Secret Lesson 79
Spell Compendium A–B
In Lesson 78, you learned how to resolve:
SPELL ATTACKS
SAVING THROWS
INVALID TARGETS
and:
OVERLAPPING SPELL EFFECTS
Now we put all of those rules into practice.
This lesson begins the complete alphabetical:
SRD 5.2.1 SPELL COMPENDIUM
We will study every spell beginning with:
A
and:
B
There are:
36 SPELLS
in this section.
PART ONE — HOW TO READ THIS COMPENDIUM
For each spell, pay attention to six things.
1. SPELL LEVEL
Cantrip or levels:
1–9
2. SCHOOL OF MAGIC
Such as:
ABJURATION
CONJURATION
DIVINATION
ENCHANTMENT
EVOCATION
ILLUSION
NECROMANCY
or:
TRANSMUTATION
3. CASTING INFORMATION
Including:
CASTING TIME
RANGE
COMPONENTS
DURATION
4. RESOLUTION
Does it require:
AN ATTACK ROLL?
A SAVING THROW?
AN ABILITY CHECK?
or:
NO ROLL?
5. CONCENTRATION
If it requires Concentration, remember:
YOU CAN MAINTAIN ONLY ONE CONCENTRATION EFFECT AT A TIME
6. SCALING
Some spells improve through:
HIGHER-LEVEL SPELL SLOTS
while Cantrips can improve according to:
CHARACTER LEVEL
PART TWO — COMPLETE A–B INDEX
A SPELLS
| Spell | Level | School | Classes |
|---|---|---|---|
| Acid Arrow | 2 | Evocation | Wizard |
| Acid Splash | Cantrip | Evocation | Sorcerer, Wizard |
| Aid | 2 | Abjuration | Bard, Cleric, Druid, Paladin, Ranger |
| Alarm | 1 | Abjuration | Ranger, Wizard |
| Alter Self | 2 | Transmutation | Sorcerer, Wizard |
| Animal Friendship | 1 | Enchantment | Bard, Druid, Ranger |
| Animal Messenger | 2 | Enchantment | Bard, Druid, Ranger |
| Animal Shapes | 8 | Transmutation | Druid |
| Animate Dead | 3 | Necromancy | Cleric, Wizard |
| Animate Objects | 5 | Transmutation | Bard, Sorcerer, Wizard |
| Antilife Shell | 5 | Abjuration | Druid |
| Antimagic Field | 8 | Abjuration | Cleric, Wizard |
| Antipathy/Sympathy | 8 | Enchantment | Bard, Druid, Wizard |
| Arcane Eye | 4 | Divination | Wizard |
| Arcane Hand | 5 | Evocation | Sorcerer, Wizard |
| Arcane Lock | 2 | Abjuration | Wizard |
| Arcane Sword | 7 | Evocation | Bard, Wizard |
| Arcanist's Magic Aura | 2 | Illusion | Wizard |
| Astral Projection | 9 | Necromancy | Cleric, Warlock, Wizard |
| Augury | 2 | Divination | Cleric, Druid, Wizard |
| Aura of Life | 4 | Abjuration | Cleric, Paladin |
| Awaken | 5 | Transmutation | Bard, Druid |
B SPELLS
| Spell | Level | School | Classes |
|---|---|---|---|
| Bane | 1 | Enchantment | Bard, Cleric, Warlock |
| Banishment | 4 | Abjuration | Cleric, Paladin, Sorcerer, Warlock, Wizard |
| Barkskin | 2 | Transmutation | Druid, Ranger |
| Beacon of Hope | 3 | Abjuration | Cleric |
| Befuddlement | 8 | Enchantment | Bard, Druid, Warlock, Wizard |
| Bestow Curse | 3 | Necromancy | Bard, Cleric, Wizard |
| Black Tentacles | 4 | Conjuration | Wizard |
| Blade Barrier | 6 | Evocation | Cleric |
| Bless | 1 | Enchantment | Cleric, Paladin |
| Blight | 4 | Necromancy | Druid, Sorcerer, Warlock, Wizard |
| Blindness/Deafness | 2 | Transmutation | Bard, Cleric, Sorcerer, Wizard |
| Blink | 3 | Transmutation | Sorcerer, Wizard |
| Blur | 2 | Illusion | Sorcerer, Wizard |
| Burning Hands | 1 | Evocation | Sorcerer, Wizard |
After Burning Hands, the alphabetical SRD list moves to:
CALL LIGHTNING
which begins Lesson 80's:
C–D SPELLS
PART THREE — ACID ARROW
Level 2 Evocation — Wizard
Casting Time: Action
Range: 90 feet
Components: V, S, M, powdered rhubarb leaf
Duration: Instantaneous
Acid Arrow is unusual because:
EVEN A MISS DEALS DAMAGE
You make:
A RANGED SPELL ATTACK
On a hit:
4D4 ACID DAMAGE
immediately,
and:
2D4 ACID DAMAGE
at the end of the target's next turn.
On a miss, the target still takes:
HALF OF THE INITIAL DAMAGE
but receives:
NO LATER DAMAGE
EXAMPLE
Wizard's spell attack:
+7
Target AC:
16
Roll:
d20: 12
12 + 7 =
19
Hit.
Initial damage:
4d4 = 11
At the end of the target's next turn:
2d4 = 5
Total:
16 ACID DAMAGE
assuming no defensive rule changes it.
MISS EXAMPLE
The Wizard misses.
Initial 4d4 roll:
11
Half, rounded down:
5
The target takes:
5 ACID DAMAGE
and there is:
NO END-OF-NEXT-TURN DAMAGE
HIGHER-LEVEL CASTING
For every slot level above 2:
INITIAL DAMAGE +1D4
and:
LATER DAMAGE +1D4
So a level 4 slot produces:
6D4 INITIAL
and:
4D4 LATER
PART FOUR — ACID SPLASH
Evocation Cantrip — Sorcerer, Wizard
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose:
A POINT WITHIN RANGE
An acidic bubble explodes in:
A 5-FOOT-RADIUS SPHERE
Every creature in that Sphere makes:
A DEXTERITY SAVING THROW
Failure:
1D6 ACID DAMAGE
Success:
NO DAMAGE
The spell doesn't state that a successful save takes half damage.
CANTRIP UPGRADE
| Character Level | Damage |
|---|---|
| 1–4 | 1d6 |
| 5–10 | 2d6 |
| 11–16 | 3d6 |
| 17+ | 4d6 |
Notice:
CHARACTER LEVEL
not:
SPELL SLOT LEVEL
Cantrips don't require Spell Slots.
PART FIVE — AID
Level 2 Abjuration — Bard, Cleric, Druid, Paladin, Ranger
Casting Time: Action
Range: 30 feet
Components: V, S, M, strip of white cloth
Duration: 8 hours
Choose up to:
THREE CREATURES
Each target's:
HIT POINT MAXIMUM
and:
CURRENT HIT POINTS
increase by:
5
for the duration.
This is not merely ordinary healing.
EXAMPLE
Fighter:
12 / 30 HP
Aid is cast.
New maximum:
30 + 5 =
35
Current HP:
12 + 5 =
17
So the Fighter becomes:
17 / 35 HP
for the duration.
HIGHER-LEVEL CASTING
The increase rises by:
+5 HP
for every slot level above 2.
Level 3 Aid:
+10
Level 4:
+15
Level 5:
+20
and so on.
PART SIX — ALARM
Level 1 Abjuration — Ranger, Wizard
Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S, M, bell and silver wire
Duration: 8 hours
Alarm protects:
A DOOR
A WINDOW
or:
AN AREA NO LARGER THAN A 20-FOOT CUBE
You can designate creatures that:
WON'T TRIGGER IT
You then choose:
MENTAL ALARM
or:
AUDIBLE ALARM
AUDIBLE
Produces the sound of a handbell for:
10 SECONDS
within:
60 FEET
MENTAL
You receive:
A MENTAL PING
if you are within:
1 MILE
The mental alarm:
WAKES YOU IF YOU ARE ASLEEP
Alarm is also a:
RITUAL
so a character with the appropriate Ritual-casting access may be able to cast it without expending a Spell Slot under the Ritual rules studied earlier.
AT THE TABLE
The party camps in a dungeon.
The Wizard protects the corridor entrance with Alarm and excludes:
THE PARTY MEMBERS
If another creature crosses the protected area:
THE ALARM ACTIVATES
according to the chosen mode.
PART SEVEN — ALTER SELF
Level 2 Transmutation — Sorcerer, Wizard
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
Alter Self provides:
THREE POSSIBLE ADAPTATIONS
You choose one when you cast it.
While the spell continues, you can take:
A MAGIC ACTION
to switch the effect.
OPTION 1 — AQUATIC ADAPTATION
You gain:
UNDERWATER BREATHING
and:
SWIM SPEED EQUAL TO YOUR SPEED
OPTION 2 — CHANGE APPEARANCE
You transform your appearance.
You determine characteristics such as:
HEIGHT
WEIGHT
FACIAL FEATURES
VOICE
HAIR
COLORATION
You can even appear to belong to:
ANOTHER SPECIES
But:
YOUR GAME STATISTICS DON'T CHANGE
You also can't change:
YOUR SIZE
and must maintain the same:
BASIC BODY SHAPE
You can use another Magic action during the duration to change the appearance again.
OPTION 3 — NATURAL WEAPONS
Grow:
CLAWS — SLASHING
FANGS — PIERCING
HORNS — PIERCING
or:
HOOVES — BLUDGEONING
When you use that growth to deal damage with an Unarmed Strike:
1D6 DAMAGE
instead of the normal Unarmed Strike damage,
and you use:
YOUR SPELLCASTING ABILITY MODIFIER
for both:
ATTACK
and:
DAMAGE
instead of Strength.
IMPORTANT
Looking like another species through Alter Self does not mean you receive that species':
TRAITS
SPEEDS
SENSES
or:
SPECIAL FEATURES
Your statistics remain unchanged except for the explicit spell effect.
PART EIGHT — ANIMAL FRIENDSHIP
Level 1 Enchantment — Bard, Druid, Ranger
Casting Time: Action
Range: 30 feet
Components: V, S, M, morsel of food
Duration: 24 hours
Target:
ONE BEAST YOU CAN SEE
The Beast makes:
WISDOM SAVING THROW
Failure:
CHARMED
for the duration.
If you or one of your allies:
DAMAGES THE TARGET
the spell ends.
Higher-level slot:
+1 BEAST
per slot level above 1.
IMPORTANT
Animal Friendship specifically targets:
A BEAST
Not every animal-looking monster has the Beast creature type.
Creature Type matters.
PART NINE — ANIMAL MESSENGER
Level 2 Enchantment — Bard, Druid, Ranger
Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M, morsel of food
Duration: 24 hours
Choose:
A TINY BEAST YOU CAN SEE
The target makes:
CHARISMA SAVING THROW
But if its Challenge Rating:
ISN'T 0
it:
AUTOMATICALLY SUCCEEDS
So this spell is principally designed around:
CR 0 TINY BEASTS
ON A FAILED SAVE
You specify:
A LOCATION YOU HAVE VISITED
and:
A RECIPIENT MATCHING A GENERAL DESCRIPTION
Then give a message of up to:
25 WORDS
TRAVEL RATE
Normal Beast:
ABOUT 25 MILES PER 24 HOURS
Flying Beast:
ABOUT 50 MILES PER 24 HOURS
DELIVERY
When the Beast arrives, it:
MIMICS YOUR COMMUNICATION
to the described recipient.
If it cannot reach the destination before the spell expires:
THE MESSAGE IS LOST
and the Beast returns toward where the spell was cast.
HIGHER-LEVEL CASTING
Each slot level above 2 adds:
48 HOURS
to the duration.
PART TEN — ANIMAL SHAPES
Level 8 Transmutation — Druid
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 24 hours
Choose:
ANY NUMBER OF WILLING CREATURES
that you can see within range.
Each transforms into:
A LARGE OR SMALLER BEAST
with:
CR 4 OR LOWER
You may choose:
DIFFERENT FORMS FOR DIFFERENT TARGETS
WHAT STATISTICS CHANGE?
A target's game statistics become those of the Beast, but it retains:
CREATURE TYPE
HIT POINTS
HIT POINT DICE
ALIGNMENT
ABILITY TO COMMUNICATE
INTELLIGENCE
WISDOM
CHARISMA
WHAT ABOUT SPELLCASTING?
The transformed creature:
CAN'T CAST SPELLS
Its available actions are also restricted by:
THE BEAST'S ANATOMY
EQUIPMENT
Equipment:
MELDS INTO THE NEW FORM
and can't be used while in that form.
TEMPORARY HIT POINTS
The target gains Temporary Hit Points equal to:
THE HIT POINTS OF ITS FIRST BEAST FORM
These disappear when the spell ends if any remain.
Notice the wording:
FIRST FORM
Changing the creature again later doesn't say that it receives a fresh set of Temporary Hit Points.
CHANGING FORMS
On later turns, the caster can take:
A MAGIC ACTION
to transform the targets again.
A target can also end:
ITS OWN TRANSFORMATION
as:
A BONUS ACTION
PART ELEVEN — ANIMATE DEAD
Level 3 Necromancy — Cleric, Wizard
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M, blood, flesh, and bone dust
Duration: Instantaneous
Choose:
A PILE OF BONES
or:
A CORPSE
of a:
MEDIUM OR SMALL HUMANOID
Bones become:
A SKELETON
A corpse becomes:
A ZOMBIE
using their appropriate Monster stat blocks.
COMMANDING THE UNDEAD
On each of your turns, you can use:
A BONUS ACTION
to command creatures you created with the spell that are within:
60 FEET
If commanding several simultaneously:
THEY RECEIVE THE SAME COMMAND
You determine what action they take and where they move on their:
NEXT TURN
GENERAL ORDERS
You can also give a continuing instruction such as:
GUARD THIS CHAMBER
Once given such an order, the creature continues until:
THE TASK IS COMPLETE
NO COMMAND?
The creature takes:
DODGE
and moves only to:
AVOID HARM
CONTROL DOES NOT LAST FOREVER
Control lasts:
24 HOURS
After that:
IT STOPS OBEYING YOU
To maintain control, cast Animate Dead on it again:
BEFORE THE 24 HOURS EXPIRE
A recasting can reassert control over up to:
FOUR CREATURES
instead of making a new one.
HIGHER-LEVEL CASTING
For every slot level above 3, you can animate or reassert control over:
TWO ADDITIONAL UNDEAD
Each newly animated creature must come from:
A DIFFERENT CORPSE OR PILE OF BONES
PART TWELVE — ANIMATE OBJECTS
Level 5 Transmutation — Bard, Sorcerer, Wizard
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Choose qualifying:
NONMAGICAL OBJECTS
They must:
NOT BE WORN OR CARRIED
NOT BE FIXED TO A SURFACE
and:
NOT BE GARGANTUAN
HOW MANY OBJECTS?
Maximum object count equals:
YOUR SPELLCASTING ABILITY MODIFIER
But larger objects consume more of that capacity.
| Object Size | Counts As |
|---|---|
| Medium or smaller | 1 |
| Large | 2 |
| Huge | 3 |
EXAMPLE
Wizard Intelligence:
20
Modifier:
+5
Maximum capacity:
5
Possible arrangement:
-
5 Medium-or-smaller objects
-
1 Huge + 2 Medium
-
2 Large + 1 Medium
But not:
TWO HUGE OBJECTS
because:
3 + 3 =
6
which exceeds the maximum of 5.
WHAT DO THEY BECOME?
Each object becomes:
A CONSTRUCT
using the:
ANIMATED OBJECT
stat block.
They are allies of:
YOU AND YOUR ALLIES
INITIATIVE
They share:
YOUR INITIATIVE COUNT
and take their turn:
IMMEDIATELY AFTER YOURS
COMMANDS
Bonus Action:
COMMAND THEM MENTALLY
if they are within:
500 FEET
You may command several at once, but they receive:
THE SAME COMMAND
No command:
DODGE
and move only to avoid harm.
WHEN REDUCED TO 0 HP
It returns to:
ITS OBJECT FORM
Any remaining damage:
CARRIES OVER
to that form.
ANIMATED OBJECT STATISTICS
The SRD uses one scaling stat block.
Core defenses:
AC 15
Hit Points:
| Size | HP |
|---|---|
| Medium or smaller | 10 |
| Large | 20 |
| Huge | 40 |
Speed:
30 FEET
It has:
BLINDSIGHT 30 FEET
and understands:
THE LANGUAGES YOU KNOW
Its Proficiency Bonus equals:
YOUR PROFICIENCY BONUS
Its Slam uses:
YOUR SPELL ATTACK MODIFIER
and deals Force damage based on size.
| Size | Slam Damage |
|---|---|
| Medium or smaller | 1d4 + 3 Force |
| Large | 2d6 + 3 + your spellcasting ability modifier |
| Huge | 2d12 + 3 + your spellcasting ability modifier |
HIGHER-LEVEL CASTING
For each slot above level 5, Slam damage increases by:
+1D4 — MEDIUM OR SMALLER
+1D6 — LARGE
+1D12 — HUGE
PART THIRTEEN — ANTILIFE SHELL
Level 5 Abjuration — Druid
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
A:
10-FOOT EMANATION
surrounds you.
It prevents creatures other than:
CONSTRUCTS
and:
UNDEAD
from:
PASSING THROUGH
or:
REACHING THROUGH
the barrier.
IMPORTANT EXCEPTION
An affected creature can still:
CAST SPELLS THROUGH IT
and make attacks through it with:
RANGED WEAPONS
or:
REACH WEAPONS
This isn't a universal force wall.
MOVING THE BARRIER
If you move so that an affected creature would be:
FORCED THROUGH THE BARRIER
the spell:
ENDS
You can't simply use the shell as a magical bulldozer.
PART FOURTEEN — ANTIMAGIC FIELD
Level 8 Abjuration — Cleric, Wizard
Casting Time: Action
Range: Self
Components: V, S, M, iron filings
Duration: Concentration, up to 1 hour
A:
10-FOOT EMANATION
of antimagic surrounds you.
This is one of the most powerful rule-changing spells in the SRD.
Inside it:
SPELLS CAN'T BE CAST
MAGIC ACTIONS CAN'T BE TAKEN
and:
OTHER MAGICAL EFFECTS CAN'T BE CREATED
Those effects also can't target or otherwise affect:
SOMETHING INSIDE THE FIELD
MAGIC ITEMS
Their magical properties:
DON'T FUNCTION
inside the aura or on something within it.
The item doesn't necessarily cease to physically exist.
Rather:
ITS MAGICAL PROPERTIES DON'T WORK
AREAS OF EFFECT
Magical areas:
CAN'T EXTEND INTO THE FIELD
TELEPORTATION AND PLANAR TRAVEL
No one can:
TELEPORT INTO IT
TELEPORT OUT OF IT
or:
USE PLANAR TRAVEL THERE
Portals:
TEMPORARILY CLOSE
inside the aura.
ONGOING SPELLS
Ongoing spells are:
SUPPRESSED
inside the area,
except those cast by:
AN ARTIFACT
or:
A DEITY
Suppressed doesn't mean:
ITS DURATION PAUSES
Time spent suppressed:
STILL COUNTS AGAINST THE DURATION
DISPEL MAGIC?
DOESN'T AFFECT ANTIMAGIC FIELD
TWO ANTIMAGIC FIELDS?
Their auras:
DON'T NULLIFY EACH OTHER
PART FIFTEEN — ANTIPATHY/SYMPATHY
Level 8 Enchantment — Bard, Druid, Wizard
Casting Time: 1 hour
Range: 60 feet
Components: V, S, M, mixture of vinegar and honey
Duration: 10 days
Choose:
ANTIPATHY
or:
SYMPATHY
Then target one:
CREATURE
or:
OBJECT
that is:
HUGE OR SMALLER
Choose a kind of creature such as:
GOBLINS
VAMPIRES
RED DRAGONS
Creatures of that kind are affected when they come within:
120 FEET
and fail:
A WISDOM SAVING THROW
ANTIPATHY
Failure gives:
FRIGHTENED
The creature must use its movement to get:
AS FAR AWAY FROM THE TARGET AS POSSIBLE
using the safest route.
SYMPATHY
Failure gives:
CHARMED
The creature must use movement to approach the target by:
THE SAFEST ROUTE
Within:
5 FEET
it can't willingly move away.
If the target damages that Charmed creature, it gets an opportunity to save against the effect.
ENDING THE EFFECT
If the affected creature ends its turn more than:
120 FEET AWAY
it makes another:
WISDOM SAVING THROW
Success:
IT IS NO LONGER AFFECTED
A creature that successfully saves gains immunity to this effect for:
1 MINUTE
after which it can potentially be affected again.
PART SIXTEEN — ARCANE EYE
Level 4 Divination — Wizard
Casting Time: Action
Range: 30 feet
Components: V, S, M, bat fur
Duration: Concentration, up to 1 hour
Create an:
INVISIBLE
INVULNERABLE
magical eye.
You mentally receive its:
VISUAL INFORMATION
It sees:
IN EVERY DIRECTION
and has:
DARKVISION 30 FEET
MOVEMENT
Bonus Action:
MOVE THE EYE UP TO 30 FEET
in any direction.
A solid barrier blocks it.
But it can pass through an opening only:
1 INCH WIDE
GAMEPLAY APPLICATION
Arcane Eye is primarily:
REMOTE EXPLORATION
RECONNAISSANCE
SCOUTING
It doesn't say that the caster's body becomes:
BLIND
while using the eye.
Don't invent that limitation.
PART SEVENTEEN — ARCANE HAND
Level 5 Evocation — Sorcerer, Wizard
Casting Time: Action
Range: 120 feet
Components: V, S, M, eggshell and glove
Duration: Concentration, up to 1 minute
Create:
A LARGE HAND OF MAGICAL ENERGY
in an unoccupied space you can see.
The hand is:
AN OBJECT
with:
AC 20
Hit Points equal to:
YOUR HIT POINT MAXIMUM
At 0 HP:
THE SPELL ENDS
It:
DOESN'T OCCUPY ITS SPACE
CONTROLLING THE HAND
When cast, and as a Bonus Action on later turns:
MOVE IT UP TO 60 FEET
then choose one of four effects.
CLENCHED FIST
Target within:
5 FEET OF THE HAND
Make:
MELEE SPELL ATTACK
Hit:
5D8 FORCE DAMAGE
FORCEFUL HAND
Target:
HUGE OR SMALLER CREATURE
within 5 feet.
It makes:
STRENGTH SAVE
Failure:
PUSHED
Distance:
5 FEET + FIVE TIMES YOUR SPELLCASTING ABILITY MODIFIER
EXAMPLE
Spellcasting modifier:
+5
Push:
5 + (5 × 5)
=
30 FEET
The hand moves with the creature and remains within:
5 FEET
GRASPING HAND
Target:
HUGE OR SMALLER
makes:
DEXTERITY SAVE
Failure:
GRAPPLED
Escape DC:
YOUR SPELL SAVE DC
While it remains Grappled, you can use a Bonus Action to crush it for:
4D6 + SPELLCASTING ABILITY MODIFIER
Bludgeoning damage.
INTERPOSING HAND
The hand gives:
HALF COVER
against attacks and effects that originate from or pass through its space.
Its space is also:
DIFFICULT TERRAIN FOR YOUR ENEMIES
HIGHER-LEVEL CASTING
Per slot level above 5:
Clenched Fist:
+2D8
Grasping Hand:
+2D6
PART EIGHTEEN — ARCANE LOCK
Level 2 Abjuration — Wizard
Casting Time: Action
Range: Touch
Components: V, S, M, gold dust worth 25+ GP, consumed
Duration: Until dispelled
Touch a closed:
DOOR
WINDOW
GATE
CONTAINER
or:
HATCH
It becomes:
MAGICALLY LOCKED
The lock:
CAN'T BE UNLOCKED BY NONMAGICAL MEANS
DESIGNATED CREATURES
When casting, you may designate creatures that can:
OPEN AND CLOSE IT NORMALLY
despite the lock.
PASSWORD
You may also establish:
A PASSWORD
Speaking it within:
5 FEET
unlocks the target for:
1 MINUTE
PART NINETEEN — ARCANE SWORD
Level 7 Evocation — Bard, Wizard
Casting Time: Action
Range: 90 feet
Components: V, S, M, miniature sword worth 250+ GP
Duration: Concentration, up to 1 minute
Create:
A SPECTRAL SWORD
When it appears, make:
A MELEE SPELL ATTACK
against a target within:
5 FEET OF THE SWORD
Hit:
4D12 + SPELLCASTING ABILITY MODIFIER
Force damage.
LATER TURNS
Bonus Action:
MOVE SWORD UP TO 30 FEET
to a spot you can see,
then:
REPEAT THE ATTACK
against the same or another target.
IMPORTANT
The attack originates mechanically from the sword's position for purposes specified by the spell.
Your own character doesn't need to be:
WITHIN 5 FEET OF THE TARGET
The target must be within 5 feet of:
THE SWORD
PART TWENTY — ARCANIST'S MAGIC AURA
Level 2 Illusion — Wizard
Casting Time: Action
Range: Touch
Components: V, S, M, small square of silk
Duration: 24 hours
Target either:
A WILLING CREATURE
or:
AN OBJECT NOT BEING WORN OR CARRIED
Creature:
MASK
Object:
FALSE AURA
MASK
Choose a Creature Type different from the target's real type.
For spells and other magical effects:
THE TARGET IS TREATED AS THAT CHOSEN TYPE
This is mechanically significant.
For example, magical effects that care about Creature Type interact with:
THE MASKED TYPE
according to this spell.
FALSE AURA
You alter how the object appears to magical detection.
You can make:
NONMAGICAL → APPEAR MAGICAL
MAGICAL → APPEAR NONMAGICAL
or change the apparent:
SCHOOL OF MAGIC
PERMANENT VERSION
Cast the spell on:
THE SAME TARGET
every day for:
30 DAYS
and the illusion then lasts:
UNTIL DISPELLED
PART TWENTY-ONE — ASTRAL PROJECTION
Level 9 Necromancy — Cleric, Warlock, Wizard
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M
Duration: Until dispelled
The material requirement is substantial.
For:
EACH TARGET
you need:
-
one jacinth worth 1,000+ GP
-
one silver bar worth 100+ GP
and:
ALL ARE CONSUMED
You and up to:
EIGHT WILLING CREATURES
project astral forms into:
THE ASTRAL PLANE
PHYSICAL BODY
The body enters:
SUSPENDED ANIMATION
The astral form largely replicates the creature's:
GAME STATISTICS
and:
POSSESSIONS
THE SILVERY CORD
Each astral form has:
A SILVERY CORD
An effect can cut it only if that effect:
SPECIFICALLY SAYS IT CAN
If the cord is cut:
BODY AND ASTRAL FORM DIE
TRAVEL
The astral form can move through:
THE ASTRAL PLANE
If it leaves that plane:
BODY AND POSSESSIONS TRAVEL ALONG THE CORD
and the target re-enters its body:
ON THE NEW PLANE
DAMAGE
Damage and effects applied to:
THE ASTRAL FORM
don't affect:
THE BODY
and vice versa.
0 HIT POINTS
If either:
BODY
or:
ASTRAL FORM
drops to:
0 HP
the spell ends for that target.
DISMISSING
The caster can take:
A MAGIC ACTION
to end the spell for all targets.
A living target then returns to its body and leaves suspended animation.
PART TWENTY-TWO — AUGURY
Level 2 Divination — Cleric, Druid, Wizard
Casting Time: 1 minute or Ritual
Range: Self
Components: V, S, M, specially marked divination tokens worth 25+ GP
Duration: Instantaneous
Describe a course of action you intend to take within:
THE NEXT 30 MINUTES
You receive an omen.
The:
GM
chooses from:
| Omen | Meaning |
|---|---|
| Weal | Good |
| Woe | Bad |
| Weal and Woe | Good and bad |
| Indifference | Neither good nor bad |
IMPORTANT
Augury doesn't account for circumstances that might change the result.
The magical omen isn't:
PERFECT OMNISCIENCE
REPEATED CASTINGS
After your first Augury before finishing a Long Rest:
EACH ADDITIONAL CASTING
creates a cumulative:
25% CHANCE
that you receive:
NO ANSWER
EXAMPLE
First casting:
0% EXTRA RISK
Second:
25%
Third:
50%
Fourth:
75%
This accumulation resets after:
A LONG REST
PART TWENTY-THREE — AURA OF LIFE
Level 4 Abjuration — Cleric, Paladin
Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes
You generate:
A 30-FOOT EMANATION
Within it, you and your allies gain:
RESISTANCE TO NECROTIC DAMAGE
and your Hit Point maximums:
CAN'T BE REDUCED
THE 0 HP EFFECT
If an ally at:
0 HIT POINTS
starts its turn in the aura:
IT REGAINS 1 HP
That means it is no longer at:
0 HP
once the healing occurs.
PART TWENTY-FOUR — AWAKEN
Level 5 Transmutation — Bard, Druid
Casting Time: 8 hours
Range: Touch
Components: V, S, M, agate worth 1,000+ GP, consumed
Duration: Instantaneous
Eligible target:
BEAST
or:
PLANT CREATURE
with Intelligence:
3 OR LOWER
Alternatively:
A NATURAL PLANT THAT ISN'T A CREATURE
AWAKENED INTELLIGENCE
Target gains:
INTELLIGENCE 10
and can speak:
ONE LANGUAGE YOU KNOW
NATURAL PLANTS
A natural non-creature plant becomes:
A PLANT CREATURE
It gains movement appropriate to its natural structure and senses broadly similar to:
A HUMAN'S
The:
GM
chooses appropriate statistics, with the SRD pointing to creatures such as:
AWAKENED SHRUB
or:
AWAKENED TREE
TEMPORARY ATTITUDE
The awakened target is:
CHARMED BY YOU
for:
30 DAYS
or until:
YOU OR YOUR ALLIES DAMAGE IT
When that Charmed condition ends:
THE CREATURE CHOOSES ITS ATTITUDE TOWARD YOU
Awaken doesn't permanently guarantee:
LOYALTY
PART TWENTY-FIVE — BANE
Level 1 Enchantment — Bard, Cleric, Warlock
Casting Time: Action
Range: 30 feet
Components: V, S, M, drop of blood
Duration: Concentration, up to 1 minute
Choose up to:
THREE CREATURES YOU CAN SEE
Each makes:
CHARISMA SAVING THROW
Failure:
Whenever that target makes an:
ATTACK ROLL
or:
SAVING THROW
before the spell ends:
SUBTRACT 1D4
IMPORTANT
Bane doesn't say:
ALL D20 TESTS
It specifically affects:
ATTACK ROLLS
and:
SAVING THROWS
Therefore it doesn't normally subtract from:
ABILITY CHECKS
HIGHER-LEVEL CASTING
+1 target for every slot level above:
1
PART TWENTY-SIX — BANISHMENT
Level 4 Abjuration — Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting Time: Action
Range: 30 feet
Components: V, S, M, pentacle
Duration: Concentration, up to 1 minute
Choose:
ONE CREATURE YOU CAN SEE
Target makes:
CHARISMA SAVING THROW
Failure:
TRANSPORTED TO A HARMLESS DEMIPLANE
and while there:
INCAPACITATED
NORMAL RETURN
When the spell ends:
TARGET RETURNS
to the space it left,
or nearest:
UNOCCUPIED SPACE
if necessary.
SPECIAL CREATURE TYPES
If the target is:
ABERRATION
CELESTIAL
ELEMENTAL
FEY
or:
FIEND
and Banishment lasts for the full:
1 MINUTE
the creature:
DOESN'T RETURN
Instead it goes to a random location on a plane chosen by the GM associated with:
ITS CREATURE TYPE
IMPORTANT
The full-duration permanent displacement rule doesn't list:
EVERY CREATURE TYPE
A Humanoid, Dragon, Undead, Beast, and so on does not receive that special outcome merely because you maintained Concentration for the full minute.
HIGHER-LEVEL CASTING
+1 target for each slot level above:
4
PART TWENTY-SEVEN — BARKSKIN
Level 2 Transmutation — Druid, Ranger
Casting Time: Bonus Action
Range: Touch
Components: V, S, M, handful of bark
Duration: 1 hour
Touch:
A WILLING CREATURE
If the creature's AC is lower than:
17
its AC becomes:
17
for the duration.
EXAMPLE
Druid AC:
14
Barkskin:
AC 17
Another creature already has:
AC 19
Barkskin doesn't lower it.
The condition is:
IF AC IS LOWER THAN 17
IMPORTANT
SRD 5.2.1 Barkskin isn't a base-AC formula such as:
16
It establishes:
AC 17 IF CURRENT AC IS LOWER
This is one of those spells where importing remembered wording from another rules version can produce the wrong rule.
PART TWENTY-EIGHT — BEACON OF HOPE
Level 3 Abjuration — Cleric
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Choose:
ANY NUMBER OF CREATURES WITHIN RANGE
For the duration, they gain:
ADVANTAGE ON WISDOM SAVING THROWS
and:
ADVANTAGE ON DEATH SAVING THROWS
They also regain:
THE MAXIMUM POSSIBLE NUMBER OF HIT POINTS
whenever healing restores HP to them.
EXAMPLE — CURE WOUNDS
Suppose a healing effect would restore:
2D8 + 4
Normally:
ROLL 2D8
But Beacon of Hope makes the target regain the maximum possible amount from the healing.
2d8 maximum:
16
+4:
20 HP
PART TWENTY-NINE — BEFUDDLEMENT
Level 8 Enchantment — Bard, Druid, Warlock, Wizard
Casting Time: Action
Range: 150 feet
Components: V, S, M, key ring with no keys
Duration: Instantaneous
Choose a creature you can see.
It makes:
INTELLIGENCE SAVING THROW
Failure:
10D12 PSYCHIC DAMAGE
and the creature:
CAN'T CAST SPELLS
or:
TAKE THE MAGIC ACTION
HOW LONG DOES THAT DISABILITY LAST?
The target repeats the save:
EVERY 30 DAYS
Success:
THE EFFECT ENDS
It can also be ended by:
GREATER RESTORATION
HEAL
or:
WISH
SUCCESSFUL INITIAL SAVE
The target takes:
HALF DAMAGE
but doesn't suffer the continuing magical disability.
This is an extremely long-lasting effect even though the spell's listed duration is:
INSTANTANEOUS
The spell creates its effect immediately; the continuing consequence then lasts until ended according to the spell.
PART THIRTY — BESTOW CURSE
Level 3 Necromancy — Bard, Cleric, Wizard
Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Touch a creature.
It makes:
WISDOM SAVING THROW
Failure:
CURSED
Choose one of four effects.
CURSE 1 — WEAKEN AN ABILITY
Choose one Ability.
Target has Disadvantage on:
ABILITY CHECKS
and:
SAVING THROWS
using that Ability.
CURSE 2 — ATTACKING YOU
Target has:
DISADVANTAGE
on attack rolls:
AGAINST YOU
CURSE 3 — LOST ACTIONS
In combat, at the start of each of its turns:
WISDOM SAVE
Failure:
FORCED TO TAKE THE DODGE ACTION
that turn.
CURSE 4 — EXTRA NECROTIC DAMAGE
When:
YOU
deal damage to the cursed target with:
AN ATTACK ROLL
or:
A SPELL
the target takes:
+1D8 NECROTIC DAMAGE
HIGHER-LEVEL SPELL SLOTS
Bestow Curse scales primarily through:
DURATION
and:
REMOVING CONCENTRATION
| Slot | Duration / Concentration |
|---|---|
| 3 | Concentration, up to 1 minute |
| 4 | Concentration, up to 10 minutes |
| 5–6 | 8 hours, no Concentration |
| 7–8 | 24 hours, no Concentration |
| 9 | Until dispelled, no Concentration |
That level 5 threshold is especially important.
At level 5+ slot:
CONCENTRATION IS NO LONGER REQUIRED
PART THIRTY-ONE — BLACK TENTACLES
Level 4 Conjuration — Wizard
Casting Time: Action
Range: 90 feet
Components: V, S, M, tentacle
Duration: Concentration, up to 1 minute
Fill a:
20-FOOT SQUARE
of ground you can see with magical tentacles.
The area becomes:
DIFFICULT TERRAIN
SAVING THROW
A creature in the area makes:
STRENGTH SAVING THROW
Failure:
3D6 BLUDGEONING DAMAGE
and:
RESTRAINED
until the spell ends.
WHEN IS THE SAVE MADE?
Also when the creature:
ENTERS THE AREA
or:
ENDS ITS TURN THERE
But a creature makes this save:
ONLY ONCE PER TURN
ESCAPING THE RESTRAINT
A Restrained creature can take:
AN ACTION
to make:
STRENGTH (ATHLETICS)
against:
YOUR SPELL SAVE DC
Success:
RESTRAINED ENDS ON THAT CREATURE
Notice the change from:
SAVING THROW
to:
ABILITY CHECK
The initial resistance is a:
STRENGTH SAVE
Escaping later is:
STRENGTH (ATHLETICS) CHECK
PART THIRTY-TWO — BLADE BARRIER
Level 6 Evocation — Cleric
Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Create a wall of magical blades.
Choose:
STRAIGHT WALL
up to:
100 FEET LONG
20 FEET HIGH
5 FEET THICK
or:
RING
up to:
60 FEET IN DIAMETER
also 20 feet high and 5 feet thick.
TERRAIN AND COVER
The wall provides:
THREE-QUARTERS COVER
Its space is:
DIFFICULT TERRAIN
DAMAGE
A creature in the wall's space makes:
DEXTERITY SAVING THROW
Failure:
6D10 FORCE DAMAGE
Success:
HALF DAMAGE
The save also occurs when the creature:
ENTERS THE WALL
or:
ENDS ITS TURN THERE
Maximum:
ONCE PER TURN
for that creature.
PART THIRTY-THREE — BLESS
Level 1 Enchantment — Cleric, Paladin
Casting Time: Action
Range: 30 feet
Components: V, S, M, Holy Symbol worth 5+ GP
Duration: Concentration, up to 1 minute
Choose up to:
THREE CREATURES
Whenever an affected target makes:
AN ATTACK ROLL
or:
A SAVING THROW
before the spell ends:
ADD 1D4
IMPORTANT
Like Bane, Bless does not say:
EVERY D20 TEST
It boosts:
ATTACK ROLLS
and:
SAVING THROWS
It doesn't normally add 1d4 to:
ABILITY CHECKS
HIGHER-LEVEL CASTING
+1 creature for every slot level above:
1
BLESS + BLESS?
As learned in Lesson 78:
THEY DON'T STACK
Two Clerics don't give:
+2D4
to the same attack roll.
The same spell's effects don't combine while durations overlap.
PART THIRTY-FOUR — BLIGHT
Level 4 Necromancy — Druid, Sorcerer, Warlock, Wizard
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Choose:
ONE CREATURE YOU CAN SEE
It makes:
CONSTITUTION SAVING THROW
Failure:
8D8 NECROTIC DAMAGE
Success:
HALF DAMAGE
PLANT CREATURE
A creature with the:
PLANT CREATURE TYPE
automatically:
FAILS THE SAVE
NONMAGICAL PLANT THAT ISN'T A CREATURE
You can instead target something such as:
A TREE
or:
SHRUB
that is:
NONMAGICAL
and:
NOT A CREATURE
It makes:
NO SAVE
and simply:
WITHERS AND DIES
HIGHER-LEVEL CASTING
Damage increases:
+1D8
for every slot level above 4.
PART THIRTY-FIVE — BLINDNESS/DEAFNESS
Level 2 Transmutation — Bard, Cleric, Sorcerer, Wizard
Casting Time: Action
Range: 120 feet
Components: V
Duration: 1 minute
Choose:
ONE CREATURE YOU CAN SEE
Target makes:
CONSTITUTION SAVING THROW
Failure:
Choose:
BLINDED
or:
DEAFENED
for the duration.
At the end of:
EACH OF ITS TURNS
the creature repeats:
THE SAVE
Success:
SPELL ENDS ON THAT CREATURE
IMPORTANT
This spell:
DOESN'T REQUIRE CONCENTRATION
That makes it possible for its caster to maintain another Concentration spell at the same time.
HIGHER-LEVEL CASTING
+1 target per slot level above:
2
PART THIRTY-SIX — BLINK
Level 3 Transmutation — Sorcerer, Wizard
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute
At the end of:
EACH OF YOUR TURNS
roll:
1D6
Result:
1–3 → NOTHING HAPPENS
4–6 → YOU VANISH TO THE ETHEREAL PLANE
If you're already on the Ethereal Plane when the spell is cast:
THE SPELL ENDS IMMEDIATELY
WHILE ETHEREAL
You can perceive the plane you left, appearing:
IN SHADES OF GRAY
but only up to:
60 FEET
You can affect and be affected only by:
CREATURES ON THE ETHEREAL PLANE
Creatures on the plane you left can't normally perceive you unless they have:
A SPECIAL ABILITY
allowing them to do so.
RETURN
You return at:
THE START OF YOUR NEXT TURN
You also return if:
THE SPELL ENDS
while you are Ethereal.
Choose an unoccupied space you can see within:
10 FEET
of the space you left.
If none exists:
NEAREST UNOCCUPIED SPACE
IMPORTANT
Blink:
DOESN'T REQUIRE CONCENTRATION
So a Sorcerer or Wizard may maintain another Concentration spell while Blink operates.
PART THIRTY-SEVEN — BLUR
Level 2 Illusion — Sorcerer, Wizard
Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Your body becomes difficult to visually track.
For the duration:
CREATURES HAVE DISADVANTAGE ON ATTACK ROLLS AGAINST YOU
EXCEPTION
An attacker is immune to Blur's effect if it perceives you using:
BLINDSIGHT
or:
TRUESIGHT
So Blur isn't universal:
DISADVANTAGE AGAINST EVERY POSSIBLE ATTACKER
Special senses matter.
PART THIRTY-EIGHT — BURNING HANDS
Level 1 Evocation — Sorcerer, Wizard
Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Flames erupt in:
A 15-FOOT CONE
Every creature in that Cone makes:
DEXTERITY SAVING THROW
Failure:
3D6 FIRE DAMAGE
Success:
HALF DAMAGE
OBJECTS
Flammable objects in the Cone:
START BURNING
if they aren't:
BEING WORN
or:
CARRIED
HIGHER-LEVEL CASTING
Damage:
+1D6
per slot level above 1.
EXAMPLE
Level 3 slot:
Base:
3D6
Two slot levels above 1:
+2D6
Total:
5D6 FIRE DAMAGE
PART THIRTY-NINE — ATTACK SPELLS IN THIS SECTION
Some A–B spells directly use:
SPELL ATTACK ROLLS
Notable examples include:
ACID ARROW
and:
ARCANE HAND — CLENCHED FIST
ARCANE SWORD
These use:
SPELL ATTACK MODIFIER
against:
ARMOR CLASS
PART FORTY — SAVING-THROW SPELLS
Many instead force saves.
Examples:
| Spell | Save |
|---|---|
| Acid Splash | Dexterity |
| Animal Friendship | Wisdom |
| Animal Messenger | Charisma |
| Bane | Charisma |
| Banishment | Charisma |
| Befuddlement | Intelligence |
| Bestow Curse | Wisdom |
| Black Tentacles | Strength |
| Blade Barrier | Dexterity |
| Blight | Constitution |
| Blindness/Deafness | Constitution |
| Burning Hands | Dexterity |
The Ability isn't selected because it seems narratively appropriate.
It is:
SPECIFIED BY THE SPELL
PART FORTY-ONE — SPELLS THAT DON'T REQUIRE A HOSTILE ROLL
Many powerful spells don't involve attacking anyone at all.
Examples:
AID
ALARM
ANIMAL SHAPES
ANIMATE DEAD
ANIMATE OBJECTS
ARCANE EYE
ARCANE LOCK
ASTRAL PROJECTION
AUGURY
AURA OF LIFE
BARKSKIN
BEACON OF HOPE
BLINK
BLUR
Always remember:
DON'T INVENT A D20 ROLL
when the spell doesn't request one.
PART FORTY-TWO — CONCENTRATION SPELLS A–B
These spells require Concentration:
-
Alter Self
-
Animate Objects
-
Antilife Shell
-
Antimagic Field
-
Arcane Eye
-
Arcane Hand
-
Arcane Sword
-
Bane
-
Banishment
-
Beacon of Hope
-
Bestow Curse at its normal lower-level versions
-
Black Tentacles
-
Blade Barrier
-
Bless
-
Blur
This matters enormously when planning a caster's turn.
You can't normally maintain:
BLESS + BANE
yourself at the same time.
Casting the second Concentration spell ends:
YOUR CONCENTRATION ON THE FIRST
PART FORTY-THREE — IMPORTANT NON-CONCENTRATION SPELLS
Several spells may look as though they "should" require Concentration but don't.
Examples:
AID — 8 HOURS
ANIMAL FRIENDSHIP — 24 HOURS
ANIMAL SHAPES — 24 HOURS
ANIMATE DEAD — INSTANTANEOUS
ARCANIST'S MAGIC AURA — 24 HOURS
ASTRAL PROJECTION — UNTIL DISPELLED
AWAKEN — INSTANTANEOUS
BARKSKIN — 1 HOUR
BEFUDDLEMENT — INSTANTANEOUS
BLINDNESS/DEAFNESS — 1 MINUTE
BLINK — 1 MINUTE
Duration and Concentration are:
NOT THE SAME THING
A spell can last a long time without requiring:
CONCENTRATION
PART FORTY-FOUR — EXPENSIVE MATERIAL COMPONENTS
Several spells here require valuable materials.
Important examples:
ARCANE LOCK
Gold dust:
25+ GP
and:
CONSUMED
ARCANE SWORD
Miniature sword:
250+ GP
Not stated as consumed.
ASTRAL PROJECTION
Per target:
JACINTH 1,000+ GP
plus:
SILVER BAR 100+ GP
both:
CONSUMED
AUGURY
Divination tokens:
25+ GP
Not stated as consumed.
AWAKEN
Agate:
1,000+ GP
and:
CONSUMED
Remember the component rule:
VALUE REQUIREMENT
and:
CONSUMPTION
are separate questions.
A costly component isn't automatically consumed.
PART FORTY-FIVE — SPELLS THAT SCALE WITH HIGHER SLOTS
Important A–B upcasting:
| Spell | Higher-Slot Benefit |
|---|---|
| Acid Arrow | +1d4 to both damage stages per level |
| Aid | +5 HP increase per level |
| Animal Friendship | +1 Beast per level |
| Animal Messenger | +48 hours per level |
| Animate Dead | +2 Undead per level |
| Animate Objects | Increases Slam damage |
| Arcane Hand | Increases Fist/Grasping damage |
| Bane | +1 target per level |
| Banishment | +1 target per level |
| Bestow Curse | Longer duration/eventually no Concentration |
| Bless | +1 target per level |
| Blight | +1d8 damage per level |
| Blindness/Deafness | +1 target per level |
| Burning Hands | +1d6 damage per level |
Not every spell improves from:
A HIGHER-LEVEL SLOT
If the description contains no higher-slot rule:
DON'T INVENT ONE
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING ACID ARROW DEALS NOTHING ON A MISS
It still deals:
HALF ITS INITIAL DAMAGE
MISTAKE 2 — APPLYING ACID ARROW'S LATER DAMAGE ON A MISS
No.
The miss receives only:
HALF INITIAL DAMAGE
MISTAKE 3 — GIVING ACID SPLASH HALF DAMAGE ON A SUCCESSFUL SAVE
The SRD spell doesn't say that.
Success:
NO DAMAGE
MISTAKE 4 — TREATING AID AS TEMPORARY HIT POINTS
Aid changes:
CURRENT HP
and:
HP MAXIMUM
It doesn't give Temporary Hit Points.
MISTAKE 5 — THINKING ALARM MUST EXPEND A SLOT
It can be cast:
AS A RITUAL
when the caster has the appropriate ability to Ritual-cast it.
MISTAKE 6 — GAINING SPECIES TRAITS FROM ALTER SELF
Change Appearance changes:
APPEARANCE
not your complete game statistics.
MISTAKE 7 — USING DEXTERITY FOR ALTER SELF'S NATURAL WEAPON ATTACKS
The spell specifically tells you to use:
SPELLCASTING ABILITY
instead of Strength.
MISTAKE 8 — CASTING ANIMAL FRIENDSHIP ON ANY MONSTER THAT LOOKS ANIMAL-LIKE
Target must mechanically be:
A BEAST
MISTAKE 9 — USING ANIMAL MESSENGER RELIABLY ON A CR 1 TINY BEAST
A Tiny Beast whose CR isn't 0:
AUTOMATICALLY SUCCEEDS ON THE SAVE
MISTAKE 10 — MAKING ANIMAL MESSENGER DELIVER AN UNLIMITED SPEECH
Maximum:
25 WORDS
MISTAKE 11 — THINKING ANIMAL SHAPES REPLACES EVERYTHING ON THE CHARACTER
Targets retain several statistics, including:
HP
HIT DICE
CREATURE TYPE
and mental Ability Scores.
MISTAKE 12 — GIVING NEW TEMP HP EVERY TIME ANIMAL SHAPES CHANGES FORM
The SRD ties those Temporary Hit Points to:
THE FIRST FORM
MISTAKE 13 — THINKING ANIMATE DEAD CONTROL IS PERMANENT
Control lasts:
24 HOURS
unless refreshed appropriately.
MISTAKE 14 — THINKING UNCOMMANDED ANIMATED DEAD ATTACK AUTOMATICALLY
No command:
DODGE
and move only to avoid harm.
MISTAKE 15 — ANIMATING A MAGIC ITEM WITH ANIMATE OBJECTS
Targets must be:
NONMAGICAL OBJECTS
MISTAKE 16 — ANIMATING AN OBJECT SOMEONE IS CARRYING
Not eligible.
MISTAKE 17 — THINKING ANIMATED OBJECTS USE THEIR OWN INITIATIVE ROLL
They share:
YOUR INITIATIVE COUNT
and act immediately after you.
MISTAKE 18 — PUSHING CREATURES THROUGH ANTILIFE SHELL BY WALKING FORWARD
If your movement would force an affected creature through it:
THE SPELL ENDS
MISTAKE 19 — THINKING ANTIMAGIC FIELD PAUSES SPELL DURATIONS
Suppression time:
STILL COUNTS
MISTAKE 20 — TRYING TO DISPEL ANTIMAGIC FIELD WITH DISPEL MAGIC
The SRD expressly says:
DISPEL MAGIC HAS NO EFFECT ON IT
MISTAKE 21 — THINKING ANTIMAGIC FIELD DESTROYS MAGIC ITEMS
Their magical properties:
DON'T FUNCTION THERE
That isn't the same as destroying the item.
MISTAKE 22 — THINKING ARCANE EYE CAN PASS THROUGH SOLID WALLS
No.
It needs an opening.
An opening as small as:
1 INCH
is enough.
MISTAKE 23 — THINKING ARCANE HAND OCCUPIES ITS SPACE
It explicitly:
DOESN'T
MISTAKE 24 — USING A NORMAL WEAPON ATTACK FOR ARCANE HAND'S CLENCHED FIST
It uses:
MELEE SPELL ATTACK
MISTAKE 25 — MAKING ARCANE LOCK FREE
Its material includes:
25+ GP OF GOLD DUST
which is:
CONSUMED
MISTAKE 26 — THINKING ARCANE SWORD ATTACKS FROM YOUR SPACE
The target must be within:
5 FEET OF THE SWORD
MISTAKE 27 — THINKING ARCANIST'S MAGIC AURA CHANGES A CREATURE'S ACTUAL CREATURE TYPE FOR EVERYTHING
Its Mask specifically changes how:
SPELLS AND OTHER MAGICAL EFFECTS
treat the creature.
Do not silently extend that rule beyond its wording.
MISTAKE 28 — FORGETTING ASTRAL PROJECTION'S MATERIAL COST IS PER TARGET
Each target requires:
ITS OWN COMPONENT SET
MISTAKE 29 — THINKING AUGURY GUARANTEES THE FUTURE
It gives an omen based on the planned course but doesn't account for every changing circumstance.
MISTAKE 30 — SPAMMING AUGURY WITHOUT CONSEQUENCE
Repeated castings before a Long Rest accumulate:
25% NO-ANSWER CHANCE PER CASTING AFTER THE FIRST
MISTAKE 31 — THINKING AURA OF LIFE HEALS EVERYONE EVERY ROUND
Its automatic healing applies to:
AN ALLY AT 0 HP
who:
STARTS ITS TURN IN THE AURA
and restores:
1 HP
MISTAKE 32 — THINKING AWAKEN PERMANENTLY CHARMS THE CREATURE
Charm:
30 DAYS
or until qualifying damage ends it.
Afterward:
THE CREATURE CHOOSES ITS ATTITUDE
MISTAKE 33 — APPLYING BANE TO ABILITY CHECKS
Bane affects:
ATTACK ROLLS
and:
SAVING THROWS
MISTAKE 34 — APPLYING BLESS TO ABILITY CHECKS
Same issue.
Bless affects:
ATTACK ROLLS
and:
SAVING THROWS
MISTAKE 35 — SENDING EVERY BANISHED CREATURE TO ANOTHER PLANE PERMANENTLY
The full-minute special destination applies only to the listed types:
ABERRATION
CELESTIAL
ELEMENTAL
FEY
FIEND
MISTAKE 36 — USING OLD BARKSKIN WORDING
SRD 5.2.1:
AC 17 IF LOWER
MISTAKE 37 — THINKING BEACON OF HOPE JUST GIVES ADVANTAGE ON HEALING ROLLS
It doesn't.
It causes affected targets to receive:
THE MAXIMUM POSSIBLE HEALING
and separately gives Advantage on:
WISDOM SAVES
and:
DEATH SAVES
MISTAKE 38 — THINKING BEFUDDLEMENT'S DISABILITY ENDS AFTER ONE ROUND
The affected creature normally gets another save only:
EVERY 30 DAYS
unless an appropriate spell ends the effect first.
MISTAKE 39 — FORGETTING BESTOW CURSE CAN LOSE CONCENTRATION AT HIGHER SLOT LEVELS
At slot level:
5+
it no longer requires Concentration.
MISTAKE 40 — USING A SAVING THROW TO ESCAPE BLACK TENTACLES AFTER ALREADY BEING RESTRAINED
Initial effect:
STRENGTH SAVE
Escape:
STRENGTH (ATHLETICS) CHECK
MISTAKE 41 — LETTING BLADE BARRIER DAMAGE THE SAME CREATURE REPEATEDLY DURING ONE TURN
Its triggering save is limited to:
ONCE PER TURN PER CREATURE
MISTAKE 42 — MAKING A PLANT CREATURE ROLL AGAINST BLIGHT
A Plant creature:
AUTOMATICALLY FAILS
MISTAKE 43 — THINKING BLINDNESS/DEAFNESS REQUIRES CONCENTRATION
It:
DOESN'T
MISTAKE 44 — THINKING BLINK REQUIRES CONCENTRATION
It:
DOESN'T
MISTAKE 45 — THINKING BLUR WORKS AGAINST BLINDSIGHT OR TRUESIGHT
An attacker perceiving you through either sense:
IGNORES BLUR'S DISADVANTAGE EFFECT
QUICK RECAP
The A–B spells already demonstrate nearly every major kind of spell in the game.
DIRECT DAMAGE
Acid Arrow
Acid Splash
Blight
Burning Hands
DEFENSE
Aid
Antilife Shell
Antimagic Field
Aura of Life
Barkskin
Blur
CONTROL
Bane
Banishment
Bestow Curse
Black Tentacles
Blade Barrier
Blindness/Deafness
BUFFS
Aid
Beacon of Hope
Bless
TRANSFORMATION
Alter Self
Animal Shapes
Awaken
CREATION AND COMMAND
Animate Dead
Animate Objects
Arcane Hand
Arcane Sword
EXPLORATION AND INFORMATION
Alarm
Animal Messenger
Arcane Eye
Augury
LARGE-SCALE OR HIGH-LEVEL MAGIC
Antimagic Field
Antipathy/Sympathy
Astral Projection
Befuddlement
PRIME HERO CHALLENGE
A Wizard has:
INTELLIGENCE 18
Modifier:
+4
Proficiency Bonus:
+3
Therefore:
Spell Save DC:
8 + 4 + 3 =
15
Spell Attack Modifier:
4 + 3 =
+7
Now resolve the following.
CHALLENGE 1 — ACID ARROW
Target AC:
16
Wizard rolls:
13
13 + 7 =
20
Result:
HIT
The target suffers:
4D4 ACID NOW
and:
2D4 AT THE END OF ITS NEXT TURN
CHALLENGE 2 — ACID SPLASH
Enemy rolls:
12
Dexterity save modifier:
+2
Total:
14
Spell Save DC:
15
Result:
FAILURE
Take:
ACID SPLASH DAMAGE
CHALLENGE 3 — BANE
A Bane-affected creature makes:
STRENGTH (ATHLETICS)
Does it subtract 1d4?
NO
That is an:
ABILITY CHECK
Bane affects attack rolls and Saving Throws.
CHALLENGE 4 — BLESS
Blessed Fighter makes:
DEXTERITY SAVING THROW
Does Bless apply?
YES
Add:
1D4
CHALLENGE 5 — BLACK TENTACLES
Creature initially enters the area.
What roll?
STRENGTH SAVING THROW
It fails and becomes Restrained.
On its turn it tries to escape.
What roll now?
STRENGTH (ATHLETICS) CHECK
against:
THE CASTER'S SPELL SAVE DC
CHALLENGE 6 — BLIGHT
Target is a:
PLANT CREATURE
Does it roll its Constitution save?
NO
It automatically:
FAILS
CHALLENGE 7 — ANTIMAGIC FIELD
A creature has a spell with:
10 MINUTES REMAINING
It spends:
3 MINUTES
inside Antimagic Field.
The spell is suppressed there.
After leaving, assuming nothing else ended it:
Remaining duration:
7 MINUTES
The suppression didn't stop the clock.
CHALLENGE 8 — BESTOW CURSE
Wizard casts Bestow Curse with:
LEVEL 5 SLOT
Does it require Concentration?
NO
Duration:
8 HOURS
CHALLENGE 9 — AID
Fighter has:
20 / 40 HP
Level 3 Aid gives:
+10
New state:
30 / 50 HP
CHALLENGE 10 — BANISHMENT
A Fiend fails its save.
You maintain Banishment for:
THE FULL MINUTE
Does it return to the battlefield?
NO
It is transported to a random location on a plane chosen by the GM associated with its creature type.
LESSON 79 — KEY TAKEAWAYS
This lesson is where spellcasting stops being an abstract system and becomes:
A TOOLBOX
The first 36 spells already show why reading the exact spell description matters.
Two damaging spells can behave completely differently:
ACID ARROW DAMAGES EVEN ON A MISS
while:
ACID SPLASH DEALS NOTHING ON A SUCCESSFUL SAVE
Two support spells can look similar but affect different mechanics:
BLESS → ATTACK ROLLS AND SAVES
BEACON OF HOPE → WISDOM SAVES, DEATH SAVES, MAXIMUM HEALING
A spell can:
REQUIRE CONCENTRATION
or last for hours without it.
A spell can:
REQUIRE A SAVE
REQUIRE AN ATTACK
REQUIRE AN ABILITY CHECK LATER
or:
REQUIRE NO ROLL AT ALL
And higher-level spellcasting increasingly changes the:
RULES OF REALITY ITSELF
Antimagic Field suppresses magic.
Astral Projection separates consciousness from the physical body.
Animal Shapes transforms entire groups.
Befuddlement can cripple a spellcaster for an extraordinary length of time.
At this stage, don't try to memorize every spell word for word.
Learn instead to ask:
WHAT DOES IT TARGET?
WHAT ACTION DOES IT COST?
DOES IT REQUIRE CONCENTRATION?
DOES SOMEONE ROLL?
WHAT HAPPENS ON SUCCESS?
WHAT HAPPENS ON FAILURE?
WHAT ENDS THE EFFECT?
DOES A HIGHER SLOT CHANGE IT?
Those questions turn an enormous spell list into:
A SYSTEM YOU CAN ACTUALLY USE
NEXT LESSON
LESSON 80 — SPELL COMPENDIUM C–D
The next section continues alphabetically with:
CALL LIGHTNING
and moves through all SRD 5.2.1 spells beginning with:
C
and:
D
We will encounter a much wider range of magic, including:
AREA DAMAGE
CHARM AND CONTROL
CONJURATION
COMMUNICATION
COUNTERMAGIC
CREATION
HEALING
DARKNESS
DETECTION
DIVINATION
DOMINATION
and:
DISPELLING MAGIC
This will also introduce some of the most tactically important spells in 5E, where understanding:
TIMING
CONCENTRATION
CREATURE TYPE
LINE OF EFFECT
and:
EXACT SPELL WORDING
becomes even more important.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.