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.