
these
undead.
aren’t
first
removed
prior
to
casting
the
spell,
they
The
protection
grants
several
benefits.
Creatures
take
effect
when
the
creature
returns
to
life.
The
of
those
types
have
disadvantage
on
attack
rolls
spell
can’t
return
an
undead
creature
to
life.
against
the
target.
The
target
also
can’t
be
charmed,
This
spell
closes
all
mortal
wounds,
but
it
doesn’t
frightened,
or
possessed
by
them.
If
the
target
is
restore
missing
body
parts.
If
the
creature
is
lacking
already
charmed,
frightened,
or
possessed
by
such
a
body
parts
or
organs
integral
for
its
survival—its
creature,
the
target
has
advantage
on
any
new
head,
for
instance—the
spell
automatically
fails.
saving
throw
against
the
relevant
effect.
Coming
back
from
the
dead
is
an
ordeal.
The
target
takes
a
−4
penalty
to
all
attack
rolls,
saving
Protection from Poison throws,
and
ability
checks.
Every
time
the
target
finishes
a
long
rest,
the
penalty
is
reduced
by
1
until
2nd-‐‑level
abjuration
it
disappears.
Casting
Time:
1
action
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
173
Ray of Enfeeblement Reincarnate
2nd-‐‑level
necromancy
5th-‐‑level
transmutation
Casting
Time:
1
action
Casting
Time:
1
hour
Range:
60
feet
Range:
Touch
Components:
V,
S
Components:
V,
S,
M
(rare
oils
and
unguents
worth
Duration:
Concentration,
up
to
1
minute
at
least
1,000
gp,
which
the
spell
consumes)
A
black
beam
of
enervating
energy
springs
from
Duration:
Instantaneous
your
finger
toward
a
creature
within
range.
Make
a
ranged
spell
attack
against
the
target.
On
a
hit,
the
You
touch
a
dead
humanoid
or
a
piece
of
a
dead
target
deals
only
half
damage
with
weapon
attacks
humanoid.
Provided
that
the
creature
has
been
dead
that
use
Strength
until
the
spell
ends.
no
longer
than
10
days,
the
spell
forms
a
new
adult
At
the
end
of
each
of
the
target’s
turns,
it
can
make
body
for
it
and
then
calls
the
soul
to
enter
that
body.
a
Constitution
saving
throw
against
the
spell.
On
a
If
the
target’s
soul
isn’t
free
or
willing
to
do
so,
the
success,
the
spell
ends.
spell
fails.
The
magic
fashions
a
new
body
for
the
creature
to
Ray of Frost inhabit,
which
likely
causes
the
creature’s
race
to
change.
The
GM
rolls
a
d100
and
consults
the
Evocation
cantrip
following
table
to
determine
what
form
the
creature
takes
when
restored
to
life,
or
the
GM
chooses
a
Casting
Time:
1
action
form.
Range:
60
feet
Components:
V,
S
d100
Race
Duration:
Instantaneous
01–04
Dragonborn
05–13
Dwarf,
hill
A
frigid
beam
of
blue-‐‑white
light
streaks
toward
a
14–21
Dwarf,
mountain
creature
within
range.
Make
a
ranged
spell
attack
22–25
Elf,
dark
against
the
target.
On
a
hit,
it
takes
1d8
cold
damage,
26–34
Elf,
high
and
its
speed
is
reduced
by
10
feet
until
the
start
of
35–42
Elf,
wood
your
next
turn.
43–46
Gnome,
forest
The
spell’s
damage
increases
by
1d8
when
you
47–52
Gnome,
rock
reach
5th
level
(2d8),
11th
level
(3d8),
and
17th
53–56
Half-‐elf
level
(4d8).
57–60
Half-‐orc
61–68
Halfling,
lightfoot
Regenerate 69–76
Halfling,
stout
77–96
Human
7th-‐‑level
transmutation
97–00
Tiefling
Casting
Time:
1
minute
The
reincarnated
creature
recalls
its
former
life
Range:
Touch
and
experiences.
It
retains
the
capabilities
it
had
in
Components:
V,
S,
M
(a
prayer
wheel
and
holy
its
original
form,
except
it
exchanges
its
original
race
for
the
new
one
and
changes
its
racial
traits
water)
accordingly.
Duration:
1
hour
Remove Curse
You
touch
a
creature
and
stimulate
its
natural
healing
ability.
The
target
regains
4d8
+
15
hit
points.
3rd-‐‑level
abjuration
For
the
duration
of
the
spell,
the
target
regains
1
hit
point
at
the
start
of
each
of
its
turns
(10
hit
points
Casting
Time:
1
action
each
minute).
Range:
Touch
The
target’s
severed
body
members
(fingers,
legs,
Components:
V,
S
tails,
and
so
on),
if
any,
are
restored
after
2
minutes.
Duration:
Instantaneous
If
you
have
the
severed
part
and
hold
it
to
the
stump,
the
spell
instantaneously
causes
the
limb
to
knit
to
At
your
touch,
all
curses
affecting
one
creature
or
the
stump.
object
end.
If
the
object
is
a
cursed
magic
item,
its
curse
remains,
but
the
spell
breaks
its
owner’s
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
174
attunement
to
the
object
so
it
can
be
removed
or
You
touch
a
dead
creature
that
has
been
dead
for
no
discarded.
more
than
a
century,
that
didn’t
die
of
old
age,
and
that
isn’t
undead.
If
its
soul
is
free
and
willing,
the
Resilient Sphere target
returns
to
life
with
all
its
hit
points.
This
spell
neutralizes
any
poisons
and
cures
4th-‐‑level
evocation
normal
diseases
afflicting
the
creature
when
it
died.
It
doesn’t,
however,
remove
magical
diseases,
curses,
Casting
Time:
1
action
and
the
like;
if
such
effects
aren’t
removed
prior
to
Range:
30
feet
casting
the
spell,
they
afflict
the
target
on
its
return
Components:
V,
S,
M
(a
hemispherical
piece
of
clear
to
life.
This
spell
closes
all
mortal
wounds
and
restores
crystal
and
a
matching
hemispherical
piece
of
gum
any
missing
body
parts.
arabic)
Coming
back
from
the
dead
is
an
ordeal.
The
Duration:
Concentration,
up
to
1
minute
target
takes
a
−4
penalty
to
all
attack
rolls,
saving
throws,
and
ability
checks.
Every
time
the
target
A
sphere
of
shimmering
force
encloses
a
creature
or
finishes
a
long
rest,
the
penalty
is
reduced
by
1
until
object
of
Large
size
or
smaller
within
range.
An
it
disappears.
unwilling
creature
must
make
a
Dexterity
saving
Casting
this
spell
to
restore
life
to
a
creature
that
throw.
On
a
failed
save,
the
creature
is
enclosed
for
has
been
dead
for
one
year
or
longer
taxes
you
the
duration.
greatly.
Until
you
finish
a
long
rest,
you
can’t
cast
Nothing—not
physical
objects,
energy,
or
other
spells
again,
and
you
have
disadvantage
on
all
attack
spell
effects—can
pass
through
the
barrier,
in
or
out,
rolls,
ability
checks,
and
saving
throws.
though
a
creature
in
the
sphere
can
breathe
there.
The
sphere
is
immune
to
all
damage,
and
a
creature
Reverse Gravity
or
object
inside
can’t
be
damaged
by
attacks
or
effects
originating
from
outside,
nor
can
a
creature
7th-‐‑level
transmutation
inside
the
sphere
damage
anything
outside
it.
The
sphere
is
weightless
and
just
large
enough
to
Casting
Time:
1
action
contain
the
creature
or
object
inside.
An
enclosed
Range:
100
feet
creature
can
use
its
action
to
push
against
the
Components:
V,
S,
M
(a
lodestone
and
iron
filings)
sphere’s
walls
and
thus
roll
the
sphere
at
up
to
half
Duration:
Concentration,
up
to
1
minute
the
creature’s
speed.
Similarly,
the
globe
can
be
picked
up
and
moved
by
other
creatures.
This
spell
reverses
gravity
in
a
50-‐‑foot-‐‑radius,
100-‐‑
A
disintegrate
spell
targeting
the
globe
destroys
it
foot
high
cylinder
centered
on
a
point
within
range.
without
harming
anything
inside
it.
All
creatures
and
objects
that
aren’t
somehow
anchored
to
the
ground
in
the
area
fall
upward
and
Resistance reach
the
top
of
the
area
when
you
cast
this
spell.
A
creature
can
make
a
Dexterity
saving
throw
to
grab
Abjuration
cantrip
onto
a
fixed
object
it
can
reach,
thus
avoiding
the
fall.
If
some
solid
object
(such
as
a
ceiling)
is
Casting
Time:
1
action
encountered
in
this
fall,
falling
objects
and
creatures
Range:
Touch
strike
it
just
as
they
would
during
a
normal
Components:
V,
S,
M
(a
miniature
cloak)
downward
fall.
If
an
object
or
creature
reaches
the
Duration:
Concentration,
up
to
1
minute
top
of
the
area
without
striking
anything,
it
remains
there,
oscillating
slightly,
for
the
duration.
You
touch
one
willing
creature.
Once
before
the
spell
At
the
end
of
the
duration,
affected
objects
and
ends,
the
target
can
roll
a
d4
and
add
the
number
creatures
fall
back
down.
rolled
to
one
saving
throw
of
its
choice.
It
can
roll
the
die
before
or
after
making
the
saving
throw.
The
Revivify
spell
then
ends.
3rd-‐‑level
necromancy
Resurrection
Casting
Time:
1
action
7th-‐‑level
necromancy
Range:
Touch
Components:
V,
S,
M
(diamonds
worth
300
gp,
Casting
Time:
1
hour
Range:
Touch
which
the
spell
consumes)
Components:
V,
S,
M
(a
diamond
worth
at
least
Duration:
Instantaneous
1,000
gp,
which
the
spell
consumes)
Duration:
Instantaneous
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
175
You
touch
a
creature
that
has
died
within
the
last
You
ward
a
creature
within
range
against
attack.
minute.
That
creature
returns
to
life
with
1
hit
point.
Until
the
spell
ends,
any
creature
who
targets
the
This
spell
can’t
return
to
life
a
creature
that
has
died
warded
creature
with
an
attack
or
a
harmful
spell
of
old
age,
nor
can
it
restore
any
missing
body
parts.
must
first
make
a
Wisdom
saving
throw.
On
a
failed
save,
the
creature
must
choose
a
new
target
or
lose
Rope Trick the
attack
or
spell.
This
spell
doesn’t
protect
the
warded
creature
from
area
effects,
such
as
the
2nd-‐‑level
transmutation
explosion
of
a
fireball.
If
the
warded
creature
makes
an
attack
or
casts
a
Casting
Time:
1
action
spell
that
affects
an
enemy
creature,
this
spell
ends.
Range:
Touch
Components:
V,
S,
M
(powdered
corn
extract
and
a
Scorching Ray
twisted
loop
of
parchment)
2nd-‐‑level
evocation
Duration:
1
hour
Casting
Time:
1
action
You
touch
a
length
of
rope
that
is
up
to
60
feet
long.
Range:
120
feet
One
end
of
the
rope
then
rises
into
the
air
until
the
Components:
V,
S
whole
rope
hangs
perpendicular
to
the
ground.
At
Duration:
Instantaneous
the
upper
end
of
the
rope,
an
invisible
entrance
opens
to
an
extradimensional
space
that
lasts
until
You
create
three
rays
of
fire
and
hurl
them
at
targets
the
spell
ends.
within
range.
You
can
hurl
them
at
one
target
or
The
extradimensional
space
can
be
reached
by
several.
climbing
to
the
top
of
the
rope.
The
space
can
hold
as
Make
a
ranged
spell
attack
for
each
ray.
On
a
hit,
many
as
eight
Medium
or
smaller
creatures.
The
the
target
takes
2d6
fire
damage.
rope
can
be
pulled
into
the
space,
making
the
rope
At
Higher
Levels.
When
you
cast
this
spell
using
a
disappear
from
view
outside
the
space.
spell
slot
of
3rd
level
or
higher,
you
create
one
Attacks
and
spells
can’t
cross
through
the
entrance
additional
ray
for
each
slot
level
above
2nd.
into
or
out
of
the
extradimensional
space,
but
those
inside
can
see
out
of
it
as
if
through
a
3-‐‑foot-‐‑by-‐‑5-‐‑ Scrying
foot
window
centered
on
the
rope.
Anything
inside
the
extradimensional
space
drops
5th-‐‑level
divination
out
when
the
spell
ends.
Casting
Time:
10
minutes
Sacred Flame Range:
Self
Components:
V,
S,
M
(a
focus
worth
at
least
1,000
Evocation
cantrip
gp,
such
as
a
crystal
ball,
a
silver
mirror,
or
a
font
Casting
Time:
1
action
filled
with
holy
water)
Range:
60
feet
Duration:
Concentration,
up
to
10
minutes
Components:
V,
S
Duration:
Instantaneous
You
can
see
and
hear
a
particular
creature
you
choose
that
is
on
the
same
plane
of
existence
as
you.
Flame-‐‑like
radiance
descends
on
a
creature
that
you
The
target
must
make
a
Wisdom
saving
throw,
can
see
within
range.
The
target
must
succeed
on
a
which
is
modified
by
how
well
you
know
the
target
Dexterity
saving
throw
or
take
1d8
radiant
damage.
and
the
sort
of
physical
connection
you
have
to
it.
If
The
target
gains
no
benefit
from
cover
for
this
saving
a
target
knows
you’re
casting
this
spell,
it
can
fail
the
throw.
saving
throw
voluntarily
if
it
wants
to
be
observed.
The
spell’s
damage
increases
by
1d8
when
you
reach
5th
level
(2d8),
11th
level
(3d8),
and
17th
Knowledge
Save
Modifier
level
(4d8).
Secondhand
(you
have
heard
of
the
target)
+5
Firsthand
(you
have
met
the
target)
+0
Sanctuary Familiar
(you
know
the
target
well)
−5
Connection
1st-‐‑level
abjuration
Likeness
or
picture
Save
Modifier
Possession
or
garment
−2
Casting
Time:
1
bonus
action
Body
part,
lock
of
hair,
bit
of
nail,
or
the
like
−4
Range:
30
feet
−10
Components:
V,
S,
M
(a
small
silver
mirror)
Duration:
1
minute
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
176
On
a
successful
save,
the
target
isn’t
affected,
and
the
Ethereal
Plane.
Ethereal
creatures
and
objects
you
can’t
use
this
spell
against
it
again
for
24
hours.
appear
ghostly
and
translucent.
On
a
failed
save,
the
spell
creates
an
invisible
sensor
within
10
feet
of
the
target.
You
can
see
and
Seeming
hear
through
the
sensor
as
if
you
were
there.
The
sensor
moves
with
the
target,
remaining
within
10
5th-‐‑level
illusion
feet
of
it
for
the
duration.
A
creature
that
can
see
invisible
objects
sees
the
sensor
as
a
luminous
orb
Casting
Time:
1
action
about
the
size
of
your
fist.
Range:
30
feet
Instead
of
targeting
a
creature,
you
can
choose
a
Components:
V,
S
location
you
have
seen
before
as
the
target
of
this
Duration:
8
hours
spell.
When
you
do,
the
sensor
appears
at
that
location
and
doesn’t
move.
This
spell
allows
you
to
change
the
appearance
of
any
number
of
creatures
that
you
can
see
within
Secret Chest range.
You
give
each
target
you
choose
a
new,
illusory
appearance.
An
unwilling
target
can
make
a
4th-‐‑level
conjuration
Charisma
saving
throw,
and
if
it
succeeds,
it
is
unaffected
by
this
spell.
Casting
Time:
1
action
The
spell
disguises
physical
appearance
as
well
as
Range:
Touch
clothing,
armor,
weapons,
and
equipment.
You
can
Components:
V,
S,
M
(an
exquisite
chest,
3
feet
by
2
make
each
creature
seem
1
foot
shorter
or
taller
and
appear
thin,
fat,
or
in
between.
You
can’t
change
a
feet
by
2
feet,
constructed
from
rare
materials
target’s
body
type,
so
you
must
choose
a
form
that
worth
at
least
5,000
gp,
and
a
Tiny
replica
made
has
the
same
basic
arrangement
of
limbs.
Otherwise,
from
the
same
materials
worth
at
least
50
gp)
the
extent
of
the
illusion
is
up
to
you.
The
spell
lasts
Duration:
Instantaneous
for
the
duration,
unless
you
use
your
action
to
dismiss
it
sooner.
You
hide
a
chest,
and
all
its
contents,
on
the
Ethereal
The
changes
wrought
by
this
spell
fail
to
hold
up
Plane.
You
must
touch
the
chest
and
the
miniature
to
physical
inspection.
For
example,
if
you
use
this
replica
that
serves
as
a
material
component
for
the
spell
to
add
a
hat
to
a
creature’s
outfit,
objects
pass
spell.
The
chest
can
contain
up
to
12
cubic
feet
of
through
the
hat,
and
anyone
who
touches
it
would
nonliving
material
(3
feet
by
2
feet
by
2
feet).
feel
nothing
or
would
feel
the
creature’s
head
and
While
the
chest
remains
on
the
Ethereal
Plane,
you
hair.
If
you
use
this
spell
to
appear
thinner
than
you
can
use
an
action
and
touch
the
replica
to
recall
the
are,
the
hand
of
someone
who
reaches
out
to
touch
chest.
It
appears
in
an
unoccupied
space
on
the
you
would
bump
into
you
while
it
was
seemingly
ground
within
5
feet
of
you.
You
can
send
the
chest
still
in
midair.
back
to
the
Ethereal
Plane
by
using
an
action
and
A
creature
can
use
its
action
to
inspect
a
target
touching
both
the
chest
and
the
replica.
and
make
an
Intelligence
(Investigation)
check
After
60
days,
there
is
a
cumulative
5
percent
against
your
spell
save
DC.
If
it
succeeds,
it
becomes
chance
per
day
that
the
spell’s
effect
ends.
This
effect
aware
that
the
target
is
disguised.
ends
if
you
cast
this
spell
again,
if
the
smaller
replica
chest
is
destroyed,
or
if
you
choose
to
end
the
spell
Sending
as
an
action.
If
the
spell
ends
and
the
larger
chest
is
on
the
Ethereal
Plane,
it
is
irretrievably
lost.
3rd-‐‑level
evocation
See Invisibility Casting
Time:
1
action
Range:
Unlimited
2nd-‐‑level
divination
Components:
V,
S,
M
(a
short
piece
of
fine
copper
Casting
Time:
1
action
wire)
Range:
Self
Duration:
1
round
Components:
V,
S,
M
(a
pinch
of
talc
and
a
small
You
send
a
short
message
of
twenty-‐‑five
words
or
sprinkling
of
powdered
silver)
less
to
a
creature
with
which
you
are
familiar.
The
Duration:
1
hour
creature
hears
the
message
in
its
mind,
recognizes
you
as
the
sender
if
it
knows
you,
and
can
answer
in
For
the
duration,
you
see
invisible
creatures
and
a
like
manner
immediately.
The
spell
enables
objects
as
if
they
were
visible,
and
you
can
see
into
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
177
creatures
with
Intelligence
scores
of
at
least
1
to
throw
proficiencies,
in
addition
to
gaining
those
of
understand
the
meaning
of
your
message.
the
creature.
If
the
creature
has
the
same
proficiency
You
can
send
the
message
across
any
distance
and
as
you
and
the
bonus
listed
in
its
statistics
is
higher
even
to
other
planes
of
existence,
but
if
the
target
is
than
yours,
use
the
creature’s
bonus
in
place
of
on
a
different
plane
than
you,
there
is
a
5
percent
yours.
You
can’t
use
any
legendary
actions
or
lair
chance
that
the
message
doesn’t
arrive.
actions
of
the
new
form.
You
assume
the
hit
points
and
Hit
Dice
of
the
new
Sequester form.
When
you
revert
to
your
normal
form,
you
return
to
the
number
of
hit
points
you
had
before
7th-‐‑level
transmutation
you
transformed.
If
you
revert
as
a
result
of
dropping
to
0
hit
points,
any
excess
damage
carries
Casting
Time:
1
action
over
to
your
normal
form.
As
long
as
the
excess
Range:
Touch
damage
doesn’t
reduce
your
normal
form
to
0
hit
Components:
V,
S,
M
(a
powder
composed
of
points,
you
aren’t
knocked
unconscious.
You
retain
the
benefit
of
any
features
from
your
diamond,
emerald,
ruby,
and
sapphire
dust
worth
class,
race,
or
other
source
and
can
use
them,
at
least
5,000
gp,
which
the
spell
consumes)
provided
that
your
new
form
is
physically
capable
of
Duration:
Until
dispelled
doing
so.
You
can’t
use
any
special
senses
you
have
(for
example,
darkvision)
unless
your
new
form
also
By
means
of
this
spell,
a
willing
creature
or
an
object
has
that
sense.
You
can
only
speak
if
the
creature
can
can
be
hidden
away,
safe
from
detection
for
the
normally
speak.
duration.
When
you
cast
the
spell
and
touch
the
When
you
transform,
you
choose
whether
your
target,
it
becomes
invisible
and
can’t
be
targeted
by
equipment
falls
to
the
ground,
merges
into
the
new
divination
spells
or
perceived
through
scrying
form,
or
is
worn
by
it.
Worn
equipment
functions
as
sensors
created
by
divination
spells.
normal.
The
GM
determines
whether
it
is
practical
If
the
target
is
a
creature,
it
falls
into
a
state
of
for
the
new
form
to
wear
a
piece
of
equipment,
suspended
animation.
Time
ceases
to
flow
for
it,
and
based
on
the
creature’s
shape
and
size.
Your
it
doesn’t
grow
older.
equipment
doesn’t
change
shape
or
size
to
match
the
You
can
set
a
condition
for
the
spell
to
end
early.
new
form,
and
any
equipment
that
the
new
form
The
condition
can
be
anything
you
choose,
but
it
can’t
wear
must
either
fall
to
the
ground
or
merge
must
occur
or
be
visible
within
1
mile
of
the
target.
into
your
new
form.
Equipment
that
merges
has
no
Examples
include
“after
1,000
years”
or
“when
the
effect
in
that
state.
tarrasque
awakens.”
This
spell
also
ends
if
the
target
During
this
spell’s
duration,
you
can
use
your
takes
any
damage.
action
to
assume
a
different
form
following
the
same
restrictions
and
rules
for
the
original
form,
with
one
Shapechange exception:
if
your
new
form
has
more
hit
points
than
your
current
one,
your
hit
points
remain
at
their
9th-‐‑level
transmutation
current
value.
Casting
Time:
1
action
Shatter
Range:
Self
Components:
V,
S,
M
(a
jade
circlet
worth
at
least
2nd-‐‑level
evocation
1,500
gp,
which
you
must
place
on
your
head
Casting
Time:
1
action
before
you
cast
the
spell)
Range:
60
feet
Duration:
Concentration,
up
to
1
hour
Components:
V,
S,
M
(a
chip
of
mica)
Duration:
Instantaneous
You
assume
the
form
of
a
different
creature
for
the
duration.
The
new
form
can
be
of
any
creature
with
A
sudden
loud
ringing
noise,
painfully
intense,
a
challenge
rating
equal
to
your
level
or
lower.
The
erupts
from
a
point
of
your
choice
within
range.
creature
can’t
be
a
construct
or
an
undead,
and
you
Each
creature
in
a
10-‐‑foot-‐‑radius
sphere
centered
on
must
have
seen
the
sort
of
creature
at
least
once.
that
point
must
make
a
Constitution
saving
throw.
A
You
transform
into
an
average
example
of
that
creature
takes
3d8
thunder
damage
on
a
failed
save,
creature,
one
without
any
class
levels
or
the
or
half
as
much
damage
on
a
successful
one.
A
Spellcasting
trait.
creature
made
of
inorganic
material
such
as
stone,
Your
game
statistics
are
replaced
by
the
statistics
of
the
chosen
creature,
though
you
retain
your
alignment
and
Intelligence,
Wisdom,
and
Charisma
scores.
You
also
retain
all
of
your
skill
and
saving
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
178
crystal,
or
metal
has
disadvantage
on
this
saving
Shocking Grasp
throw.
A
nonmagical
object
that
isn’t
being
worn
or
Evocation
cantrip
carried
also
takes
the
damage
if
it’s
in
the
spell’s
area.
Casting
Time:
1
action
At
Higher
Levels.
When
you
cast
this
spell
using
a
Range:
Touch
spell
slot
of
3rd
level
or
higher,
the
damage
Components:
V,
S
increases
by
1d8
for
each
slot
level
above
2nd.
Duration:
Instantaneous
Shield Lightning
springs
from
your
hand
to
deliver
a
shock
to
a
creature
you
try
to
touch.
Make
a
melee
spell
1st-‐‑level
abjuration
attack
against
the
target.
You
have
advantage
on
the
attack
roll
if
the
target
is
wearing
armor
made
of
Casting
Time:
1
reaction,
which
you
take
when
you
metal.
On
a
hit,
the
target
takes
1d8
lightning
are
hit
by
an
attack
or
targeted
by
the
magic
damage,
and
it
can’t
take
reactions
until
the
start
of
missile
spell
its
next
turn.
The
spell’s
damage
increases
by
1d8
when
you
Range:
Self
reach
5th
level
(2d8),
11th
level
(3d8),
and
17th
Components:
V,
S
level
(4d8).
Duration:
1
round
Silence
An
invisible
barrier
of
magical
force
appears
and
protects
you.
Until
the
start
of
your
next
turn,
you
2nd-‐‑level
illusion
(ritual)
have
a
+5
bonus
to
AC,
including
against
the
triggering
attack,
and
you
take
no
damage
from
Casting
Time:
1
action
magic
missile.
Range:
120
feet
Components:
V,
S
Shield of Faith Duration:
Concentration,
up
to
10
minutes
1st-‐‑level
abjuration
For
the
duration,
no
sound
can
be
created
within
or
pass
through
a
20-‐‑foot-‐‑radius
sphere
centered
on
a
Casting
Time:
1
bonus
action
point
you
choose
within
range.
Any
creature
or
Range:
60
feet
object
entirely
inside
the
sphere
is
immune
to
Components:
V,
S,
M
(a
small
parchment
with
a
bit
thunder
damage,
and
creatures
are
deafened
while
entirely
inside
it.
Casting
a
spell
that
includes
a
of
holy
text
written
on
it)
verbal
component
is
impossible
there.
Duration:
Concentration,
up
to
10
minutes
Silent Image
A
shimmering
field
appears
and
surrounds
a
creature
of
your
choice
within
range,
granting
it
a
+2
1st-‐‑level
illusion
bonus
to
AC
for
the
duration.
Casting
Time:
1
action
Shillelagh Range:
60
feet
Components:
V,
S,
M
(a
bit
of
fleece)
Transmutation
cantrip
Duration:
Concentration,
up
to
10
minutes
Casting
Time:
1
bonus
action
You
create
the
image
of
an
object,
a
creature,
or
Range:
Touch
some
other
visible
phenomenon
that
is
no
larger
Components:
V,
S,
M
(mistletoe,
a
shamrock
leaf,
than
a
15-‐‑foot
cube.
The
image
appears
at
a
spot
within
range
and
lasts
for
the
duration.
The
image
is
and
a
club
or
quarterstaff)
purely
visual;
it
isn’t
accompanied
by
sound,
smell,
Duration:
1
minute
or
other
sensory
effects.
You
can
use
your
action
to
cause
the
image
to
The
wood
of
a
club
or
quarterstaff
you
are
holding
is
move
to
any
spot
within
range.
As
the
image
changes
imbued
with
nature’s
power.
For
the
duration,
you
location,
you
can
alter
its
appearance
so
that
its
can
use
your
spellcasting
ability
instead
of
Strength
movements
appear
natural
for
the
image.
For
for
the
attack
and
damage
rolls
of
melee
attacks
example,
if
you
create
an
image
of
a
creature
and
using
that
weapon,
and
the
weapon’s
damage
die
move
it,
you
can
alter
the
image
so
that
it
appears
to
becomes
a
d8.
The
weapon
also
becomes
magical,
if
be
walking.
it
isn’t
already.
The
spell
ends
if
you
cast
it
again
or
if
you
let
go
of
the
weapon.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
179
Physical
interaction
with
the
image
reveals
it
to
be
Duration:
1
minute
an
illusion,
because
things
can
pass
through
it.
A
creature
that
uses
its
action
to
examine
the
image
This
spell
sends
creatures
into
a
magical
slumber.
can
determine
that
it
is
an
illusion
with
a
successful
Roll
5d8;
the
total
is
how
many
hit
points
of
Intelligence
(Investigation)
check
against
your
spell
creatures
this
spell
can
affect.
Creatures
within
20
save
DC.
If
a
creature
discerns
the
illusion
for
what
it
feet
of
a
point
you
choose
within
range
are
affected
is,
the
creature
can
see
through
the
image.
in
ascending
order
of
their
current
hit
points
(ignoring
unconscious
creatures).
Simulacrum
Starting
with
the
creature
that
has
the
lowest
current
hit
points,
each
creature
affected
by
this
7th-‐‑level
illusion
spell
falls
unconscious
until
the
spell
ends,
the
sleeper
takes
damage,
or
someone
uses
an
action
to
Casting
Time:
12
hours
shake
or
slap
the
sleeper
awake.
Subtract
each
Range:
Touch
creature’s
hit
points
from
the
total
before
moving
on
Components:
V,
S,
M
(snow
or
ice
in
quantities
to
the
creature
with
the
next
lowest
hit
points.
A
creature’s
hit
points
must
be
equal
to
or
less
than
sufficient
to
made
a
life-‐‑size
copy
of
the
duplicated
the
remaining
total
for
that
creature
to
be
affected.
creature;
some
hair,
fingernail
clippings,
or
other
Undead
and
creatures
immune
to
being
charmed
piece
of
that
creature’s
body
placed
inside
the
aren’t
affected
by
this
spell.
snow
or
ice;
and
powdered
ruby
worth
1,500
gp,
At
Higher
Levels.
When
you
cast
this
spell
using
a
sprinkled
over
the
duplicate
and
consumed
by
the
spell
slot
of
2nd
level
or
higher,
roll
an
additional
spell)
2d8
for
each
slot
level
above
1st.
Duration:
Until
dispelled
Sleet Storm
You
shape
an
illusory
duplicate
of
one
beast
or
humanoid
that
is
within
range
for
the
entire
casting
3rd-‐‑level
conjuration
time
of
the
spell.
The
duplicate
is
a
creature,
partially
real
and
formed
from
ice
or
snow,
and
it
can
take
Casting
Time:
1
action
actions
and
otherwise
be
affected
as
a
normal
Range:
150
feet
creature.
It
appears
to
be
the
same
as
the
original,
Components:
V,
S,
M
(a
pinch
of
dust
and
a
few
but
it
has
half
the
creature’s
hit
point
maximum
and
is
formed
without
any
equipment.
Otherwise,
the
drops
of
water)
illusion
uses
all
the
statistics
of
the
creature
it
Duration:
Concentration,
up
to
1
minute
duplicates.
The
simulacrum
is
friendly
to
you
and
creatures
Until
the
spell
ends,
freezing
rain
and
sleet
fall
in
a
you
designate.
It
obeys
your
spoken
commands,
20-‐‑foot-‐‑tall
cylinder
with
a
40-‐‑foot
radius
centered
moving
and
acting
in
accordance
with
your
wishes
on
a
point
you
choose
within
range.
The
area
is
and
acting
on
your
turn
in
combat.
The
simulacrum
heavily
obscured,
and
exposed
flames
in
the
area
are
lacks
the
ability
to
learn
or
become
more
powerful,
doused.
so
it
never
increases
its
level
or
other
abilities,
nor
The
ground
in
the
area
is
covered
with
slick
ice,
can
it
regain
expended
spell
slots.
making
it
difficult
terrain.
When
a
creature
enters
If
the
simulacrum
is
damaged,
you
can
repair
it
in
the
spell’s
area
for
the
first
time
on
a
turn
or
starts
an
alchemical
laboratory,
using
rare
herbs
and
its
turn
there,
it
must
make
a
Dexterity
saving
throw.
minerals
worth
100
gp
per
hit
point
it
regains.
The
On
a
failed
save,
it
falls
prone.
simulacrum
lasts
until
it
drops
to
0
hit
points,
at
If
a
creature
is
concentrating
in
the
spell’s
area,
which
point
it
reverts
to
snow
and
melts
instantly.
the
creature
must
make
a
successful
Constitution
If
you
cast
this
spell
again,
any
currently
active
saving
throw
against
your
spell
save
DC
or
lose
duplicates
you
created
with
this
spell
are
instantly
concentration.
destroyed.
Slow
Sleep
3rd-‐‑level
transmutation
1st-‐‑level
enchantment
Casting
Time:
1
action
Casting
Time:
1
action
Range:
120
feet
Range:
90
feet
Components:
V,
S,
M
(a
drop
of
molasses)
Components:
V,
S,
M
(a
pinch
of
fine
sand,
rose
Duration:
Concentration,
up
to
1
minute
petals,
or
a
cricket)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
180
You
alter
time
around
up
to
six
creatures
of
your
Components:
V,
S,
M
(burning
incense)
choice
in
a
40-‐‑foot
cube
within
range.
Each
target
Duration:
10
minutes
must
succeed
on
a
Wisdom
saving
throw
or
be
affected
by
this
spell
for
the
duration.
You
grant
the
semblance
of
life
and
intelligence
to
a
An
affected
target’s
speed
is
halved,
it
takes
a
−2
corpse
of
your
choice
within
range,
allowing
it
to
penalty
to
AC
and
Dexterity
saving
throws,
and
it
answer
the
questions
you
pose.
The
corpse
must
still
can’t
use
reactions.
On
its
turn,
it
can
use
either
an
have
a
mouth
and
can’t
be
undead.
The
spell
fails
if
action
or
a
bonus
action,
not
both.
Regardless
of
the
the
corpse
was
the
target
of
this
spell
within
the
last
creature’s
abilities
or
magic
items,
it
can’t
make
10
days.
more
than
one
melee
or
ranged
attack
during
its
Until
the
spell
ends,
you
can
ask
the
corpse
up
to
turn.
five
questions.
The
corpse
knows
only
what
it
knew
If
the
creature
attempts
to
cast
a
spell
with
a
in
life,
including
the
languages
it
knew.
Answers
are
casting
time
of
1
action,
roll
a
d20.
On
an
11
or
usually
brief,
cryptic,
or
repetitive,
and
the
corpse
is
higher,
the
spell
doesn’t
take
effect
until
the
under
no
compulsion
to
offer
a
truthful
answer
if
creature’s
next
turn,
and
the
creature
must
use
its
you
are
hostile
to
it
or
it
recognizes
you
as
an
enemy.
action
on
that
turn
to
complete
the
spell.
If
it
can’t,
This
spell
doesn’t
return
the
creature’s
soul
to
its
the
spell
is
wasted.
body,
only
its
animating
spirit.
Thus,
the
corpse
can’t
A
creature
affected
by
this
spell
makes
another
learn
new
information,
doesn’t
comprehend
Wisdom
saving
throw
at
the
end
of
its
turn.
On
a
anything
that
has
happened
since
it
died,
and
can’t
successful
save,
the
effect
ends
for
it.
speculate
about
future
events.
Spare the Dying Speak with Plants
Necromancy
cantrip
3rd-‐‑level
transmutation
Casting
Time:
1
action
Casting
Time:
1
action
Range:
Touch
Range:
Self
(30-‐‑foot
radius)
Components:
V,
S
Components:
V,
S
Duration:
Instantaneous
Duration:
10
minutes
You
touch
a
living
creature
that
has
0
hit
points.
The
creature
becomes
stable.
This
spell
has
no
effect
on
You
imbue
plants
within
30
feet
of
you
with
limited
undead
or
constructs.
sentience
and
animation,
giving
them
the
ability
to
communicate
with
you
and
follow
your
simple
Speak with Animals commands.
You
can
question
plants
about
events
in
the
spell’s
area
within
the
past
day,
gaining
1st-‐‑level
divination
(ritual)
information
about
creatures
that
have
passed,
weather,
and
other
circumstances.
Casting
Time:
1
action
You
can
also
turn
difficult
terrain
caused
by
plant
Range:
Self
growth
(such
as
thickets
and
undergrowth)
into
Components:
V,
S
ordinary
terrain
that
lasts
for
the
duration.
Or
you
Duration:
10
minutes
can
turn
ordinary
terrain
where
plants
are
present
into
difficult
terrain
that
lasts
for
the
duration,
You
gain
the
ability
to
comprehend
and
verbally
causing
vines
and
branches
to
hinder
pursuers,
for
communicate
with
beasts
for
the
duration.
The
example.
knowledge
and
awareness
of
many
beasts
is
limited
Plants
might
be
able
to
perform
other
tasks
on
by
their
intelligence,
but
at
minimum,
beasts
can
your
behalf,
at
the
GM’s
discretion.
The
spell
doesn’t
give
you
information
about
nearby
locations
and
enable
plants
to
uproot
themselves
and
move
about,
monsters,
including
whatever
they
can
perceive
or
but
they
can
freely
move
branches,
tendrils,
and
have
perceived
within
the
past
day.
You
might
be
stalks.
able
to
persuade
a
beast
to
perform
a
small
favor
for
If
a
plant
creature
is
in
the
area,
you
can
you,
at
the
GM’s
discretion.
communicate
with
it
as
if
you
shared
a
common
language,
but
you
gain
no
magical
ability
to
influence
Speak with Dead it.
This
spell
can
cause
the
plants
created
by
the
3rd-‐‑level
necromancy
entangle
spell
to
release
a
restrained
creature.
Casting
Time:
1
action
Range:
10
feet
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
181
Spider Climb neutral)
or
3d8
necrotic
damage
(if
you
are
evil).
On
a
successful
save,
the
creature
takes
half
as
much
2nd-‐‑level
transmutation
damage.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Casting
Time:
1
action
spell
slot
of
4th
level
or
higher,
the
damage
increases
Range:
Touch
by
1d8
for
each
slot
level
above
3rd.
Components:
V,
S,
M
(a
drop
of
bitumen
and
a
Spiritual Weapon
spider)
Duration:
Concentration,
up
to
1
hour
2nd-‐‑level
evocation
Until
the
spell
ends,
one
willing
creature
you
touch
Casting
Time:
1
bonus
action
gains
the
ability
to
move
up,
down,
and
across
Range:
60
feet
vertical
surfaces
and
upside
down
along
ceilings,
Components:
V,
S
while
leaving
its
hands
free.
The
target
also
gains
a
Duration:
1
minute
climbing
speed
equal
to
its
walking
speed.
You
create
a
floating,
spectral
weapon
within
range
Spike Growth that
lasts
for
the
duration
or
until
you
cast
this
spell
again.
When
you
cast
the
spell,
you
can
make
a
melee
2nd-‐‑level
transmutation
spell
attack
against
a
creature
within
5
feet
of
the
weapon.
On
a
hit,
the
target
takes
force
damage
Casting
Time:
1
action
equal
to
1d8
+
your
spellcasting
ability
modifier.
Range:
150
feet
As
a
bonus
action
on
your
turn,
you
can
move
the
Components:
V,
S,
M
(seven
sharp
thorns
or
seven
weapon
up
to
20
feet
and
repeat
the
attack
against
a
creature
within
5
feet
of
it.
small
twigs,
each
sharpened
to
a
point)
The
weapon
can
take
whatever
form
you
choose.
Duration:
Concentration,
up
to
10
minutes
Clerics
of
deities
who
are
associated
with
a
particular
weapon
(as
St.
Cuthbert
is
known
for
his
The
ground
in
a
20-‐‑foot
radius
centered
on
a
point
mace
and
Thor
for
his
hammer)
make
this
spell’s
within
range
twists
and
sprouts
hard
spikes
and
effect
resemble
that
weapon.
thorns.
The
area
becomes
difficult
terrain
for
the
At
Higher
Levels.
When
you
cast
this
spell
using
a
duration.
When
a
creature
moves
into
or
within
the
spell
slot
of
3rd
level
or
higher,
the
damage
area,
it
takes
2d4
piercing
damage
for
every
5
feet
it
increases
by
1d8
for
every
two
slot
levels
above
2nd.
travels.
The
transformation
of
the
ground
is
camouflaged
Stinking Cloud
to
look
natural.
Any
creature
that
can’t
see
the
area
at
the
time
the
spell
is
cast
must
make
a
Wisdom
3rd-‐‑level
conjuration
(Perception)
check
against
your
spell
save
DC
to
recognize
the
terrain
as
hazardous
before
entering
it.
Casting
Time:
1
action
Range:
90
feet
Spirit Guardians Components:
V,
S,
M
(a
rotten
egg
or
several
skunk
3rd-‐‑level
conjuration
cabbage
leaves)
Duration:
Concentration,
up
to
1
minute
Casting
Time:
1
action
Range:
Self
(15-‐‑foot
radius)
You
create
a
20-‐‑foot-‐‑radius
sphere
of
yellow,
Components:
V,
S,
M
(a
holy
symbol)
nauseating
gas
centered
on
a
point
within
range.
The
Duration:
Concentration,
up
to
10
minutes
cloud
spreads
around
corners,
and
its
area
is
heavily
obscured.
The
cloud
lingers
in
the
air
for
the
You
call
forth
spirits
to
protect
you.
They
flit
around
duration.
you
to
a
distance
of
15
feet
for
the
duration.
If
you
Each
creature
that
is
completely
within
the
cloud
are
good
or
neutral,
their
spectral
form
appears
at
the
start
of
its
turn
must
make
a
Constitution
angelic
or
fey
(your
choice).
If
you
are
evil,
they
saving
throw
against
poison.
On
a
failed
save,
the
appear
fiendish.
creature
spends
its
action
that
turn
retching
and
When
you
cast
this
spell,
you
can
designate
any
reeling.
Creatures
that
don’t
need
to
breathe
or
are
number
of
creatures
you
can
see
to
be
unaffected
by
immune
to
poison
automatically
succeed
on
this
it.
An
affected
creature’s
speed
is
halved
in
the
area,
saving
throw.
and
when
the
creature
enters
the
area
for
the
first
time
on
a
turn
or
starts
its
turn
there,
it
must
make
a
Wisdom
saving
throw.
On
a
failed
save,
the
creature
takes
3d8
radiant
damage
(if
you
are
good
or
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
182
A
moderate
wind
(at
least
10
miles
per
hour)
Each
round
you
maintain
concentration
on
this
disperses
the
cloud
after
4
rounds.
A
strong
wind
(at
spell,
the
storm
produces
additional
effects
on
your
least
20
miles
per
hour)
disperses
it
after
1
round.
turn.
Round
2.
Acidic
rain
falls
from
the
cloud.
Each
Stone Shape creature
and
object
under
the
cloud
takes
1d6
acid
damage.
4th-‐‑level
transmutation
Round
3.
You
call
six
bolts
of
lightning
from
the
cloud
to
strike
six
creatures
or
objects
of
your
choice
Casting
Time:
1
action
beneath
the
cloud.
A
given
creature
or
object
can’t
be
Range:
Touch
struck
by
more
than
one
bolt.
A
struck
creature
must
Components:
V,
S,
M
(soft
clay,
which
must
be
make
a
Dexterity
saving
throw.
The
creature
takes
10d6
lightning
damage
on
a
failed
save,
or
half
as
worked
into
roughly
the
desired
shape
of
the
much
damage
on
a
successful
one.
stone
object)
Round
4.
Hailstones
rain
down
from
the
cloud.
Duration:
Instantaneous
Each
creature
under
the
cloud
takes
2d6
bludgeoning
damage.
You
touch
a
stone
object
of
Medium
size
or
smaller
Round
5–10.
Gusts
and
freezing
rain
assail
the
or
a
section
of
stone
no
more
than
5
feet
in
any
area
under
the
cloud.
The
area
becomes
difficult
dimension
and
form
it
into
any
shape
that
suits
your
terrain
and
is
heavily
obscured.
Each
creature
there
purpose.
So,
for
example,
you
could
shape
a
large
takes
1d6
cold
damage.
Ranged
weapon
attacks
in
rock
into
a
weapon,
idol,
or
coffer,
or
make
a
small
the
area
are
impossible.
The
wind
and
rain
count
as
passage
through
a
wall,
as
long
as
the
wall
is
less
a
severe
distraction
for
the
purposes
of
maintaining
than
5
feet
thick.
You
could
also
shape
a
stone
door
concentration
on
spells.
Finally,
gusts
of
strong
wind
or
its
frame
to
seal
the
door
shut.
The
object
you
(ranging
from
20
to
50
miles
per
hour)
create
can
have
up
to
two
hinges
and
a
latch,
but
automatically
disperse
fog,
mists,
and
similar
finer
mechanical
detail
isn’t
possible.
phenomena
in
the
area,
whether
mundane
or
magical.
Stoneskin
Suggestion
4th-‐‑level
abjuration
2nd-‐‑level
enchantment
Casting
Time:
1
action
Range:
Touch
Casting
Time:
1
action
Components:
V,
S,
M
(diamond
dust
worth
100
gp,
Range:
30
feet
Components:
V,
M
(a
snake’s
tongue
and
either
a
bit
which
the
spell
consumes)
Duration:
Concentration,
up
to
1
hour
of
honeycomb
or
a
drop
of
sweet
oil)
Duration:
Concentration,
up
to
8
hours
This
spell
turns
the
flesh
of
a
willing
creature
you
touch
as
hard
as
stone.
Until
the
spell
ends,
the
You
suggest
a
course
of
activity
(limited
to
a
target
has
resistance
to
nonmagical
bludgeoning,
sentence
or
two)
and
magically
influence
a
creature
piercing,
and
slashing
damage.
you
can
see
within
range
that
can
hear
and
understand
you.
Creatures
that
can’t
be
charmed
are
Storm of Vengeance immune
to
this
effect.
The
suggestion
must
be
worded
in
such
a
manner
as
to
make
the
course
of
9th-‐‑level
conjuration
action
sound
reasonable.
Asking
the
creature
to
stab
itself,
throw
itself
onto
a
spear,
immolate
itself,
or
do
Casting
Time:
1
action
some
other
obviously
harmful
act
ends
the
spell.
Range:
Sight
The
target
must
make
a
Wisdom
saving
throw.
On
Components:
V,
S
a
failed
save,
it
pursues
the
course
of
action
you
Duration:
Concentration,
up
to
1
minute
described
to
the
best
of
its
ability.
The
suggested
course
of
action
can
continue
for
the
entire
duration.
A
churning
storm
cloud
forms,
centered
on
a
point
If
the
suggested
activity
can
be
completed
in
a
you
can
see
and
spreading
to
a
radius
of
360
feet.
shorter
time,
the
spell
ends
when
the
subject
Lightning
flashes
in
the
area,
thunder
booms,
and
finishes
what
it
was
asked
to
do.
strong
winds
roar.
Each
creature
under
the
cloud
(no
more
than
5,000
feet
beneath
the
cloud)
when
it
appears
must
make
a
Constitution
saving
throw.
On
a
failed
save,
a
creature
takes
2d6
thunder
damage
and
becomes
deafened
for
5
minutes.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
183
You
can
also
specify
conditions
that
will
trigger
a
Symbol
special
activity
during
the
duration.
For
example,
you
might
suggest
that
a
knight
give
her
warhorse
to
7th-‐‑level
abjuration
the
first
beggar
she
meets.
If
the
condition
isn’t
met
before
the
spell
expires,
the
activity
isn’t
performed.
Casting
Time:
1
minute
If
you
or
any
of
your
companions
damage
the
Range:
Touch
target,
the
spell
ends.
Components:
V,
S,
M
(mercury,
phosphorus,
and
Sunbeam powdered
diamond
and
opal
with
a
total
value
of
at
least
1,000
gp,
which
the
spell
consumes)
6th-‐‑level
evocation
Duration:
Until
dispelled
or
triggered
Casting
Time:
1
action
When
you
cast
this
spell,
you
inscribe
a
harmful
Range:
Self
(60-‐‑foot
line)
glyph
either
on
a
surface
(such
as
a
section
of
floor,
a
Components:
V,
S,
M
(a
magnifying
glass)
wall,
or
a
table)
or
within
an
object
that
can
be
Duration:
Concentration,
up
to
1
minute
closed
to
conceal
the
glyph
(such
as
a
book,
a
scroll,
or
a
treasure
chest).
If
you
choose
a
surface,
the
A
beam
of
brilliant
light
flashes
out
from
your
hand
glyph
can
cover
an
area
of
the
surface
no
larger
than
in
a
5-‐‑foot-‐‑wide,
60-‐‑foot-‐‑long
line.
Each
creature
in
10
feet
in
diameter.
If
you
choose
an
object,
that
the
line
must
make
a
Constitution
saving
throw.
On
a
object
must
remain
in
its
place;
if
the
object
is
failed
save,
a
creature
takes
6d8
radiant
damage
and
moved
more
than
10
feet
from
where
you
cast
this
is
blinded
until
your
next
turn.
On
a
successful
save,
spell,
the
glyph
is
broken,
and
the
spell
ends
without
it
takes
half
as
much
damage
and
isn’t
blinded
by
being
triggered.
this
spell.
Undead
and
oozes
have
disadvantage
on
The
glyph
is
nearly
invisible,
requiring
an
this
saving
throw.
Intelligence
(Investigation)
check
against
your
spell
You
can
create
a
new
line
of
radiance
as
your
save
DC
to
find
it.
action
on
any
turn
until
the
spell
ends.
You
decide
what
triggers
the
glyph
when
you
cast
For
the
duration,
a
mote
of
brilliant
radiance
the
spell.
For
glyphs
inscribed
on
a
surface,
the
most
shines
in
your
hand.
It
sheds
bright
light
in
a
30-‐‑foot
typical
triggers
include
touching
or
stepping
on
the
radius
and
dim
light
for
an
additional
30
feet.
This
glyph,
removing
another
object
covering
it,
light
is
sunlight.
approaching
within
a
certain
distance
of
it,
or
manipulating
the
object
that
holds
it.
For
glyphs
Sunburst inscribed
within
an
object,
the
most
common
triggers
are
opening
the
object,
approaching
within
a
8th-‐‑level
evocation
certain
distance
of
it,
or
seeing
or
reading
the
glyph.
You
can
further
refine
the
trigger
so
the
spell
is
Casting
Time:
1
action
activated
only
under
certain
circumstances
or
Range:
150
feet
according
to
a
creature’s
physical
characteristics
Components:
V,
S,
M
(fire
and
a
piece
of
sunstone)
(such
as
height
or
weight),
or
physical
kind
(for
Duration:
Instantaneous
example,
the
ward
could
be
set
to
affect
hags
or
shapechangers).
You
can
also
specify
creatures
that
Brilliant
sunlight
flashes
in
a
60-‐‑foot
radius
centered
don’t
trigger
the
glyph,
such
as
those
who
say
a
on
a
point
you
choose
within
range.
Each
creature
in
certain
password.
that
light
must
make
a
Constitution
saving
throw.
On
When
you
inscribe
the
glyph,
choose
one
of
the
a
failed
save,
a
creature
takes
12d6
radiant
damage
options
below
for
its
effect.
Once
triggered,
the
glyph
and
is
blinded
for
1
minute.
On
a
successful
save,
it
glows,
filling
a
60-‐‑foot-‐‑radius
sphere
with
dim
light
takes
half
as
much
damage
and
isn’t
blinded
by
this
for
10
minutes,
after
which
time
the
spell
ends.
Each
spell.
Undead
and
oozes
have
disadvantage
on
this
creature
in
the
sphere
when
the
glyph
activates
is
saving
throw.
targeted
by
its
effect,
as
is
a
creature
that
enters
the
A
creature
blinded
by
this
spell
makes
another
sphere
for
the
first
time
on
a
turn
or
ends
its
turn
Constitution
saving
throw
at
the
end
of
each
of
its
there.
turns.
On
a
successful
save,
it
is
no
longer
blinded.
Death.
Each
target
must
make
a
Constitution
This
spell
dispels
any
darkness
in
its
area
that
was
saving
throw,
taking
10d10
necrotic
damage
on
a
created
by
a
spell.
failed
save,
or
half
as
much
damage
on
a
successful
save.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
184
Discord.
Each
target
must
make
a
Constitution
creature
up
to
30
feet
in
any
direction,
including
saving
throw.
On
a
failed
save,
a
target
bickers
and
upward
but
not
beyond
the
range
of
this
spell.
Until
argues
with
other
creatures
for
1
minute.
During
this
the
end
of
your
next
turn,
the
creature
is
restrained
time,
it
is
incapable
of
meaningful
communication
in
your
telekinetic
grip.
A
creature
lifted
upward
is
and
has
disadvantage
on
attack
rolls
and
ability
suspended
in
mid-‐‑air.
checks.
On
subsequent
rounds,
you
can
use
your
action
to
Fear.
Each
target
must
make
a
Wisdom
saving
attempt
to
maintain
your
telekinetic
grip
on
the
throw
and
becomes
frightened
for
1
minute
on
a
creature
by
repeating
the
contest.
failed
save.
While
frightened,
the
target
drops
Object.
You
can
try
to
move
an
object
that
weighs
whatever
it
is
holding
and
must
move
at
least
30
feet
up
to
1,000
pounds.
If
the
object
isn’t
being
worn
or
away
from
the
glyph
on
each
of
its
turns,
if
able.
carried,
you
automatically
move
it
up
to
30
feet
in
Hopelessness.
Each
target
must
make
a
Charisma
any
direction,
but
not
beyond
the
range
of
this
spell.
saving
throw.
On
a
failed
save,
the
target
is
If
the
object
is
worn
or
carried
by
a
creature,
you
overwhelmed
with
despair
for
1
minute.
During
this
must
make
an
ability
check
with
your
spellcasting
time,
it
can’t
attack
or
target
any
creature
with
ability
contested
by
that
creature’s
Strength
check.
If
harmful
abilities,
spells,
or
other
magical
effects.
you
succeed,
you
pull
the
object
away
from
that
Insanity.
Each
target
must
make
an
Intelligence
creature
and
can
move
it
up
to
30
feet
in
any
saving
throw.
On
a
failed
save,
the
target
is
driven
direction
but
not
beyond
the
range
of
this
spell.
insane
for
1
minute.
An
insane
creature
can’t
take
You
can
exert
fine
control
on
objects
with
your
actions,
can’t
understand
what
other
creatures
say,
telekinetic
grip,
such
as
manipulating
a
simple
tool,
can’t
read,
and
speaks
only
in
gibberish.
The
GM
opening
a
door
or
a
container,
stowing
or
retrieving
controls
its
movement,
which
is
erratic.
an
item
from
an
open
container,
or
pouring
the
Pain.
Each
target
must
make
a
Constitution
saving
contents
from
a
vial.
throw
and
becomes
incapacitated
with
excruciating
pain
for
1
minute
on
a
failed
save.
Telepathic Bond
Sleep.
Each
target
must
make
a
Wisdom
saving
throw
and
falls
unconscious
for
10
minutes
on
a
5th-‐‑level
divination
(ritual)
failed
save.
A
creature
awakens
if
it
takes
damage
or
if
someone
uses
an
action
to
shake
or
slap
it
awake.
Casting
Time:
1
action
Stunning.
Each
target
must
make
a
Wisdom
Range:
30
feet
saving
throw
and
becomes
stunned
for
1
minute
on
Components:
V,
S,
M
(pieces
of
eggshell
from
two
a
failed
save.
different
kinds
of
creatures)
Telekinesis Duration:
1
hour
5th-‐‑level
transmutation
You
forge
a
telepathic
link
among
up
to
eight
willing
creatures
of
your
choice
within
range,
psychically
Casting
Time:
1
action
linking
each
creature
to
all
the
others
for
the
Range:
60
feet
duration.
Creatures
with
Intelligence
scores
of
2
or
Components:
V,
S
less
aren’t
affected
by
this
spell.
Duration:
Concentration,
up
to
10
minutes
Until
the
spell
ends,
the
targets
can
communicate
telepathically
through
the
bond
whether
or
not
they
You
gain
the
ability
to
move
or
manipulate
creatures
have
a
common
language.
The
communication
is
or
objects
by
thought.
When
you
cast
the
spell,
and
possible
over
any
distance,
though
it
can’t
extend
to
as
your
action
each
round
for
the
duration,
you
can
other
planes
of
existence.
exert
your
will
on
one
creature
or
object
that
you
can
see
within
range,
causing
the
appropriate
effect
Teleport
below.
You
can
affect
the
same
target
round
after
round,
or
choose
a
new
one
at
any
time.
If
you
switch
7th-‐‑level
conjuration
targets,
the
prior
target
is
no
longer
affected
by
the
spell.
Casting
Time:
1
action
Creature.
You
can
try
to
move
a
Huge
or
smaller
Range:
10
feet
creature.
Make
an
ability
check
with
your
Components:
V
spellcasting
ability
contested
by
the
creature’s
Duration:
Instantaneous
Strength
check.
If
you
win
the
contest,
you
move
the
This
spell
instantly
transports
you
and
up
to
eight
willing
creatures
of
your
choice
that
you
can
see
within
range,
or
a
single
object
that
you
can
see
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
185
within
range,
to
a
destination
you
select.
If
you
north,
2
as
northeast,
3
as
east,
and
so
on
around
the
target
an
object,
it
must
be
able
to
fit
entirely
inside
points
of
the
compass.
If
you
were
teleporting
to
a
a
10-‐‑foot
cube,
and
it
can’t
be
held
or
carried
by
an
coastal
city
and
wound
up
18
miles
out
at
sea,
you
unwilling
creature.
could
be
in
trouble.
The
destination
you
choose
must
be
known
to
you,
Similar
Area.
You
and
your
group
(or
the
target
and
it
must
be
on
the
same
plane
of
existence
as
you.
object)
wind
up
in
a
different
area
that’s
visually
or
Your
familiarity
with
the
destination
determines
thematically
similar
to
the
target
area.
If
you
are
whether
you
arrive
there
successfully.
The
GM
rolls
heading
for
your
home
laboratory,
for
example,
you
d100
and
consults
the
table.
might
wind
up
in
another
wizard’s
laboratory
or
in
an
alchemical
supply
shop
that
has
many
of
the
same
Similar
Off
On
tools
and
implements
as
your
laboratory.
Generally,
Familiarity
Mishap
Area
Target
Target
you
appear
in
the
closest
similar
place,
but
since
the
spell
has
no
range
limit,
you
could
conceivably
wind
Permanent
—
—
—
01–100
up
anywhere
on
the
plane.
Mishap.
The
spell’s
unpredictable
magic
results
in
circle
a
difficult
journey.
Each
teleporting
creature
(or
the
target
object)
takes
3d10
force
damage,
and
the
GM
Associated
—
—
—
01–100
rerolls
on
the
table
to
see
where
you
wind
up
(multiple
mishaps
can
occur,
dealing
damage
each
object
time).
Very
familiar
01–05
06–13
14–24
25–100
Teleportation Circle
Seen
casually
01–33
34–43
44–53
54–100
5th-‐‑level
conjuration
Viewed
once
01–43
44–53
54–73
74–100
Casting
Time:
1
minute
Description
01–43
44–53
54–73
74–100
Range:
10
feet
False
01–50
51–100
—
—
Components:
V,
M
(rare
chalks
and
inks
infused
destination
with
precious
gems
with
50
gp,
which
the
spell
consumes)
Duration:
1
round
Familiarity.
“Permanent
circle”
means
a
As
you
cast
the
spell,
you
draw
a
10-‐‑foot-‐‑diameter
circle
on
the
ground
inscribed
with
sigils
that
link
permanent
teleportation
circle
whose
sigil
sequence
your
location
to
a
permanent
teleportation
circle
of
you
know.
“Associated
object”
means
that
you
your
choice
whose
sigil
sequence
you
know
and
that
is
on
the
same
plane
of
existence
as
you.
A
possess
an
object
taken
from
the
desired
destination
shimmering
portal
opens
within
the
circle
you
drew
and
remains
open
until
the
end
of
your
next
turn.
within
the
last
six
months,
such
as
a
book
from
a
Any
creature
that
enters
the
portal
instantly
appears
within
5
feet
of
the
destination
circle
or
in
the
wizard’s
library,
bed
linen
from
a
royal
suite,
or
a
nearest
unoccupied
space
if
that
space
is
occupied.
Many
major
temples,
guilds,
and
other
important
chunk
of
marble
from
a
lich’s
secret
tomb.
places
have
permanent
teleportation
circles
inscribed
somewhere
within
their
confines.
Each
“Very
familiar”
is
a
place
you
have
been
very
often,
such
circle
includes
a
unique
sigil
sequence—a
string
of
magical
runes
arranged
in
a
particular
a
place
you
have
carefully
studied,
or
a
place
you
can
pattern.
When
you
first
gain
the
ability
to
cast
this
see
when
you
cast
the
spell.
“Seen
casually”
is
spell,
you
learn
the
sigil
sequences
for
two
destinations
on
the
Material
Plane,
determined
by
someplace
you
have
seen
more
than
once
but
with
the
GM.
You
can
learn
additional
sigil
sequences
during
your
adventures.
You
can
commit
a
new
sigil
which
you
aren’t
very
familiar.
“Viewed
once”
is
a
sequence
to
memory
after
studying
it
for
1
minute.
You
can
create
a
permanent
teleportation
circle
by
place
you
have
seen
once,
possibly
using
magic.
casting
this
spell
in
the
same
location
every
day
for
“Description”
is
a
place
whose
location
and
appearance
you
know
through
someone
else’s
description,
perhaps
from
a
map.
“False
destination”
is
a
place
that
doesn’t
exist.
Perhaps
you
tried
to
scry
an
enemy’s
sanctum
but
instead
viewed
an
illusion,
or
you
are
attempting
to
teleport
to
a
familiar
location
that
no
longer
exists.
On
Target.
You
and
your
group
(or
the
target
object)
appear
where
you
want
to.
Off
Target.
You
and
your
group
(or
the
target
object)
appear
a
random
distance
away
from
the
destination
in
a
random
direction.
Distance
off
target
is
1d10
×
1d10
percent
of
the
distance
that
was
to
be
traveled.
For
example,
if
you
tried
to
travel
120
miles,
landed
off
target,
and
rolled
a
5
and
3
on
the
two
d10s,
then
you
would
be
off
target
by
15
percent,
or
18
miles.
The
GM
determines
the
direction
off
target
randomly
by
rolling
a
d8
and
designating
1
as
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
186
one
year.
You
need
not
use
the
circle
to
teleport
Time Stop
when
you
cast
the
spell
in
this
way.
9th-‐‑level
transmutation
Thaumaturgy
Casting
Time:
1
action
Transmutation
cantrip
Range:
Self
Components:
V
Casting
Time:
1
action
Duration:
Instantaneous
Range:
30
feet
Components:
V
You
briefly
stop
the
flow
of
time
for
everyone
but
Duration:
Up
to
1
minute
yourself.
No
time
passes
for
other
creatures,
while
you
take
1d4
+
1
turns
in
a
row,
during
which
you
You
manifest
a
minor
wonder,
a
sign
of
supernatural
can
use
actions
and
move
as
normal.
power,
within
range.
You
create
one
of
the
following
This
spell
ends
if
one
of
the
actions
you
use
during
magical
effects
within
range:
this
period,
or
any
effects
that
you
create
during
this
period,
affects
a
creature
other
than
you
or
an
object
• Your
voice
booms
up
to
three
times
as
loud
as
being
worn
or
carried
by
someone
other
than
you.
In
normal
for
1
minute.
addition,
the
spell
ends
if
you
move
to
a
place
more
than
1,000
feet
from
the
location
where
you
cast
it.
• You
cause
flames
to
flicker,
brighten,
dim,
or
change
color
for
1
minute.
Tiny Hut
• You
cause
harmless
tremors
in
the
ground
for
1
3rd-‐‑level
evocation
(ritual)
minute.
Casting
Time:
1
minute
• You
create
an
instantaneous
sound
that
originates
Range:
Self
(10-‐‑foot-‐‑radius
hemisphere)
from
a
point
of
your
choice
within
range,
such
as
a
Components:
V,
S,
M
(a
small
crystal
bead)
rumble
of
thunder,
the
cry
of
a
raven,
or
ominous
Duration:
8
hours
whispers.
A
10-‐‑foot-‐‑radius
immobile
dome
of
force
springs
• You
instantaneously
cause
an
unlocked
door
or
into
existence
around
and
above
you
and
remains
window
to
fly
open
or
slam
shut.
stationary
for
the
duration.
The
spell
ends
if
you
leave
its
area.
• You
alter
the
appearance
of
your
eyes
for
1
minute.
Nine
creatures
of
Medium
size
or
smaller
can
fit
inside
the
dome
with
you.
The
spell
fails
if
its
area
If
you
cast
this
spell
multiple
times,
you
can
have
up
includes
a
larger
creature
or
more
than
nine
to
three
of
its
1-‐‑minute
effects
active
at
a
time,
and
creatures.
Creatures
and
objects
within
the
dome
you
can
dismiss
such
an
effect
as
an
action.
when
you
cast
this
spell
can
move
through
it
freely.
All
other
creatures
and
objects
are
barred
from
Thunderwave passing
through
it.
Spells
and
other
magical
effects
can’t
extend
through
the
dome
or
be
cast
through
it.
1st-‐‑level
evocation
The
atmosphere
inside
the
space
is
comfortable
and
dry,
regardless
of
the
weather
outside.
Casting
Time:
1
action
Until
the
spell
ends,
you
can
command
the
interior
Range:
Self
(15-‐‑foot
cube)
to
become
dimly
lit
or
dark.
The
dome
is
opaque
Components:
V,
S
from
the
outside,
of
any
color
you
choose,
but
it
is
Duration:
Instantaneous
transparent
from
the
inside.
A
wave
of
thunderous
force
sweeps
out
from
you.
Tongues
Each
creature
in
a
15-‐‑foot
cube
originating
from
you
must
make
a
Constitution
saving
throw.
On
a
failed
3rd-‐‑level
divination
save,
a
creature
takes
2d8
thunder
damage
and
is
pushed
10
feet
away
from
you.
On
a
successful
save,
Casting
Time:
1
action
the
creature
takes
half
as
much
damage
and
isn’t
Range:
Touch
pushed.
Components:
V,
M
(a
small
clay
model
of
a
ziggurat)
In
addition,
unsecured
objects
that
are
completely
Duration:
1
hour
within
the
area
of
effect
are
automatically
pushed
10
feet
away
from
you
by
the
spell’s
effect,
and
the
spell
This
spell
grants
the
creature
you
touch
the
ability
to
emits
a
thunderous
boom
audible
out
to
300
feet.
understand
any
spoken
language
it
hears.
Moreover,
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
2nd
level
or
higher,
the
damage
increases
by
1d8
for
each
slot
level
above
1st.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
187
when
the
target
speaks,
any
creature
that
knows
at
into
a
different
creature,
the
creature
into
an
object,
least
one
language
and
can
hear
the
target
or
the
object
into
a
creature
(the
object
must
be
understands
what
it
says.
neither
worn
nor
carried
by
another
creature).
The
transformation
lasts
for
the
duration,
or
until
the
Transport via Plants target
drops
to
0
hit
points
or
dies.
If
you
concentrate
on
this
spell
for
the
full
duration,
the
6th-‐‑level
conjuration
transformation
lasts
until
it
is
dispelled.
This
spell
has
no
effect
on
a
shapechanger
or
a
Casting
Time:
1
action
creature
with
0
hit
points.
An
unwilling
creature
can
Range:
10
feet
make
a
Wisdom
saving
throw,
and
if
it
succeeds,
it
Components:
V,
S
isn’t
affected
by
this
spell.
Duration:
1
round
Creature
into
Creature.
If
you
turn
a
creature
into
another
kind
of
creature,
the
new
form
can
be
any
This
spell
creates
a
magical
link
between
a
Large
or
kind
you
choose
whose
challenge
rating
is
equal
to
larger
inanimate
plant
within
range
and
another
or
less
than
the
target’s
(or
its
level,
if
the
target
plant,
at
any
distance,
on
the
same
plane
of
existence.
doesn’t
have
a
challenge
rating).
The
target’s
game
You
must
have
seen
or
touched
the
destination
plant
statistics,
including
mental
ability
scores,
are
at
least
once
before.
For
the
duration,
any
creature
replaced
by
the
statistics
of
the
new
form.
It
retains
can
step
into
the
target
plant
and
exit
from
the
its
alignment
and
personality.
destination
plant
by
using
5
feet
of
movement.
The
target
assumes
the
hit
points
of
its
new
form,
and
when
it
reverts
to
its
normal
form,
the
creature
Tree Stride returns
to
the
number
of
hit
points
it
had
before
it
transformed.
If
it
reverts
as
a
result
of
dropping
to
0
5th-‐‑level
conjuration
hit
points,
any
excess
damage
carries
over
to
its
normal
form.
As
long
as
the
excess
damage
doesn’t
Casting
Time:
1
action
reduce
the
creature’s
normal
form
to
0
hit
points,
it
Range:
Self
isn’t
knocked
unconscious.
Components:
V,
S
The
creature
is
limited
in
the
actions
it
can
Duration:
Concentration,
up
to
1
minute
perform
by
the
nature
of
its
new
form,
and
it
can’t
speak,
cast
spells,
or
take
any
other
action
that
You
gain
the
ability
to
enter
a
tree
and
move
from
requires
hands
or
speech,
unless
its
new
form
is
inside
it
to
inside
another
tree
of
the
same
kind
capable
of
such
actions.
within
500
feet.
Both
trees
must
be
living
and
at
The
target’s
gear
melds
into
the
new
form.
The
least
the
same
size
as
you.
You
must
use
5
feet
of
creature
can’t
activate,
use,
wield,
or
otherwise
movement
to
enter
a
tree.
You
instantly
know
the
benefit
from
any
of
its
equipment.
location
of
all
other
trees
of
the
same
kind
within
Object
into
Creature.
You
can
turn
an
object
into
500
feet
and,
as
part
of
the
move
used
to
enter
the
any
kind
of
creature,
as
long
as
the
creature’s
size
is
tree,
can
either
pass
into
one
of
those
trees
or
step
no
larger
than
the
object’s
size
and
the
creature’s
out
of
the
tree
you’re
in.
You
appear
in
a
spot
of
your
challenge
rating
is
9
or
lower.
The
creature
is
choice
within
5
feet
of
the
destination
tree,
using
friendly
to
you
and
your
companions.
It
acts
on
each
another
5
feet
of
movement.
If
you
have
no
of
your
turns.
You
decide
what
action
it
takes
and
movement
left,
you
appear
within
5
feet
of
the
tree
how
it
moves.
The
GM
has
the
creature’s
statistics
you
entered.
and
resolves
all
of
its
actions
and
movement.
You
can
use
this
transportation
ability
once
per
If
the
spell
becomes
permanent,
you
no
longer
round
for
the
duration.
You
must
end
each
turn
control
the
creature.
It
might
remain
friendly
to
you,
outside
a
tree.
depending
on
how
you
have
treated
it.
Creature
into
Object.
If
you
turn
a
creature
into
True Polymorph an
object,
it
transforms
along
with
whatever
it
is
wearing
and
carrying
into
that
form.
The
creature’s
9th-‐‑level
transmutation
statistics
become
those
of
the
object,
and
the
creature
has
no
memory
of
time
spent
in
this
form,
Casting
Time:
1
action
after
the
spell
ends
and
it
returns
to
its
normal
form.
Range:
30
feet
Components:
V,
S,
M
(a
drop
of
mercury,
a
dollop
of
gum
arabic,
and
a
wisp
of
smoke)
Duration:
Concentration,
up
to
1
hour
Choose
one
creature
or
nonmagical
object
that
you
can
see
within
range.
You
transform
the
creature
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
188
True Resurrection Unseen Servant
9th-‐‑level
necromancy
1st-‐‑level
conjuration
(ritual)
Casting
Time:
1
hour
Casting
Time:
1
action
Range:
Touch
Range:
60
feet
Components:
V,
S,
M
(a
sprinkle
of
holy
water
and
Components:
V,
S,
M
(a
piece
of
string
and
a
bit
of
diamonds
worth
at
least
25,000
gp,
which
the
spell
wood)
consumes)
Duration:
1
hour
Duration:
Instantaneous
This
spell
creates
an
invisible,
mindless,
shapeless
You
touch
a
creature
that
has
been
dead
for
no
force
that
performs
simple
tasks
at
your
command
longer
than
200
years
and
that
died
for
any
reason
until
the
spell
ends.
The
servant
springs
into
except
old
age.
If
the
creature’s
soul
is
free
and
existence
in
an
unoccupied
space
on
the
ground
willing,
the
creature
is
restored
to
life
with
all
its
hit
within
range.
It
has
AC
10,
1
hit
point,
and
a
Strength
points.
of
2,
and
it
can’t
attack.
If
it
drops
to
0
hit
points,
the
This
spell
closes
all
wounds,
neutralizes
any
spell
ends.
poison,
cures
all
diseases,
and
lifts
any
curses
Once
on
each
of
your
turns
as
a
bonus
action,
you
affecting
the
creature
when
it
died.
The
spell
can
mentally
command
the
servant
to
move
up
to
15
replaces
damaged
or
missing
organs
and
limbs.
feet
and
interact
with
an
object.
The
servant
can
The
spell
can
even
provide
a
new
body
if
the
perform
simple
tasks
that
a
human
servant
could
do,
original
no
longer
exists,
in
which
case
you
must
such
as
fetching
things,
cleaning,
mending,
folding
speak
the
creature’s
name.
The
creature
then
clothes,
lighting
fires,
serving
food,
and
pouring
wine.
appears
in
an
unoccupied
space
you
choose
within
Once
you
give
the
command,
the
servant
performs
10
feet
of
you.
the
task
to
the
best
of
its
ability
until
it
completes
the
task,
then
waits
for
your
next
command.
True Seeing
If
you
command
the
servant
to
perform
a
task
that
would
move
it
more
than
60
feet
away
from
you,
the
6th-‐‑level
divination
spell
ends.
Casting
Time:
1
action
Vampiric Touch
Range:
Touch
Components:
V,
S,
M
(an
ointment
for
the
eyes
that
3rd-‐‑level
necromancy
costs
25
gp;
is
made
from
mushroom
powder,
Casting
Time:
1
action
saffron,
and
fat;
and
is
consumed
by
the
spell)
Range:
Self
Duration:
1
hour
Components:
V,
S
Duration:
Concentration,
up
to
1
minute
This
spell
gives
the
willing
creature
you
touch
the
ability
to
see
things
as
they
actually
are.
For
the
The
touch
of
your
shadow-‐‑wreathed
hand
can
duration,
the
creature
has
truesight,
notices
secret
siphon
life
force
from
others
to
heal
your
wounds.
doors
hidden
by
magic,
and
can
see
into
the
Ethereal
Make
a
melee
spell
attack
against
a
creature
within
Plane,
all
out
to
a
range
of
120
feet.
your
reach.
On
a
hit,
the
target
takes
3d6
necrotic
damage,
and
you
regain
hit
points
equal
to
half
the
True Strike amount
of
necrotic
damage
dealt.
Until
the
spell
ends,
you
can
make
the
attack
again
on
each
of
your
Divination
cantrip
turns
as
an
action.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Casting
Time:
1
action
spell
slot
of
4th
level
or
higher,
the
damage
increases
Range:
30
feet
by
1d6
for
each
slot
level
above
3rd.
Components:
S
Duration:
Concentration,
up
to
1
round
Vicious Mockery
You
extend
your
hand
and
point
a
finger
at
a
target
Enchantment
cantrip
in
range.
Your
magic
grants
you
a
brief
insight
into
the
target’s
defenses.
On
your
next
turn,
you
gain
Casting
Time:
1
action
advantage
on
your
first
attack
roll
against
the
target,
Range:
60
feet
provided
that
this
spell
hasn’t
ended.
Components:
V
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
189
Duration:
Instantaneous
to
10
feet,
or
you
can
shape
a
flat
surface
made
up
of
You
unleash
a
string
of
insults
laced
with
subtle
ten
10-‐‑foot-‐‑by-‐‑10-‐‑foot
panels.
Each
panel
must
be
enchantments
at
a
creature
you
can
see
within
range.
contiguous
with
another
panel.
In
any
form,
the
wall
If
the
target
can
hear
you
(though
it
need
not
is
1/4
inch
thick.
It
lasts
for
the
duration.
If
the
wall
understand
you),
it
must
succeed
on
a
Wisdom
cuts
through
a
creature’s
space
when
it
appears,
the
saving
throw
or
take
1d4
psychic
damage
and
have
creature
is
pushed
to
one
side
of
the
wall
(your
disadvantage
on
the
next
attack
roll
it
makes
before
choice
which
side).
the
end
of
its
next
turn.
Nothing
can
physically
pass
through
the
wall.
It
is
This
spell's
damage
increases
by
1d4
when
you
immune
to
all
damage
and
can’t
be
dispelled
by
reach
5th
level
(2d4),
11th
level
(3d4),
and
17th
dispel
magic.
A
disintegrate
spell
destroys
the
wall
level
(4d4).
instantly,
however.
The
wall
also
extends
into
the
Ethereal
Plane,
blocking
ethereal
travel
through
the
Wall of Fire wall.
4th-‐‑level
evocation
Wall of Ice
Casting
Time:
1
action
6th-‐‑level
evocation
Range:
120
feet
Components:
V,
S,
M
(a
small
piece
of
phosphorus)
Casting
Time:
1
action
Duration:
Concentration,
up
to
1
minute
Range:
120
feet
Components:
V,
S,
M
(a
small
piece
of
quartz)
You
create
a
wall
of
fire
on
a
solid
surface
within
Duration:
Concentration,
up
to
10
minutes
range.
You
can
make
the
wall
up
to
60
feet
long,
20
feet
high,
and
1
foot
thick,
or
a
ringed
wall
up
to
20
You
create
a
wall
of
ice
on
a
solid
surface
within
feet
in
diameter,
20
feet
high,
and
1
foot
thick.
The
range.
You
can
form
it
into
a
hemispherical
dome
or
wall
is
opaque
and
lasts
for
the
duration.
a
sphere
with
a
radius
of
up
to
10
feet,
or
you
can
When
the
wall
appears,
each
creature
within
its
shape
a
flat
surface
made
up
of
ten
10-‐‑foot-‐‑square
area
must
make
a
Dexterity
saving
throw.
On
a
failed
panels.
Each
panel
must
be
contiguous
with
another
save,
a
creature
takes
5d8
fire
damage,
or
half
as
panel.
In
any
form,
the
wall
is
1
foot
thick
and
lasts
much
damage
on
a
successful
save.
for
the
duration.
One
side
of
the
wall,
selected
by
you
when
you
If
the
wall
cuts
through
a
creature’s
space
when
it
cast
this
spell,
deals
5d8
fire
damage
to
each
appears,
the
creature
within
its
area
is
pushed
to
creature
that
ends
its
turn
within
10
feet
of
that
side
one
side
of
the
wall
and
must
make
a
Dexterity
or
inside
the
wall.
A
creature
takes
the
same
damage
saving
throw.
On
a
failed
save,
the
creature
takes
when
it
enters
the
wall
for
the
first
time
on
a
turn
or
10d6
cold
damage,
or
half
as
much
damage
on
a
ends
its
turn
there.
The
other
side
of
the
wall
deals
successful
save.
no
damage.
The
wall
is
an
object
that
can
be
damaged
and
thus
At
Higher
Levels.
When
you
cast
this
spell
using
a
breached.
It
has
AC
12
and
30
hit
points
per
10-‐‑foot
spell
slot
of
5th
level
or
higher,
the
damage
increases
section,
and
it
is
vulnerable
to
fire
damage.
Reducing
by
1d8
for
each
slot
level
above
4th.
a
10-‐‑foot
section
of
wall
to
0
hit
points
destroys
it
and
leaves
behind
a
sheet
of
frigid
air
in
the
space
Wall of Force the
wall
occupied.
A
creature
moving
through
the
sheet
of
frigid
air
for
the
first
time
on
a
turn
must
5th-‐‑level
evocation
make
a
Constitution
saving
throw.
That
creature
takes
5d6
cold
damage
on
a
failed
save,
or
half
as
Casting
Time:
1
action
much
damage
on
a
successful
one.
Range:
120
feet
At
Higher
Levels.
When
you
cast
this
spell
using
a
Components:
V,
S,
M
(a
pinch
of
powder
made
by
spell
slot
of
7th
level
or
higher,
the
damage
the
wall
deals
when
it
appears
increases
by
2d6,
and
the
crushing
a
clear
gemstone)
damage
from
passing
through
the
sheet
of
frigid
air
Duration:
Concentration,
up
to
10
minutes
increases
by
1d6,
for
each
slot
level
above
6th.
An
invisible
wall
of
force
springs
into
existence
at
a
Wall of Stone
point
you
choose
within
range.
The
wall
appears
in
any
orientation
you
choose,
as
a
horizontal
or
5th-‐‑level
evocation
vertical
barrier
or
at
an
angle.
It
can
be
free
floating
or
resting
on
a
solid
surface.
You
can
form
it
into
a
Casting
Time:
1
action
hemispherical
dome
or
a
sphere
with
a
radius
of
up
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
190
Range:
120
feet
When
the
wall
appears,
each
creature
within
its
Components:
V,
S,
M
(a
small
block
of
granite)
area
must
make
a
Dexterity
saving
throw.
On
a
failed
Duration:
Concentration,
up
to
10
minutes
save,
a
creature
takes
7d8
piercing
damage,
or
half
as
much
damage
on
a
successful
save.
A
nonmagical
wall
of
solid
stone
springs
into
A
creature
can
move
through
the
wall,
albeit
existence
at
a
point
you
choose
within
range.
The
slowly
and
painfully.
For
every
1
foot
a
creature
wall
is
6
inches
thick
and
is
composed
of
ten
10-‐‑foot-‐‑ moves
through
the
wall,
it
must
spend
4
feet
of
by-‐‑10-‐‑foot
panels.
Each
panel
must
be
contiguous
movement.
Furthermore,
the
first
time
a
creature
with
at
least
one
other
panel.
Alternatively,
you
can
enters
the
wall
on
a
turn
or
ends
its
turn
there,
the
create
10-‐‑foot-‐‑by-‐‑20-‐‑foot
panels
that
are
only
3
creature
must
make
a
Dexterity
saving
throw.
It
inches
thick.
takes
7d8
slashing
damage
on
a
failed
save,
or
half
as
If
the
wall
cuts
through
a
creature’s
space
when
it
much
damage
on
a
successful
one.
appears,
the
creature
is
pushed
to
one
side
of
the
At
Higher
Levels.
When
you
cast
this
spell
using
a
wall
(your
choice).
If
a
creature
would
be
spell
slot
of
7th
level
or
higher,
both
types
of
damage
surrounded
on
all
sides
by
the
wall
(or
the
wall
and
increase
by
1d8
for
each
slot
level
above
6th.
another
solid
surface),
that
creature
can
make
a
Dexterity
saving
throw.
On
a
success,
it
can
use
its
Warding Bond
reaction
to
move
up
to
its
speed
so
that
it
is
no
longer
enclosed
by
the
wall.
2nd-‐‑level
abjuration
The
wall
can
have
any
shape
you
desire,
though
it
can’t
occupy
the
same
space
as
a
creature
or
object.
Casting
Time:
1
action
The
wall
doesn’t
need
to
be
vertical
or
rest
on
any
Range:
Touch
firm
foundation.
It
must,
however,
merge
with
and
Components:
V,
S,
M
(a
pair
of
platinum
rings
worth
be
solidly
supported
by
existing
stone.
Thus,
you
can
use
this
spell
to
bridge
a
chasm
or
create
a
ramp.
at
least
50
gp
each,
which
you
and
the
target
must
If
you
create
a
span
greater
than
20
feet
in
length,
wear
for
the
duration)
you
must
halve
the
size
of
each
panel
to
create
Duration:
1
hour
supports.
You
can
crudely
shape
the
wall
to
create
crenellations,
battlements,
and
so
on.
This
spell
wards
a
willing
creature
you
touch
and
The
wall
is
an
object
made
of
stone
that
can
be
creates
a
mystic
connection
between
you
and
the
damaged
and
thus
breached.
Each
panel
has
AC
15
target
until
the
spell
ends.
While
the
target
is
within
and
30
hit
points
per
inch
of
thickness.
Reducing
a
60
feet
of
you,
it
gains
a
+1
bonus
to
AC
and
saving
panel
to
0
hit
points
destroys
it
and
might
cause
throws,
and
it
has
resistance
to
all
damage.
Also,
connected
panels
to
collapse
at
the
GM’s
discretion.
each
time
it
takes
damage,
you
take
the
same
If
you
maintain
your
concentration
on
this
spell
amount
of
damage.
for
its
whole
duration,
the
wall
becomes
permanent
The
spell
ends
if
you
drop
to
0
hit
points
or
if
you
and
can’t
be
dispelled.
Otherwise,
the
wall
and
the
target
become
separated
by
more
than
60
disappears
when
the
spell
ends.
feet.
It
also
ends
if
the
spell
is
cast
again
on
either
of
the
connected
creatures.
You
can
also
dismiss
the
Wall of Thorns spell
as
an
action.
6th-‐‑level
conjuration
Water Breathing
Casting
Time:
1
action
3rd-‐‑level
transmutation
(ritual)
Range:
120
feet
Components:
V,
S,
M
(a
handful
of
thorns)
Casting
Time:
1
action
Duration:
Concentration,
up
to
10
minutes
Range:
30
feet
Components:
V,
S,
M
(a
short
reed
or
piece
of
straw)
You
create
a
wall
of
tough,
pliable,
tangled
brush
Duration:
24
hours
bristling
with
needle-‐‑sharp
thorns.
The
wall
appears
within
range
on
a
solid
surface
and
lasts
for
the
This
spell
grants
up
to
ten
willing
creatures
you
can
duration.
You
choose
to
make
the
wall
up
to
60
feet
see
within
range
the
ability
to
breathe
underwater
long,
10
feet
high,
and
5
feet
thick
or
a
circle
that
has
until
the
spell
ends.
Affected
creatures
also
retain
a
20-‐‑foot
diameter
and
is
up
to
20
feet
high
and
5
their
normal
mode
of
respiration.
feet
thick.
The
wall
blocks
line
of
sight.
Water Walk
3rd-‐‑level
transmutation
(ritual)
Casting
Time:
1
action
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
191
Range:
30
feet
only
to
them.
Each
creature
in
a
30-‐‑foot-‐‑radius
Components:
V,
S,
M
(a
piece
of
cork)
sphere
centered
on
a
point
of
your
choice
within
Duration:
1
hour
range
must
make
a
Wisdom
saving
throw.
On
a
failed
save,
a
creature
becomes
frightened
for
the
This
spell
grants
the
ability
to
move
across
any
duration.
The
illusion
calls
on
the
creature’s
deepest
liquid
surface—such
as
water,
acid,
mud,
snow,
fears,
manifesting
its
worst
nightmares
as
an
quicksand,
or
lava—as
if
it
were
harmless
solid
implacable
threat.
At
the
end
of
each
of
the
ground
(creatures
crossing
molten
lava
can
still
take
frightened
creature’s
turns,
it
must
succeed
on
a
damage
from
the
heat).
Up
to
ten
willing
creatures
Wisdom
saving
throw
or
take
4d10
psychic
damage.
you
can
see
within
range
gain
this
ability
for
the
On
a
successful
save,
the
spell
ends
for
that
creature.
duration.
If
you
target
a
creature
submerged
in
a
liquid,
the
Wind Walk
spell
carries
the
target
to
the
surface
of
the
liquid
at
a
rate
of
60
feet
per
round.
6th-‐‑level
transmutation
Web Casting
Time:
1
minute
Range:
30
feet
2nd-‐‑level
conjuration
Components:
V,
S,
M
(fire
and
holy
water)
Duration:
8
hours
Casting
Time:
1
action
Range:
60
feet
You
and
up
to
ten
willing
creatures
you
can
see
Components:
V,
S,
M
(a
bit
of
spiderweb)
within
range
assume
a
gaseous
form
for
the
duration,
Duration:
Concentration,
up
to
1
hour
appearing
as
wisps
of
cloud.
While
in
this
cloud
form,
a
creature
has
a
flying
speed
of
300
feet
and
has
You
conjure
a
mass
of
thick,
sticky
webbing
at
a
resistance
to
damage
from
nonmagical
weapons.
The
point
of
your
choice
within
range.
The
webs
fill
a
20-‐‑ only
actions
a
creature
can
take
in
this
form
are
the
foot
cube
from
that
point
for
the
duration.
The
webs
Dash
action
or
to
revert
to
its
normal
form.
are
difficult
terrain
and
lightly
obscure
their
area.
Reverting
takes
1
minute,
during
which
time
a
If
the
webs
aren’t
anchored
between
two
solid
creature
is
incapacitated
and
can’t
move.
Until
the
masses
(such
as
walls
or
trees)
or
layered
across
a
spell
ends,
a
creature
can
revert
to
cloud
form,
which
floor,
wall,
or
ceiling,
the
conjured
web
collapses
on
also
requires
the
1-‐‑minute
transformation.
itself,
and
the
spell
ends
at
the
start
of
your
next
turn.
If
a
creature
is
in
cloud
form
and
flying
when
the
Webs
layered
over
a
flat
surface
have
a
depth
of
5
effect
ends,
the
creature
descends
60
feet
per
round
feet.
for
1
minute
until
it
lands,
which
it
does
safely.
If
it
Each
creature
that
starts
its
turn
in
the
webs
or
can’t
land
after
1
minute,
the
creature
falls
the
that
enters
them
during
its
turn
must
make
a
remaining
distance.
Dexterity
saving
throw.
On
a
failed
save,
the
creature
is
restrained
as
long
as
it
remains
in
the
webs
or
Wind Wall
until
it
breaks
free.
A
creature
restrained
by
the
webs
can
use
its
3rd-‐‑level
evocation
action
to
make
a
Strength
check
against
your
spell
save
DC.
If
it
succeeds,
it
is
no
longer
restrained.
Casting
Time:
1
action
The
webs
are
flammable.
Any
5-‐‑foot
cube
of
webs
Range:
120
feet
exposed
to
fire
burns
away
in
1
round,
dealing
2d4
Components:
V,
S,
M
(a
tiny
fan
and
a
feather
of
fire
damage
to
any
creature
that
starts
its
turn
in
the
fire.
exotic
origin)
Duration:
Concentration,
up
to
1
minute
Weird
A
wall
of
strong
wind
rises
from
the
ground
at
a
9th-‐‑level
illusion
point
you
choose
within
range.
You
can
make
the
wall
up
to
50
feet
long,
15
feet
high,
and
1
foot
thick.
Casting
Time:
1
action
You
can
shape
the
wall
in
any
way
you
choose
so
Range:
120
feet
long
as
it
makes
one
continuous
path
along
the
Components:
V,
S
ground.
The
wall
lasts
for
the
duration.
Duration:
Concentration,
up
to
one
minute
When
the
wall
appears,
each
creature
within
its
area
must
make
a
Strength
saving
throw.
A
creature
Drawing
on
the
deepest
fears
of
a
group
of
creatures,
takes
3d8
bludgeoning
damage
on
a
failed
save,
or
you
create
illusory
creatures
in
their
minds,
visible
half
as
much
damage
on
a
successful
one.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
192
The
strong
wind
keeps
fog,
smoke,
and
other
gases
GM
as
precisely
as
possible.
The
GM
has
great
at
bay.
Small
or
smaller
flying
creatures
or
objects
latitude
in
ruling
what
occurs
in
such
an
instance;
can’t
pass
through
the
wall.
Loose,
lightweight
the
greater
the
wish,
the
greater
the
likelihood
that
materials
brought
into
the
wall
fly
upward.
Arrows,
something
goes
wrong.
This
spell
might
simply
fail,
bolts,
and
other
ordinary
projectiles
launched
at
the
effect
you
desire
might
only
be
partly
achieved,
targets
behind
the
wall
are
deflected
upward
and
or
you
might
suffer
some
unforeseen
consequence
as
automatically
miss.
(Boulders
hurled
by
giants
or
a
result
of
how
you
worded
the
wish.
For
example,
siege
engines,
and
similar
projectiles,
are
wishing
that
a
villain
were
dead
might
propel
you
unaffected.)
Creatures
in
gaseous
form
can’t
pass
forward
in
time
to
a
period
when
that
villain
is
no
through
it.
longer
alive,
effectively
removing
you
from
the
game.
Similarly,
wishing
for
a
legendary
magic
item
or
Wish artifact
might
instantly
transport
you
to
the
presence
of
the
item’s
current
owner.
9th-‐‑level
conjuration
The
stress
of
casting
this
spell
to
produce
any
effect
other
than
duplicating
another
spell
weakens
Casting
Time:
1
action
you.
After
enduring
that
stress,
each
time
you
cast
a
Range:
Self
spell
until
you
finish
a
long
rest,
you
take
1d10
Components:
V
necrotic
damage
per
level
of
that
spell.
This
damage
Duration:
Instantaneous
can’t
be
reduced
or
prevented
in
any
way.
In
addition,
your
Strength
drops
to
3,
if
it
isn’t
3
or
Wish
is
the
mightiest
spell
a
mortal
creature
can
cast.
lower
already,
for
2d4
days.
For
each
of
those
days
By
simply
speaking
aloud,
you
can
alter
the
very
that
you
spend
resting
and
doing
nothing
more
than
foundations
of
reality
in
accord
with
your
desires.
light
activity,
your
remaining
recovery
time
The
basic
use
of
this
spell
is
to
duplicate
any
other
decreases
by
2
days.
Finally,
there
is
a
33
percent
spell
of
8th
level
or
lower.
You
don’t
need
to
meet
chance
that
you
are
unable
to
cast
wish
ever
again
if
any
requirements
in
that
spell,
including
costly
you
suffer
this
stress.
components.
The
spell
simply
takes
effect.
Alternatively,
you
can
create
one
of
the
following
Word of Recall
effects
of
your
choice:
6th-‐‑level
conjuration
• You
create
one
object
of
up
to
25,000
gp
in
value
that
isn’t
a
magic
item.
The
object
can
be
no
more
Casting
Time:
1
action
than
300
feet
in
any
dimension,
and
it
appears
in
Range:
5
feet
an
unoccupied
space
you
can
see
on
the
ground.
Components:
V
Duration:
Instantaneous
• You
allow
up
to
twenty
creatures
that
you
can
see
to
regain
all
hit
points,
and
you
end
all
effects
on
You
and
up
to
five
willing
creatures
within
5
feet
of
them
described
in
the
greater
restoration
spell.
you
instantly
teleport
to
a
previously
designated
sanctuary.
You
and
any
creatures
that
teleport
with
• You
grant
up
to
ten
creatures
that
you
can
see
you
appear
in
the
nearest
unoccupied
space
to
the
resistance
to
a
damage
type
you
choose.
spot
you
designated
when
you
prepared
your
sanctuary
(see
below).
If
you
cast
this
spell
without
• You
grant
up
to
ten
creatures
you
can
see
first
preparing
a
sanctuary,
the
spell
has
no
effect.
immunity
to
a
single
spell
or
other
magical
effect
You
must
designate
a
sanctuary
by
casting
this
for
8
hours.
For
instance,
you
could
make
yourself
spell
within
a
location,
such
as
a
temple,
dedicated
to
and
all
your
companions
immune
to
a
lich’s
life
or
strongly
linked
to
your
deity.
If
you
attempt
to
drain
attack.
cast
the
spell
in
this
manner
in
an
area
that
isn’t
dedicated
to
your
deity,
the
spell
has
no
effect.
• You
undo
a
single
recent
event
by
forcing
a
reroll
of
any
roll
made
within
the
last
round
(including
Zone of Truth
your
last
turn).
Reality
reshapes
itself
to
accommodate
the
new
result.
For
example,
a
wish
2nd-‐‑level
enchantment
spell
could
undo
an
opponent’s
successful
save,
a
foe’s
critical
hit,
or
a
friend’s
failed
save.
You
can
Casting
Time:
1
action
force
the
reroll
to
be
made
with
advantage
or
Range:
60
feet
disadvantage,
and
you
can
choose
whether
to
use
Components:
V,
S
the
reroll
or
the
original
roll.
Duration:
10
minutes
You
might
be
able
to
achieve
something
beyond
the
scope
of
the
above
examples.
State
your
wish
to
the
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
193
You
create
a
magical
zone
that
guards
against
deception
in
a
15-‐‑foot-‐‑radius
sphere
centered
on
a
point
of
your
choice
within
range.
Until
the
spell
ends,
a
creature
that
enters
the
spell’s
area
for
the
first
time
on
a
turn
or
starts
its
turn
there
must
make
a
Charisma
saving
throw.
On
a
failed
save,
a
creature
can’t
speak
a
deliberate
lie
while
in
the
radius.
You
know
whether
each
creature
succeeds
or
fails
on
its
saving
throw.
An
affected
creature
is
aware
of
the
spell
and
can
thus
avoid
answering
questions
to
which
it
would
normally
respond
with
a
lie.
Such
a
creature
can
be
evasive
in
its
answers
as
long
as
it
remains
within
the
boundaries
of
the
truth.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
194
Traps character’s
passive
Wisdom
(Perception)
score
to
determine
whether
anyone
in
the
party
notices
the
Traps
can
be
found
almost
anywhere.
One
wrong
trap
in
passing.
If
the
adventurers
detect
a
trap
step
in
an
ancient
tomb
might
trigger
a
series
of
before
triggering
it,
they
might
be
able
to
disarm
it,
scything
blades,
which
cleave
through
armor
and
either
permanently
or
long
enough
to
move
past
it.
bone.
The
seemingly
innocuous
vines
that
hang
over
You
might
call
for
an
Intelligence
(Investigation)
a
cave
entrance
might
grasp
and
choke
anyone
who
check
for
a
character
to
deduce
what
needs
to
be
pushes
through
them.
A
net
hidden
among
the
trees
done,
followed
by
a
Dexterity
check
using
thieves’
might
drop
on
travelers
who
pass
underneath.
In
a
tools
to
perform
the
necessary
sabotage.
fantasy
game,
unwary
adventurers
can
fall
to
their
Any
character
can
attempt
an
Intelligence
deaths,
be
burned
alive,
or
fall
under
a
fusillade
of
(Arcana)
check
to
detect
or
disarm
a
magic
trap,
in
poisoned
darts.
addition
to
any
other
checks
noted
in
the
trap’s
A
trap
can
be
either
mechanical
or
magical
in
description.
The
DCs
are
the
same
regardless
of
the
nature.
Mechanical
traps
include
pits,
arrow
traps,
check
used.
In
addition,
dispel
magic
has
a
chance
of
falling
blocks,
water-‐‑filled
rooms,
whirling
blades,
disabling
most
magic
traps.
A
magic
trap’s
and
anything
else
that
depends
on
a
mechanism
to
description
provides
the
DC
for
the
ability
check
operate.
Magic
traps
are
either
magical
device
traps
made
when
you
use
dispel
magic.
or
spell
traps.
Magical
device
traps
initiate
spell
In
most
cases,
a
trap’s
description
is
clear
enough
effects
when
activated.
Spell
traps
are
spells
such
as
that
you
can
adjudicate
whether
a
character’s
glyph
of
warding
and
symbol
that
function
as
traps.
actions
locate
or
foil
the
trap.
As
with
many
situations,
you
shouldn’t
allow
die
rolling
to
override
Traps in Play clever
play
and
good
planning.
Use
your
common
sense,
drawing
on
the
trap’s
description
to
When
adventurers
come
across
a
trap,
you
need
to
determine
what
happens.
No
trap’s
design
can
know
how
the
trap
is
triggered
and
what
it
does,
as
anticipate
every
possible
action
that
the
characters
well
as
the
possibility
for
the
characters
to
detect
the
might
attempt.
trap
and
to
disable
or
avoid
it.
You
should
allow
a
character
to
discover
a
trap
without
making
an
ability
check
if
an
action
would
Triggering a Trap clearly
reveal
the
trap’s
presence.
For
example,
if
a
character
lifts
a
rug
that
conceals
a
pressure
plate,
Most
traps
are
triggered
when
a
creature
goes
the
character
has
found
the
trigger
and
no
check
is
somewhere
or
touches
something
that
the
trap’s
required.
creator
wanted
to
protect.
Common
triggers
include
Foiling
traps
can
be
a
little
more
complicated.
stepping
on
a
pressure
plate
or
a
false
section
of
Consider
a
trapped
treasure
chest.
If
the
chest
is
floor,
pulling
a
trip
wire,
turning
a
doorknob,
and
opened
without
first
pulling
on
the
two
handles
set
using
the
wrong
key
in
a
lock.
Magic
traps
are
often
in
its
sides,
a
mechanism
inside
fires
a
hail
of
poison
set
to
go
off
when
a
creature
enters
an
area
or
needles
toward
anyone
in
front
of
it.
After
inspecting
touches
an
object.
Some
magic
traps
(such
as
the
the
chest
and
making
a
few
checks,
the
characters
glyph
of
warding
spell)
have
more
complicated
are
still
unsure
if
it’s
trapped.
Rather
than
simply
trigger
conditions,
including
a
password
that
open
the
chest,
they
prop
a
shield
in
front
of
it
and
prevents
the
trap
from
activating.
push
the
chest
open
at
a
distance
with
an
iron
rod.
In
this
case,
the
trap
still
triggers,
but
the
hail
of
Detecting and Disabling a Trap needles
fires
harmlessly
into
the
shield.
Traps
are
often
designed
with
mechanisms
that
Usually,
some
element
of
a
trap
is
visible
to
careful
allow
them
to
be
disarmed
or
bypassed.
Intelligent
inspection.
Characters
might
notice
an
uneven
monsters
that
place
traps
in
or
around
their
lairs
flagstone
that
conceals
a
pressure
plate,
spot
the
need
ways
to
get
past
those
traps
without
harming
gleam
of
light
off
a
trip
wire,
notice
small
holes
in
the
themselves.
Such
traps
might
have
hidden
levers
walls
from
which
jets
of
flame
will
erupt,
or
that
disable
their
triggers,
or
a
secret
door
might
otherwise
detect
something
that
points
to
a
trap’s
conceal
a
passage
that
goes
around
the
trap.
presence.
A
trap’s
description
specifies
the
checks
and
DCs
needed
to
detect
it,
disable
it,
or
both.
A
character
actively
looking
for
a
trap
can
attempt
a
Wisdom
(Perception)
check
against
the
trap’s
DC.
You
can
also
compare
the
DC
to
detect
the
trap
with
each
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
195
Trap Effects Sample Traps
The
effects
of
traps
can
range
from
inconvenient
to
The
magical
and
mechanical
traps
presented
here
deadly,
making
use
of
elements
such
as
arrows,
vary
in
deadliness
and
are
presented
in
alphabetical
spikes,
blades,
poison,
toxic
gas,
blasts
of
fire,
and
order.
deep
pits.
The
deadliest
traps
combine
multiple
elements
to
kill,
injure,
contain,
or
drive
off
any
Collapsing Roof
creature
unfortunate
enough
to
trigger
them.
A
trap’s
description
specifies
what
happens
when
it
is
Mechanical
trap
triggered.
The
attack
bonus
of
a
trap,
the
save
DC
to
resist
its
This
trap
uses
a
trip
wire
to
collapse
the
supports
effects,
and
the
damage
it
deals
can
vary
depending
keeping
an
unstable
section
of
a
ceiling
in
place.
on
the
trap’s
severity.
Use
the
Trap
Save
DCs
and
The
trip
wire
is
3
inches
off
the
ground
and
Attack
Bonuses
table
and
the
Damage
Severity
by
stretches
between
two
support
beams.
The
DC
to
Level
table
for
suggestions
based
on
three
levels
of
spot
the
trip
wire
is
10.
A
successful
DC
15
Dexterity
trap
severity.
check
using
thieves’
tools
disables
the
trip
wire
A
trap
intended
to
be
a
setback
is
unlikely
to
kill
harmlessly.
A
character
without
thieves’
tools
can
or
seriously
harm
characters
of
the
indicated
levels,
attempt
this
check
with
disadvantage
using
any
whereas
a
dangerous
trap
is
likely
to
seriously
edged
weapon
or
edged
tool.
On
a
failed
check,
the
injure
(and
potentially
kill)
characters
of
the
trap
triggers.
indicated
levels.
A
deadly
trap
is
likely
to
kill
Anyone
who
inspects
the
beams
can
easily
characters
of
the
indicated
levels.
determine
that
they
are
merely
wedged
in
place.
As
an
action,
a
character
can
knock
over
a
beam,
Trap
Save
DCs
and
Attack
Bonuses
causing
the
trap
to
trigger.
The
ceiling
above
the
trip
wire
is
in
bad
repair,
Trap
Danger
Save
DC
Attack
Bonus
and
anyone
who
can
see
it
can
tell
that
it’s
in
danger
Setback
10–11
+3
to
+5
of
collapse.
Dangerous
12–15
+6
to
+8
When
the
trap
is
triggered,
the
unstable
ceiling
Deadly
16–20
+9
to
+12
collapses.
Any
creature
in
the
area
beneath
the
unstable
section
must
succeed
on
a
DC
15
Dexterity
saving
throw,
taking
22
(4d10)
bludgeoning
damage
Damage
Severity
by
Level
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Once
the
trap
is
triggered,
the
floor
of
Character
Level
Setback
Dangerous
Deadly
the
area
is
filled
with
rubble
and
becomes
difficult
1st–4th
1d10
2d10
4d10
terrain.
5th–10th
2d10
4d10
10d10
4d10
10d10
18d10
Falling Net
11th–16th
10d10
18d10
24d10
17th–20th
Mechanical
trap
Complex Traps This
trap
uses
a
trip
wire
to
release
a
net
suspended
from
the
ceiling.
Complex
traps
work
like
standard
traps,
except
once
The
trip
wire
is
3
inches
off
the
ground
and
activated
they
execute
a
series
of
actions
each
round.
stretches
between
two
columns
or
trees.
The
net
is
A
complex
trap
turns
the
process
of
dealing
with
a
hidden
by
cobwebs
or
foliage.
The
DC
to
spot
the
trip
trap
into
something
more
like
a
combat
encounter.
wire
and
net
is
10.
A
successful
DC
15
Dexterity
When
a
complex
trap
activates,
it
rolls
initiative.
check
using
thieves’
tools
breaks
the
trip
wire
The
trap’s
description
includes
an
initiative
bonus.
harmlessly.
A
character
without
thieves’
tools
can
On
its
turn,
the
trap
activates
again,
often
taking
an
attempt
this
check
with
disadvantage
using
any
action.
It
might
make
successive
attacks
against
edged
weapon
or
edged
tool.
On
a
failed
check,
the
intruders,
create
an
effect
that
changes
over
time,
or
trap
triggers.
otherwise
produce
a
dynamic
challenge.
Otherwise,
When
the
trap
is
triggered,
the
net
is
released,
the
complex
trap
can
be
detected
and
disabled
or
covering
a
10-‐‑foot-‐‑square
area.
Those
in
the
area
are
bypassed
in
the
usual
ways.
trapped
under
the
net
and
restrained,
and
those
that
For
example,
a
trap
that
causes
a
room
to
slowly
fail
a
DC
10
Strength
saving
throw
are
also
knocked
flood
works
best
as
a
complex
trap.
On
the
trap’s
prone.
A
creature
can
use
its
action
to
make
a
DC
10
turn,
the
water
level
rises.
After
several
rounds,
the
room
is
completely
flooded.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
196
Strength
check,
freeing
itself
or
another
creature
Once
the
pit
trap
is
detected,
an
iron
spike
or
within
its
reach
on
a
success.
The
net
has
AC
10
and
similar
object
can
be
wedged
between
the
pit’s
cover
20
hit
points.
Dealing
5
slashing
damage
to
the
net
and
the
surrounding
floor
in
such
a
way
as
to
(AC
10)
destroys
a
5-‐‑foot-‐‑square
section
of
it,
freeing
prevent
the
cover
from
opening,
thereby
making
it
any
creature
trapped
in
that
section.
safe
to
cross.
The
cover
can
also
be
magically
held
shut
using
the
arcane
lock
spell
or
similar
magic.
Fire-Breathing Statue
Locking
Pit.
This
pit
trap
is
identical
to
a
hidden
pit
trap,
with
one
key
exception:
the
trap
door
that
Magic
trap
covers
the
pit
is
spring-‐‑loaded.
After
a
creature
falls
into
the
pit,
the
cover
snaps
shut
to
trap
its
victim
This
trap
is
activated
when
an
intruder
steps
on
a
inside.
hidden
pressure
plate,
releasing
a
magical
gout
of
A
successful
DC
20
Strength
check
is
necessary
to
flame
from
a
nearby
statue.
The
statue
can
be
of
pry
the
cover
open.
The
cover
can
also
be
smashed
anything,
including
a
dragon
or
a
wizard
casting
a
open.
A
character
in
the
pit
can
also
attempt
to
spell.
disable
the
spring
mechanism
from
the
inside
with
a
The
DC
is
15
to
spot
the
pressure
plate,
as
well
as
DC
15
Dexterity
check
using
thieves’
tools,
provided
faint
scorch
marks
on
the
floor
and
walls.
A
spell
or
that
the
mechanism
can
be
reached
and
the
other
effect
that
can
sense
the
presence
of
magic,
character
can
see.
In
some
cases,
a
mechanism
such
as
detect
magic,
reveals
an
aura
of
evocation
(usually
hidden
behind
a
secret
door
nearby)
opens
magic
around
the
statue.
the
pit.
The
trap
activates
when
more
than
20
pounds
of
Spiked
Pit.
This
pit
trap
is
a
simple,
hidden,
or
weight
is
placed
on
the
pressure
plate,
causing
the
locking
pit
trap
with
sharpened
wooden
or
iron
statue
to
release
a
30-‐‑foot
cone
of
fire.
Each
creature
spikes
at
the
bottom.
A
creature
falling
into
the
pit
in
the
fire
must
make
a
DC
13
Dexterity
saving
throw,
takes
11
(2d10)
piercing
damage
from
the
spikes,
in
taking
22
(4d10)
fire
damage
on
a
failed
save,
or
half
addition
to
any
falling
damage.
Even
nastier
versions
as
much
damage
on
a
successful
one.
have
poison
smeared
on
the
spikes.
In
that
case,
Wedging
an
iron
spike
or
other
object
under
the
anyone
taking
piercing
damage
from
the
spikes
must
pressure
plate
prevents
the
trap
from
activating.
A
also
make
a
DC
13
Constitution
saving
throw,
taking
successful
dispel
magic
(DC
13)
cast
on
the
statue
an
22
(4d10)
poison
damage
on
a
failed
save,
or
half
destroys
the
trap.
as
much
damage
on
a
successful
one.
Pits Poison Darts
Mechanical
trap
Mechanical
trap
Four
basic
pit
traps
are
presented
here.
When
a
creature
steps
on
a
hidden
pressure
plate,
Simple
Pit.
A
simple
pit
trap
is
a
hole
dug
in
the
poison-‐‑tipped
darts
shoot
from
spring-‐‑loaded
or
ground.
The
hole
is
covered
by
a
large
cloth
pressurized
tubes
cleverly
embedded
in
the
anchored
on
the
pit’s
edge
and
camouflaged
with
surrounding
walls.
An
area
might
include
multiple
dirt
and
debris.
pressure
plates,
each
one
rigged
to
its
own
set
of
The
DC
to
spot
the
pit
is
10.
Anyone
stepping
on
darts.
the
cloth
falls
through
and
pulls
the
cloth
down
into
The
tiny
holes
in
the
walls
are
obscured
by
dust
the
pit,
taking
damage
based
on
the
pit’s
depth
and
cobwebs,
or
cleverly
hidden
amid
bas-‐‑reliefs,
(usually
10
feet,
but
some
pits
are
deeper).
murals,
or
frescoes
that
adorn
the
walls.
The
DC
to
Hidden
Pit.
This
pit
has
a
cover
constructed
from
spot
them
is
15.
With
a
successful
DC
15
Intelligence
material
identical
to
the
floor
around
it.
(Investigation)
check,
a
character
can
deduce
the
A
successful
DC
15
Wisdom
(Perception)
check
presence
of
the
pressure
plate
from
variations
in
the
discerns
an
absence
of
foot
traffic
over
the
section
of
mortar
and
stone
used
to
create
it,
compared
to
the
floor
that
forms
the
pit’s
cover.
A
successful
DC
15
surrounding
floor.
Wedging
an
iron
spike
or
other
Intelligence
(Investigation)
check
is
necessary
to
object
under
the
pressure
plate
prevents
the
trap
confirm
that
the
trapped
section
of
floor
is
actually
from
activating.
Stuffing
the
holes
with
cloth
or
wax
the
cover
of
a
pit.
prevents
the
darts
contained
within
from
launching.
When
a
creature
steps
on
the
cover,
it
swings
open
The
trap
activates
when
more
than
20
pounds
of
like
a
trapdoor,
causing
the
intruder
to
spill
into
the
weight
is
placed
on
the
pressure
plate,
releasing
four
pit
below.
The
pit
is
usually
10
or
20
feet
deep
but
darts.
Each
dart
makes
a
ranged
attack
with
a
+8
can
be
deeper.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
197
bonus
against
a
random
target
within
10
feet
of
the
space
while
it’s
rolling,
that
creature
must
succeed
pressure
plate
(vision
is
irrelevant
to
this
attack
roll).
on
a
DC
15
Dexterity
saving
throw
or
take
55
(If
there
are
no
targets
in
the
area,
the
darts
don’t
hit
(10d10)
bludgeoning
damage
and
be
knocked
prone.
anything.)
A
target
that
is
hit
takes
2
(1d4)
piercing
The
sphere
stops
when
it
hits
a
wall
or
similar
damage
and
must
succeed
on
a
DC
15
Constitution
barrier.
It
can’t
go
around
corners,
but
smart
saving
throw,
taking
11
(2d10)
poison
damage
on
a
dungeon
builders
incorporate
gentle,
curving
turns
failed
save,
or
half
as
much
damage
on
a
successful
into
nearby
passages
that
allow
the
sphere
to
keep
one.
moving.
As
an
action,
a
creature
within
5
feet
of
the
sphere
Poison Needle can
attempt
to
slow
it
down
with
a
DC
20
Strength
check.
On
a
successful
check,
the
sphere’s
speed
is
Mechanical
trap
reduced
by
15
feet.
If
the
sphere’s
speed
drops
to
0,
it
stops
moving
and
is
no
longer
a
threat.
A
poisoned
needle
is
hidden
within
a
treasure
chest’s
lock,
or
in
something
else
that
a
creature
Sphere of Annihilation
might
open.
Opening
the
chest
without
the
proper
key
causes
the
needle
to
spring
out,
delivering
a
Magic
trap
dose
of
poison.
When
the
trap
is
triggered,
the
needle
extends
3
Magical,
impenetrable
darkness
fills
the
gaping
inches
straight
out
from
the
lock.
A
creature
within
mouth
of
a
stone
face
carved
into
a
wall.
The
mouth
range
takes
1
piercing
damage
and
11
(2d10)
poison
is
2
feet
in
diameter
and
roughly
circular.
No
sound
damage,
and
must
succeed
on
a
DC
15
Constitution
issues
from
it,
no
light
can
illuminate
the
inside
of
it,
saving
throw
or
be
poisoned
for
1
hour.
and
any
matter
that
enters
it
is
instantly
obliterated.
A
successful
DC
20
Intelligence
(Investigation)
A
successful
DC
20
Intelligence
(Arcana)
check
check
allows
a
character
to
deduce
the
trap’s
reveals
that
the
mouth
contains
a
sphere
of
presence
from
alterations
made
to
the
lock
to
annihilation
that
can’t
be
controlled
or
moved.
It
is
accommodate
the
needle.
A
successful
DC
15
otherwise
identical
to
a
normal
sphere
of
Dexterity
check
using
thieves’
tools
disarms
the
trap,
annihilation.
removing
the
needle
from
the
lock.
Unsuccessfully
Some
versions
of
the
trap
include
an
enchantment
attempting
to
pick
the
lock
triggers
the
trap.
placed
on
the
stone
face,
such
that
specified
creatures
feel
an
overwhelming
urge
to
approach
it
Rolling Sphere and
crawl
inside
its
mouth.
This
effect
is
otherwise
like
the
sympathy
aspect
of
the
antipathy/sympathy
Mechanical
trap
spell.
A
successful
dispel
magic
(DC
18)
removes
this
enchantment.
When
20
or
more
pounds
of
pressure
are
placed
on
this
trap’s
pressure
plate,
a
hidden
trapdoor
in
the
ceiling
opens,
releasing
a
10-‐‑foot-‐‑diameter
rolling
sphere
of
solid
stone.
With
a
successful
DC
15
Wisdom
(Perception)
check,
a
character
can
spot
the
trapdoor
and
pressure
plate.
A
search
of
the
floor
accompanied
by
a
successful
DC
15
Intelligence
(Investigation)
check
reveals
variations
in
the
mortar
and
stone
that
betray
the
pressure
plate’s
presence.
The
same
check
made
while
inspecting
the
ceiling
notes
variations
in
the
stonework
that
reveal
the
trapdoor.
Wedging
an
iron
spike
or
other
object
under
the
pressure
plate
prevents
the
trap
from
activating.
Activation
of
the
sphere
requires
all
creatures
present
to
roll
initiative.
The
sphere
rolls
initiative
with
a
+8
bonus.
On
its
turn,
it
moves
60
feet
in
a
straight
line.
The
sphere
can
move
through
creatures’
spaces,
and
creatures
can
move
through
its
space,
treating
it
as
difficult
terrain.
Whenever
the
sphere
enters
a
creature’s
space
or
a
creature
enters
its
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
198
Diseases the
mad
laughter
and
the
incapacitated
condition
on
a
success.
A
plague
ravages
the
kingdom,
setting
the
Any
humanoid
creature
that
starts
its
turn
within
adventurers
on
a
quest
to
find
a
cure.
An
adventurer
10
feet
of
an
infected
creature
in
the
throes
of
mad
emerges
from
an
ancient
tomb,
unopened
for
laughter
must
succeed
on
a
DC
10
Constitution
centuries,
and
soon
finds
herself
suffering
from
a
saving
throw
or
also
become
infected
with
the
wasting
illness.
A
warlock
offends
some
dark
power
disease.
Once
a
creature
succeeds
on
this
save,
it
is
and
contracts
a
strange
affliction
that
spreads
immune
to
the
mad
laughter
of
that
particular
whenever
he
casts
spells.
infected
creature
for
24
hours.
A
simple
outbreak
might
amount
to
little
more
At
the
end
of
each
long
rest,
an
infected
creature
than
a
small
drain
on
party
resources,
curable
by
a
can
make
a
DC
13
Constitution
saving
throw.
On
a
casting
of
lesser
restoration.
A
more
complicated
successful
save,
the
DC
for
this
save
and
for
the
save
outbreak
can
form
the
basis
of
one
or
more
to
avoid
an
attack
of
mad
laughter
drops
by
1d6.
adventures
as
characters
search
for
a
cure,
stop
the
When
the
saving
throw
DC
drops
to
0,
the
creature
spread
of
the
disease,
and
deal
with
the
recovers
from
the
disease.
A
creature
that
fails
three
consequences.
of
these
saving
throws
gains
a
randomly
determined
A
disease
that
does
more
than
infect
a
few
party
form
of
indefinite
madness,
as
described
later.
members
is
primarily
a
plot
device.
The
rules
help
describe
the
effects
of
the
disease
and
how
it
can
be
Sewer Plague
cured,
but
the
specifics
of
how
a
disease
works
aren’t
bound
by
a
common
set
of
rules.
Diseases
can
Sewer
plague
is
a
generic
term
for
a
broad
category
affect
any
creature,
and
a
given
illness
might
or
of
illnesses
that
incubate
in
sewers,
refuse
heaps,
might
not
pass
from
one
race
or
kind
of
creature
to
and
stagnant
swamps,
and
which
are
sometimes
another.
A
plague
might
affect
only
constructs
or
transmitted
by
creatures
that
dwell
in
those
areas,
undead,
or
sweep
through
a
halfling
neighborhood
such
as
rats
and
otyughs.
but
leave
other
races
untouched.
What
matters
is
the
When
a
humanoid
creature
is
bitten
by
a
creature
story
you
want
to
tell.
that
carries
the
disease,
or
when
it
comes
into
contact
with
filth
or
offal
contaminated
by
the
Sample Diseases disease,
the
creature
must
succeed
on
a
DC
11
Constitution
saving
throw
or
become
infected.
The
diseases
here
illustrate
the
variety
of
ways
It
takes
1d4
days
for
sewer
plague’s
symptoms
to
disease
can
work
in
the
game.
Feel
free
to
alter
the
manifest
in
an
infected
creature.
Symptoms
include
saving
throw
DCs,
incubation
times,
symptoms,
and
fatigue
and
cramps.
The
infected
creature
suffers
other
characteristics
of
these
diseases
to
suit
your
one
level
of
exhaustion,
and
it
regains
only
half
the
campaign.
normal
number
of
hit
points
from
spending
Hit
Dice
and
no
hit
points
from
finishing
a
long
rest.
Cackle Fever
At
the
end
of
each
long
rest,
an
infected
creature
must
make
a
DC
11
Constitution
saving
throw.
On
a
This
disease
targets
humanoids,
although
gnomes
failed
save,
the
character
gains
one
level
of
are
strangely
immune.
While
in
the
grips
of
this
exhaustion.
On
a
successful
save,
the
character’s
disease,
victims
frequently
succumb
to
fits
of
mad
exhaustion
level
decreases
by
one
level.
If
a
laughter,
giving
the
disease
its
common
name
and
its
successful
saving
throw
reduces
the
infected
morbid
nickname:
“the
shrieks.”
creature’s
level
of
exhaustion
below
1,
the
creature
Symptoms
manifest
1d4
hours
after
infection
and
recovers
from
the
disease.
include
fever
and
disorientation.
The
infected
creature
gains
one
level
of
exhaustion
that
can’t
be
Sight Rot
removed
until
the
disease
is
cured.
Any
event
that
causes
the
infected
creature
great
This
painful
infection
causes
bleeding
from
the
eyes
stress—including
entering
combat,
taking
damage,
and
eventually
blinds
the
victim.
experiencing
fear,
or
having
a
nightmare—forces
the
A
beast
or
humanoid
that
drinks
water
tainted
by
creature
to
make
a
DC
13
Constitution
saving
throw.
sight
rot
must
succeed
on
a
DC
15
Constitution
On
a
failed
save,
the
creature
takes
5
(1d10)
psychic
saving
throw
or
become
infected.
One
day
after
damage
and
becomes
incapacitated
with
mad
infection,
the
creature’s
vision
starts
to
become
laughter
for
1
minute.
The
creature
can
repeat
the
blurry.
The
creature
takes
a
−1
penalty
to
attack
saving
throw
at
the
end
of
each
of
its
turns,
ending
rolls
and
ability
checks
that
rely
on
sight.
At
the
end
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
199
of
each
long
rest
after
the
symptoms
appear,
the
penalty
worsens
by
1.
When
it
reaches
−5,
the
victim
is
blinded
until
its
sight
is
restored
by
magic
such
as
lesser
restoration
or
heal.
Sight
rot
can
be
cured
using
a
rare
flower
called
Eyebright,
which
grows
in
some
swamps.
Given
an
hour,
a
character
who
has
proficiency
with
an
herbalism
kit
can
turn
the
flower
into
one
dose
of
ointment.
Applied
to
the
eyes
before
a
long
rest,
one
dose
of
it
prevents
the
disease
from
worsening
after
that
rest.
After
three
doses,
the
ointment
cures
the
disease
entirely.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
200