Secret Lesson 80
Spell Compendium C–D
In Lesson 79, we began the alphabetical Spell Compendium with:
A–B
Now we continue with every SRD 5.2.1 spell beginning with:
C
and:
D
This is a huge section.
It contains:
64 SPELLS
and introduces some of the game's most recognizable forms of magic:
LIGHTNING
CHARM
NECROMANCY
DIVINATION
CONJURATION
WEATHER CONTROL
COUNTERMAGIC
TELEPORTATION
DOMINATION
HEALING
and even:
CREATING YOUR OWN DEMIPLANE
PART ONE — COMPLETE C–D SPELL INDEX
C SPELLS
| Spell | Level | School | Classes |
|---|---|---|---|
| Call Lightning | 3 | Conjuration | Druid |
| Calm Emotions | 2 | Enchantment | Bard, Cleric |
| Chain Lightning | 6 | Evocation | Sorcerer, Wizard |
| Charm Monster | 4 | Enchantment | Bard, Druid, Sorcerer, Warlock, Wizard |
| Charm Person | 1 | Enchantment | Bard, Druid, Sorcerer, Warlock, Wizard |
| Chill Touch | Cantrip | Necromancy | Sorcerer, Warlock, Wizard |
| Chromatic Orb | 1 | Evocation | Sorcerer, Wizard |
| Circle of Death | 6 | Necromancy | Sorcerer, Warlock, Wizard |
| Clairvoyance | 3 | Divination | Bard, Cleric, Sorcerer, Wizard |
| Clone | 8 | Necromancy | Wizard |
| Cloudkill | 5 | Conjuration | Sorcerer, Wizard |
| Color Spray | 1 | Illusion | Bard, Sorcerer, Wizard |
| Command | 1 | Enchantment | Bard, Cleric, Paladin |
| Commune | 5 | Divination | Cleric |
| Commune with Nature | 5 | Divination | Druid, Ranger |
| Comprehend Languages | 1 | Divination | Bard, Sorcerer, Warlock, Wizard |
| Compulsion | 4 | Enchantment | Bard |
| Cone of Cold | 5 | Evocation | Druid, Sorcerer, Wizard |
| Confusion | 4 | Enchantment | Bard, Druid, Sorcerer, Wizard |
| Conjure Animals | 3 | Conjuration | Druid, Ranger |
| Conjure Celestial | 7 | Conjuration | Cleric |
| Conjure Elemental | 5 | Conjuration | Druid, Wizard |
| Conjure Fey | 6 | Conjuration | Druid |
| Conjure Minor Elementals | 4 | Conjuration | Druid, Wizard |
| Conjure Woodland Beings | 4 | Conjuration | Druid, Ranger |
| Contact Other Plane | 5 | Divination | Warlock, Wizard |
| Contagion | 5 | Necromancy | Cleric, Druid |
| Contingency | 6 | Abjuration | Wizard |
| Continual Flame | 2 | Evocation | Cleric, Druid, Wizard |
| Control Water | 4 | Transmutation | Cleric, Druid, Wizard |
| Control Weather | 8 | Transmutation | Cleric, Druid, Wizard |
| Counterspell | 3 | Abjuration | Sorcerer, Warlock, Wizard |
| Create Food and Water | 3 | Conjuration | Cleric, Paladin |
| Create or Destroy Water | 1 | Transmutation | Cleric, Druid |
| Create Undead | 6 | Necromancy | Cleric, Warlock, Wizard |
| Creation | 5 | Illusion | Sorcerer, Wizard |
| Cure Wounds | 1 | Abjuration | Bard, Cleric, Druid, Paladin, Ranger |
D SPELLS
| Spell | Level | School | Classes |
|---|---|---|---|
| Dancing Lights | Cantrip | Illusion | Bard, Sorcerer, Wizard |
| Darkness | 2 | Evocation | Sorcerer, Warlock, Wizard |
| Darkvision | 2 | Transmutation | Druid, Ranger, Sorcerer, Wizard |
| Daylight | 3 | Evocation | Cleric, Druid, Paladin, Ranger, Sorcerer |
| Death Ward | 4 | Abjuration | Cleric, Paladin |
| Delayed Blast Fireball | 7 | Evocation | Sorcerer, Wizard |
| Demiplane | 8 | Conjuration | Sorcerer, Warlock, Wizard |
| Detect Evil and Good | 1 | Divination | Cleric, Paladin |
| Detect Magic | 1 | Divination | Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard |
| Detect Poison and Disease | 1 | Divination | Cleric, Druid, Paladin, Ranger |
| Detect Thoughts | 2 | Divination | Bard, Sorcerer, Wizard |
| Dimension Door | 4 | Conjuration | Bard, Sorcerer, Warlock, Wizard |
| Disguise Self | 1 | Illusion | Bard, Sorcerer, Wizard |
| Disintegrate | 6 | Transmutation | Sorcerer, Wizard |
| Dispel Evil and Good | 5 | Abjuration | Cleric, Paladin |
| Dispel Magic | 3 | Abjuration | Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard |
| Dissonant Whispers | 1 | Enchantment | Bard |
| Divination | 4 | Divination | Cleric, Druid, Wizard |
| Divine Favor | 1 | Transmutation | Paladin |
| Divine Smite | 1 | Evocation | Paladin |
| Divine Word | 7 | Evocation | Cleric |
| Dominate Beast | 4 | Enchantment | Druid, Ranger, Sorcerer |
| Dominate Monster | 8 | Enchantment | Bard, Sorcerer, Warlock, Wizard |
| Dominate Person | 5 | Enchantment | Bard, Sorcerer, Wizard |
| Dragon's Breath | 2 | Transmutation | Sorcerer, Wizard |
| Dream | 5 | Illusion | Bard, Warlock, Wizard |
| Druidcraft | Cantrip | Transmutation | Druid |
PART TWO — CALL LIGHTNING
Level 3 Conjuration — Druid
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a storm cloud above yourself at a point you can see within range.
The cloud is a Cylinder:
60-FOOT RADIUS
and:
10 FEET TALL
When the spell is cast, choose a point beneath the cloud.
Every creature within:
5 FEET OF THAT POINT
makes a:
DEXTERITY SAVING THROW
Failure:
3D10 LIGHTNING
Success:
HALF DAMAGE
And this isn't merely a one-time blast.
For the duration, you can use:
A MAGIC ACTION
on later turns to call down another bolt.
You may strike:
THE SAME POINT
or:
A DIFFERENT POINT
under the cloud.
NATURAL STORM BONUS
If you're outdoors in an existing storm when casting the spell, you control that storm instead of creating a new one.
Damage becomes:
+1D10 LIGHTNING
So the normal level 3 spell deals:
4D10
under those conditions.
HIGHER-LEVEL CASTING
For every slot level above 3:
+1D10 DAMAGE
So a level 5 slot normally deals:
5D10
or, in an existing outdoor storm:
6D10
PART THREE — CALM EMOTIONS
Level 2 Enchantment — Bard, Cleric
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Every:
HUMANOID
in a:
20-FOOT-RADIUS SPHERE
makes a:
CHARISMA SAVING THROW
On failure, you choose one of two effects:
FOR EACH CREATURE INDIVIDUALLY
OPTION 1 — SUPPRESS FEAR AND CHARM
The target gains:
IMMUNITY TO CHARMED
and:
IMMUNITY TO FRIGHTENED
for the spell's duration.
If already Charmed or Frightened:
THE CONDITION IS SUPPRESSED
not necessarily permanently removed.
When Calm Emotions ends, the original condition can resume if its own duration or effect hasn't already ended.
OPTION 2 — REDUCE HOSTILITY
The creature becomes:
INDIFFERENT
toward creatures of your choice that it is currently:
HOSTILE TOWARD
This isn't the same as becoming:
FRIENDLY
The indifference ends early if the target:
-
takes damage, or
-
witnesses its allies taking damage.
When Calm Emotions ends:
NORMAL ATTITUDE RETURNS
PART FOUR — CHAIN LIGHTNING
Level 6 Evocation — Sorcerer, Wizard
Casting Time: Action
Range: 150 feet
Components: V, S, M, three silver pins
Duration: Instantaneous
Choose an initial target you can see.
Then up to:
THREE ADDITIONAL BOLTS
jump to other targets.
Each secondary target must be within:
30 FEET OF THE FIRST TARGET
A target may be:
A CREATURE
or:
AN OBJECT
Each can be struck by only:
ONE BOLT
So at level 6, Chain Lightning can affect up to:
FOUR TARGETS
Each target makes:
DEXTERITY SAVING THROW
Failure:
10D8 LIGHTNING
Success:
HALF DAMAGE
Higher-level slot:
+1 ADDITIONAL BOLT
per slot level above 6.
PART FIVE — CHARM MONSTER
Level 4 Enchantment — Bard, Druid, Sorcerer, Warlock, Wizard
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 hour
Choose:
ONE CREATURE
Unlike Charm Person, it isn't limited to:
HUMANOIDS
Target makes:
WISDOM SAVING THROW
If you or your allies are fighting it:
ADVANTAGE ON THE SAVE
Failure:
CHARMED
until:
-
the spell ends, or
-
you or your allies damage it.
The creature becomes:
FRIENDLY TO YOU
When the spell ends:
IT KNOWS YOU CHARMED IT
Higher slots:
+1 TARGET
per slot above 4.
PART SIX — CHARM PERSON
Level 1 Enchantment — Bard, Druid, Sorcerer, Warlock, Wizard
This works similarly to Charm Monster, but its target must be:
A HUMANOID
Wisdom save.
Advantage if you or your allies are fighting it.
Failure:
CHARMED
and:
FRIENDLY TO YOU
until the spell ends or you or your allies damage it.
Afterward:
THE TARGET KNOWS IT WAS CHARMED
Higher slots add:
+1 HUMANOID PER SLOT LEVEL ABOVE 1
PART SEVEN — CHILL TOUCH
Necromancy Cantrip — Sorcerer, Warlock, Wizard
Despite the name:
CHILL TOUCH IS ACTUALLY A TOUCH-RANGE SPELL
in SRD 5.2.1.
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
Make:
A MELEE SPELL ATTACK
On a hit:
1D10 NECROTIC DAMAGE
and the target can't regain Hit Points until:
THE END OF YOUR NEXT TURN
CANTRIP UPGRADE
| Character Level | Damage |
|---|---|
| 1–4 | 1d10 |
| 5–10 | 2d10 |
| 11–16 | 3d10 |
| 17+ | 4d10 |
This can be particularly useful against enemies relying heavily on:
HEALING
because the healing prevention works regardless of how much healing would otherwise be available.
PART EIGHT — CHROMATIC ORB
Level 1 Evocation — Sorcerer, Wizard
Casting Time: Action
Range: 90 feet
Components: V, S, M, diamond worth 50+ GP
Duration: Instantaneous
Choose one damage type:
ACID
COLD
FIRE
LIGHTNING
POISON
or:
THUNDER
Then make:
A RANGED SPELL ATTACK
Hit:
3D8
of the selected type.
But Chromatic Orb has a special mechanic.
If:
TWO OR MORE D8s SHOW THE SAME NUMBER
the orb can leap to another target within:
30 FEET
You then make:
ANOTHER ATTACK ROLL
and:
A NEW DAMAGE ROLL
THE CHAINING RULE
At level 1, the orb can leap:
ONCE
If cast with a level 2+ slot, further jumps become possible if the new damage roll again contains matching d8s.
Maximum number of leaps equals:
SPELL SLOT LEVEL
And:
A CREATURE CAN BE TARGETED ONLY ONCE PER CASTING
HIGHER-LEVEL CASTING
Damage increases by:
+1D8
per slot level above 1.
A level 3 Chromatic Orb therefore deals:
5D8
and can potentially leap up to:
THREE TIMES
if the required matching dice continue appearing.
PART NINE — CIRCLE OF DEATH
Level 6 Necromancy — Sorcerer, Warlock, Wizard
Casting Time: Action
Range: 150 feet
Components: V, S, M, crushed black pearl powder worth 500+ GP
Duration: Instantaneous
Choose a point.
A huge:
60-FOOT-RADIUS SPHERE
erupts with negative energy.
Every creature there makes:
CONSTITUTION SAVING THROW
Failure:
8D8 NECROTIC
Success:
HALF DAMAGE
Higher slots:
+2D8
per spell level above 6.
PART TEN — CLAIRVOYANCE
Level 3 Divination — Bard, Cleric, Sorcerer, Wizard
Casting Time: 10 minutes
Range: 1 mile
Components: V, S, M, focus worth 100+ GP
Duration: Concentration, up to 10 minutes
The focus is either:
-
a jeweled horn for hearing, or
-
a glass eye for seeing.
You create:
AN INVISIBLE SENSOR
It must appear either:
-
somewhere familiar to you, or
-
in an obvious location you don't know personally, such as behind a door or around a corner.
The sensor is:
INTANGIBLE
and:
INVULNERABLE
Choose initially:
SEEING
or:
HEARING
You perceive through the sensor as though:
YOU WERE IN ITS SPACE
Bonus Action:
SWITCH BETWEEN SEEING AND HEARING
CAN SOMEONE SEE THE SENSOR?
Normally:
NO
But a creature capable of seeing it, such as through:
SEE INVISIBILITY
or:
TRUESIGHT
sees an orb about the size of:
YOUR FIST
PART ELEVEN — CLONE
Level 8 Necromancy — Wizard
Casting Time: 1 hour
Range: Touch
Components: V, S, M
Duration: Instantaneous
Materials:
-
diamond worth 1,000+ GP, consumed
-
sealable vessel worth 2,000+ GP, large enough for the creature
You touch either:
THE CREATURE
or at least:
1 CUBIC INCH OF ITS FLESH
An inert duplicate grows inside the vessel.
Growth requires:
120 DAYS
You decide whether the finished clone is:
THE SAME AGE
or:
YOUNGER
than the original.
WHEN THE ORIGINAL DIES
If the clone is finished and the original dies, its soul transfers if the soul is:
FREE
and:
WILLING
The clone possesses the original's:
PERSONALITY
MEMORIES
ABILITIES
and physical identity.
But:
NO EQUIPMENT
travels with the soul.
Once the soul has transferred, the original remains can't be revived while the soul exists elsewhere.
PART TWELVE — CLOUDKILL
Level 5 Conjuration — Sorcerer, Wizard
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Create a:
20-FOOT-RADIUS SPHERE
of poisonous fog.
Its area is:
HEAVILY OBSCURED
A strong wind can disperse it:
ENDING THE SPELL
Creatures in the cloud make:
CONSTITUTION SAVING THROW
Failure:
5D8 POISON
Success:
HALF DAMAGE
The save can also be triggered when:
-
the Sphere moves into a creature's space,
-
a creature enters it,
-
a creature ends its turn there.
But:
ONLY ONCE PER TURN PER CREATURE
The Sphere automatically moves:
10 FEET AWAY FROM YOU
at the start of each of your turns.
Higher slots:
+1D8 DAMAGE
per level above 5.
PART THIRTEEN — COLOR SPRAY
Level 1 Illusion — Bard, Sorcerer, Wizard
Casting Time: Action
Range: Self
Components: V, S, M, pinch of colorful sand
Duration: Instantaneous
Each creature in:
A 15-FOOT CONE
makes:
CONSTITUTION SAVING THROW
Failure:
BLINDED
until:
THE END OF YOUR NEXT TURN
There is:
NO DAMAGE
This is a pure short-duration control spell.
PART FOURTEEN — COMMAND
Level 1 Enchantment — Bard, Cleric, Paladin
Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
Choose one creature you can see.
It makes:
WISDOM SAVING THROW
Failure:
IT FOLLOWS YOUR ONE-WORD COMMAND ON ITS NEXT TURN
SRD 5.2.1 gives five specific commands.
APPROACH
The target takes the:
SHORTEST AND MOST DIRECT ROUTE
toward you.
Its turn ends if it gets within:
5 FEET OF YOU
DROP
It drops:
WHATEVER IT IS HOLDING
and then:
ENDS ITS TURN
FLEE
It spends its turn moving:
AWAY FROM YOU
by the fastest available means.
GROVEL
The creature gains:
PRONE
and then ends its turn.
HALT
The creature:
DOESN'T MOVE
and takes:
NO ACTION
and:
NO BONUS ACTION
that turn.
HIGHER-LEVEL CASTING
+1 creature per slot level above:
1
PART FIFTEEN — COMMUNE
Level 5 Divination — Cleric
Casting Time: 1 minute or Ritual
Range: Self
Components: V, S, M, incense
Duration: 1 minute
You contact:
A DEITY
or:
DIVINE PROXY
You may ask up to:
THREE QUESTIONS
that can be answered:
YES
or:
NO
You must ask before the spell ends.
The answers are:
CORRECT
within the limits of the being's knowledge.
Divine beings aren't automatically:
OMNISCIENT
If the answer lies beyond the deity's knowledge:
“UNCLEAR”
may be appropriate.
The GM may use a short phrase if one word would be misleading.
REPEATED CASTINGS
After your first casting before finishing a Long Rest:
CUMULATIVE 25% CHANCE
per additional casting to receive:
NO ANSWER
So:
Second casting:
25%
Third:
50%
Fourth:
75%
PART SIXTEEN — COMMUNE WITH NATURE
Level 5 Divination — Druid, Ranger
Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You gain information about the surrounding natural area.
Outdoors:
3-MILE RADIUS
Natural underground area:
300-FOOT RADIUS
The spell doesn't function where nature has been replaced by extensive construction, such as:
CASTLES
or:
SETTLEMENTS
Choose:
THREE
of the following facts.
-
locations of settlements
-
locations of planar portals
-
location of one CR 10+ Celestial, Elemental, Fey, Fiend, or Undead chosen by the GM
-
most prevalent plant, mineral, or Beast
-
locations of bodies of water
This is:
INFORMATION MAGIC
It doesn't automatically reveal:
EVERYTHING IN THE AREA
PART SEVENTEEN — COMPREHEND LANGUAGES
Level 1 Divination — Bard, Sorcerer, Warlock, Wizard
Casting Time: Action or Ritual
Range: Self
Components: V, S, M, pinch of soot and salt
Duration: 1 hour
You understand the:
LITERAL MEANING
of languages you:
HEAR
or:
SEE SIGNED
You can also read written languages, but must:
TOUCH THE WRITING SURFACE
Reading speed:
ABOUT 1 MINUTE PER PAGE
The spell does not decode:
SECRET MESSAGES
or:
SYMBOLS
whose meaning isn't simply linguistic.
PART EIGHTEEN — COMPULSION
Level 4 Enchantment — Bard
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each creature of your choice you can see within range makes:
WISDOM SAVING THROW
Failure:
CHARMED
For the duration, use a:
BONUS ACTION
to designate a horizontal direction.
Each affected creature must use as much of its movement as possible on its next turn to travel:
IN THAT DIRECTION
using:
THE SAFEST ROUTE
After doing so:
REPEAT THE WISDOM SAVE
Success:
SPELL ENDS ON THAT CREATURE
PART NINETEEN — CONE OF COLD
Level 5 Evocation — Druid, Sorcerer, Wizard
Casting Time: Action
Range: Self
Components: V, S, M, small crystal or glass cone
Duration: Instantaneous
Blast:
60-FOOT CONE
Each creature makes:
CONSTITUTION SAVING THROW
Failure:
8D8 COLD
Success:
HALF DAMAGE
A creature killed by the spell becomes:
A FROZEN STATUE
until it thaws.
Higher slots:
+1D8
per slot above 5.
PART TWENTY — CONFUSION
Level 4 Enchantment — Bard, Druid, Sorcerer, Wizard
Casting Time: Action
Range: 90 feet
Components: V, S, M, three nut shells
Duration: Concentration, up to 1 minute
Create a:
10-FOOT-RADIUS SPHERE
Each creature inside makes:
WISDOM SAVING THROW
Failure means:
NO BONUS ACTIONS
NO REACTIONS
and the creature rolls:
1D10
at the start of each turn.
| d10 | Behavior |
|---|---|
| 1 | No action; uses all movement in random cardinal direction |
| 2–6 | Doesn't move or take actions |
| 7–8 | No movement; Attack action for one melee attack against random creature within reach |
| 9–10 | Acts normally |
On result 1, roll:
1D4
1 = North
2 = East
3 = South
4 = West
At end of each affected creature's turn:
REPEAT WISDOM SAVE
Success:
EFFECT ENDS ON THAT TARGET
HIGHER-LEVEL CASTING
Sphere radius increases:
+5 FEET
per slot above 4.
PART TWENTY-ONE — CONJURE ANIMALS
Level 3 Conjuration — Druid, Ranger
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
This SRD 5.2.1 version doesn't require the GM to generate a collection of separate Beast stat blocks.
Instead, you conjure:
A LARGE PACK OF SPECTRAL, INTANGIBLE ANIMALS
in an unoccupied space.
You decide their appearance, such as:
WOLVES
SERPENTS
or:
BIRDS
BENEFIT NEAR THE PACK
While within:
5 FEET
of the pack, you have:
ADVANTAGE ON STRENGTH SAVING THROWS
MOVING THE PACK
When you move on your turn:
MOVE THE PACK UP TO 30 FEET
to another visible unoccupied space.
DAMAGE AREA
A creature can be forced to make:
DEXTERITY SAVING THROW
when:
-
the pack moves within 10 feet of it,
-
it enters within 10 feet of the pack,
-
it ends its turn within 10 feet.
Failure:
3D10 SLASHING
A creature makes this save:
ONLY ONCE PER TURN
Higher slots:
+1D10
per level above 3.
PART TWENTY-TWO — CONJURE CELESTIAL
Level 7 Conjuration — Cleric
Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure a spirit of the Upper Planes appearing as:
A PILLAR OF LIGHT
The Cylinder is:
10-FOOT RADIUS
40 FEET HIGH
For each creature you can see in it, choose:
HEALING LIGHT
or:
SEARING LIGHT
HEALING LIGHT
Target regains:
4D12 + SPELLCASTING ABILITY MODIFIER HP
SEARING LIGHT
Target makes:
DEXTERITY SAVE
Failure:
6D12 RADIANT
Success:
HALF DAMAGE
MOVING THE CELESTIAL EFFECT
When you move on your turn:
MOVE THE CYLINDER UP TO 30 FEET
The effect can trigger when:
-
Cylinder enters a creature's space
-
creature enters Cylinder
-
creature ends its turn there
But a creature can be affected:
ONLY ONCE PER TURN
Higher-level spell slot:
+1D12
to both healing and damage per level above 7.
PART TWENTY-THREE — CONJURE ELEMENTAL
Level 5 Conjuration — Druid, Wizard
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Create:
A LARGE INTANGIBLE ELEMENTAL SPIRIT
Choose:
| Element | Damage |
|---|---|
| Air | Lightning |
| Earth | Thunder |
| Fire | Fire |
| Water | Cold |
When a creature enters its space or starts its turn within:
5 FEET
you can force a:
DEXTERITY SAVING THROW
provided the spirit isn't already restraining another creature.
Failure:
8D8 ELEMENTAL DAMAGE
and:
RESTRAINED
At the start of the Restrained target's turns:
REPEAT SAVE
Failure:
4D8 DAMAGE
Success:
RESTRAINED ENDS
The spirit therefore restrains at most:
ONE CREATURE AT A TIME
under this mechanism.
Higher slots:
+1D8
per level above 5.
PART TWENTY-FOUR — CONJURE FEY
Level 6 Conjuration — Druid
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Conjure:
A MEDIUM FEY SPIRIT
When it appears:
MAKE A MELEE SPELL ATTACK
against a creature within:
5 FEET OF THE SPIRIT
Hit:
3D12 + SPELLCASTING ABILITY MODIFIER
Psychic damage.
The target also becomes:
FRIGHTENED
until:
START OF YOUR NEXT TURN
Both you and the spirit are considered sources of that fear.
LATER TURNS
Bonus Action:
TELEPORT THE SPIRIT UP TO 30 FEET
then:
MAKE THE ATTACK AGAIN
Higher slots:
+1D12
per slot level above 6.
PART TWENTY-FIVE — CONJURE MINOR ELEMENTALS
Level 4 Conjuration — Druid, Wizard
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Elemental spirits surround you in:
A 15-FOOT EMANATION
Whenever:
YOU HIT A CREATURE IN THE EMANATION WITH AN ATTACK
the attack deals:
+2D8 DAMAGE
Choose for each attack:
ACID
COLD
FIRE
or:
LIGHTNING
The ground in the Emanation is:
DIFFICULT TERRAIN FOR YOUR ENEMIES
Higher slots:
+1D8
per level above 4.
PART TWENTY-SIX — CONJURE WOODLAND BEINGS
Level 4 Conjuration — Druid, Ranger
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Nature spirits surround you in:
A 10-FOOT EMANATION
You can force a creature you see to make:
WISDOM SAVING THROW
when:
-
the Emanation enters its space,
-
it enters the Emanation,
-
it ends its turn there.
Failure:
5D8 FORCE
Success:
HALF DAMAGE
A creature saves:
ONLY ONCE PER TURN
You also gain:
DISENGAGE AS A BONUS ACTION
for the spell's duration.
Higher slots:
+1D8 DAMAGE
per level above 4.
PART TWENTY-SEVEN — CONTACT OTHER PLANE
Level 5 Divination — Warlock, Wizard
Casting Time: 1 minute or Ritual
Range: Self
Components: V
Duration: 1 minute
You contact an otherworldly intelligence.
But first:
YOU MUST SURVIVE THE CONTACT
Make:
DC 15 INTELLIGENCE SAVING THROW
Success:
Ask up to:
FIVE QUESTIONS
before the spell ends.
The GM normally answers using words such as:
YES
NO
MAYBE
NEVER
IRRELEVANT
UNCLEAR
A short phrase may replace a one-word answer if necessary.
FAILED SAVE
Take:
6D6 PSYCHIC DAMAGE
and become:
INCAPACITATED
until:
YOU FINISH A LONG REST
Greater Restoration can:
END THIS EFFECT
Casting it as a Ritual doesn't remove:
THE INTELLIGENCE SAVE
PART TWENTY-EIGHT — CONTAGION
Level 5 Necromancy — Cleric, Druid
Casting Time: Action
Range: Touch
Components: V, S
Duration: 7 days
Target makes:
CONSTITUTION SAVING THROW
Failure:
11D8 NECROTIC DAMAGE
and:
POISONED
Choose one Ability.
While the target remains Poisoned by the spell, it has:
DISADVANTAGE ON SAVING THROWS
using that Ability.
THREE SUCCESSES OR THREE FAILURES
At the end of each of its turns, the target repeats:
CONSTITUTION SAVE
until it accumulates either:
THREE SUCCESSES
or:
THREE FAILURES
Three successes:
SPELL ENDS
Three failures:
SPELL LASTS FOR 7 DAYS
The successes and failures are about this spell's progression; they aren't Death Saving Throws.
TRYING TO REMOVE POISONED
If an effect would end the Poisoned condition, the target must make another:
CONSTITUTION SAVING THROW
If it fails:
POISONED DOESN'T END
PART TWENTY-NINE — CONTINGENCY
Level 6 Abjuration — Wizard
Casting Time: 10 minutes
Range: Self
Components: V, S, M
Duration: 10 days
Required material:
GEM-ENCRUSTED STATUETTE OF YOURSELF WORTH 1,500+ GP
Choose another spell that:
-
is level 5 or lower
-
you can cast
-
has a casting time of an Action
-
can target you
You cast that spell as part of Contingency.
You expend:
BOTH SPELL SLOTS NOW
But the second spell doesn't activate yet.
Instead you define:
A TRIGGER
WHEN THE TRIGGER OCCURS
The contingent spell activates:
IMMEDIATELY AFTER THE FIRST OCCURRENCE
Whether you want it to or not.
Then:
CONTINGENCY ENDS
IMPORTANT RESTRICTIONS
The contingent spell affects:
ONLY YOU
even if it could normally target others.
You can have:
ONLY ONE CONTINGENCY
at a time.
Casting another ends the previous one.
And if the statuette is no longer:
ON YOUR PERSON
Contingency ends.
PART THIRTY — CONTINUAL FLAME
Level 2 Evocation — Cleric, Druid, Wizard
Casting Time: Action
Range: Touch
Components: V, S, M, ruby dust worth 50+ GP, consumed
Duration: Until dispelled
A magical flame appears on an object.
It produces:
BRIGHT LIGHT — 20 FEET
and:
DIM LIGHT — ADDITIONAL 20 FEET
It creates:
NO HEAT
and consumes:
NO FUEL
It can be:
COVERED
or:
HIDDEN
but not extinguished by ordinary:
SMOTHERING
or:
QUENCHING
PART THIRTY-ONE — CONTROL WATER
Level 4 Transmutation — Cleric, Druid, Wizard
Casting Time: Action
Range: 300 feet
Components: V, S, M, water and dust
Duration: Concentration, up to 10 minutes
Choose a water-filled area fitting inside a Cube up to:
100 FEET ON A SIDE
Choose one effect.
On later turns, a:
MAGIC ACTION
can repeat the same effect or change to another.
OPTION 1 — FLOOD
Raise standing water by up to:
20 FEET
In a large body of water, instead create:
A 20-FOOT-TALL WAVE
moving across the controlled area.
Huge or smaller vehicles in its path:
ARE CARRIED WITH THE WAVE
A Huge or smaller vehicle struck has:
25% CHANCE TO CAPSIZE
The wave repeats at the start of your next turn while that effect remains active.
OPTION 2 — PART WATER
Create:
A TRENCH
through the controlled water.
Water forms walls on either side.
When the effect ends or you choose another:
WATER REFILLS OVER THE NEXT ROUND
OPTION 3 — REDIRECT FLOW
Make flowing water move in a direction you choose.
It can even flow:
OVER OBSTACLES
UP WALLS
or along other unnatural paths.
Once it leaves the spell's area:
NORMAL TERRAIN DETERMINES ITS FLOW AGAIN
OPTION 4 — WHIRLPOOL
Requires water at least:
50 FEET SQUARE
and:
25 FEET DEEP
Whirlpool dimensions:
-
5 feet wide at base
-
up to 50 feet wide at top
-
25 feet tall
Creatures in the water within:
25 FEET
are pulled:
10 FEET TOWARD IT
When a creature enters the whirlpool for the first time on a turn or ends its turn there:
STRENGTH SAVING THROW
Failure:
2D8 BLUDGEONING
Success:
HALF DAMAGE
To swim away:
ACTION
plus:
STRENGTH (ATHLETICS)
against your:
SPELL SAVE DC
PART THIRTY-TWO — CONTROL WEATHER
Level 8 Transmutation — Cleric, Druid, Wizard
Casting Time: 10 minutes
Range: Self
Components: V, S, M, burning incense
Duration: Concentration, up to 8 hours
You control weather within:
5 MILES
You must cast the spell:
OUTDOORS
If you go indoors:
THE SPELL ENDS EARLY
CHANGING CONDITIONS
The GM determines current weather.
You can alter:
PRECIPITATION
TEMPERATURE
and:
WIND
A change takes:
1D4 × 10 MINUTES
to take effect.
Once it finishes:
YOU CAN CHANGE CONDITIONS AGAIN
Each change moves the current condition:
ONE STAGE UP OR DOWN
PRECIPITATION
| Stage | Condition |
|---|---|
| 1 | Clear |
| 2 | Light clouds |
| 3 | Overcast or ground fog |
| 4 | Rain, hail, or snow |
| 5 | Torrential rain, driving hail, or blizzard |
TEMPERATURE
| Stage | Condition |
|---|---|
| 1 | Heat wave |
| 2 | Hot |
| 3 | Warm |
| 4 | Cool |
| 5 | Cold |
| 6 | Freezing |
WIND
| Stage | Condition |
|---|---|
| 1 | Calm |
| 2 | Moderate wind |
| 3 | Strong wind |
| 4 | Gale |
| 5 | Storm |
You can also alter:
WIND DIRECTION
When the spell ends:
WEATHER GRADUALLY RETURNS TO NORMAL
PART THIRTY-THREE — COUNTERSPELL
Level 3 Abjuration — Sorcerer, Warlock, Wizard
This is an especially important spell to learn from the exact SRD 5.2.1 text.
Casting Time: Reaction, when you see a creature within 60 feet casting a spell with Verbal, Somatic, or Material components
Range: 60 feet
Components: S
Duration: Instantaneous
When you Counterspell:
THE OTHER CASTER MAKES A CONSTITUTION SAVING THROW
There is no spell-level comparison in the basic resolution of this SRD 5.2.1 version.
Failure:
THE SPELL DISSIPATES
It has:
NO EFFECT
The Action, Bonus Action, or Reaction used to cast it is:
WASTED
But if the interrupted spell used a Spell Slot:
THE SLOT IS NOT EXPENDED
IMPORTANT
Counterspell's trigger requires you to:
SEE THE CREATURE
and observe it casting a spell possessing at least one:
VERBAL
SOMATIC
or:
MATERIAL
component.
Always read the actual Reaction trigger.
PART THIRTY-FOUR — CREATE FOOD AND WATER
Level 3 Conjuration — Cleric, Paladin
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Create:
45 POUNDS OF FOOD
and:
30 GALLONS OF FRESH WATER
The food is:
BLAND
but:
NOURISHING
and looks like food of your choice.
It spoils after:
24 HOURS
if uneaten.
The water is:
CLEAN
PART THIRTY-FIVE — CREATE OR DESTROY WATER
Level 1 Transmutation — Cleric, Druid
Casting Time: Action
Range: 30 feet
Components: V, S, M, water and sand
Duration: Instantaneous
Choose:
CREATE
or:
DESTROY
CREATE WATER
Create up to:
10 GALLONS
in an open container.
Or create rain filling:
A 30-FOOT CUBE
The rain:
EXTINGUISHES EXPOSED FLAMES
DESTROY WATER
Destroy up to:
10 GALLONS
from an open container.
Or destroy fog inside:
A 30-FOOT CUBE
HIGHER-LEVEL CASTING
Per slot above 1:
+10 GALLONS
or:
+5 FEET TO THE CUBE
PART THIRTY-SIX — CREATE UNDEAD
Level 6 Necromancy — Cleric, Warlock, Wizard
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M, one 150+ GP black onyx stone per corpse
Duration: Instantaneous
Critical restriction:
CAST ONLY AT NIGHT
Choose up to:
THREE CORPSES
Each must have been a:
MEDIUM OR SMALL HUMANOID
Each becomes:
A GHOUL
under your control.
COMMANDING THEM
Bonus Action:
Command any undead you created with this spell within:
120 FEET
If commanding several:
SAME COMMAND
You decide its:
ACTION
and:
MOVEMENT
for its next turn.
Or give a standing command such as:
GUARD THIS LOCATION
NO COMMAND
It takes:
DODGE
and moves only to:
AVOID HARM
CONTROL DURATION
Control lasts:
24 HOURS
To maintain control:
CAST CREATE UNDEAD AGAIN BEFORE THE 24 HOURS END
That casting can reassert control over up to:
THREE EXISTING CREATURES
instead of creating new ones.
HIGHER-LEVEL OPTIONS
| Slot | Maximum |
|---|---|
| 6 | 3 Ghouls |
| 7 | 4 Ghouls |
| 8 | 5 Ghouls or 2 Ghasts/Wights |
| 9 | 6 Ghouls or 3 Ghasts/Wights or 2 Mummies |
PART THIRTY-SEVEN — CREATION
Level 5 Illusion — Sorcerer, Wizard
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M, paintbrush
Duration: Special
You create an object from shadow material.
It can consist of:
VEGETABLE MATTER
such as:
-
cloth
-
rope
-
wood
or:
MINERAL MATTER
such as:
-
stone
-
crystal
-
metal
The object must be no larger than:
A 5-FOOT CUBE
and you must previously have seen:
THE FORM
and:
THE MATERIAL
MATERIAL DURATION
| Material | Duration |
|---|---|
| Vegetable matter | 24 hours |
| Stone or crystal | 12 hours |
| Precious metals | 1 hour |
| Gems | 10 minutes |
| Adamantine or mithral | 1 minute |
If several materials are combined:
USE THE SHORTEST DURATION
IMPORTANT ANTI-EXPLOIT RULE
If you use an object made by Creation as:
THE MATERIAL COMPONENT OF ANOTHER SPELL
that other spell:
FAILS
So you can't create an expensive fake diamond and use it to satisfy another spell's component.
HIGHER-LEVEL CASTING
Cube dimensions increase by:
5 FEET
for each slot level above 5.
PART THIRTY-EIGHT — CURE WOUNDS
Level 1 Abjuration — Bard, Cleric, Druid, Paladin, Ranger
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
Touch a creature.
Healing:
2D8 + SPELLCASTING ABILITY MODIFIER
EXAMPLE
Cleric Wisdom:
18
Modifier:
+4
Roll:
2d8 = 11
Healing:
11 + 4 =
15 HP
HIGHER-LEVEL CASTING
Healing increases by:
+2D8
per slot level above 1.
So:
| Slot | Healing |
|---|---|
| 1 | 2d8 + modifier |
| 2 | 4d8 + modifier |
| 3 | 6d8 + modifier |
| 4 | 8d8 + modifier |
| 5 | 10d8 + modifier |
This is a major reason to:
READ SRD 5.2.1 SPELL VALUES DIRECTLY
rather than relying on remembered wording from another version.
PART THIRTY-NINE — DANCING LIGHTS
Illusion Cantrip — Bard, Sorcerer, Wizard
Casting Time: Action
Range: 120 feet
Components: V, S, M, bit of phosphorus
Duration: Concentration, up to 1 minute
Create up to:
FOUR TORCH-SIZED LIGHTS
They may resemble:
TORCHES
LANTERNS
or:
GLOWING ORBS
Alternatively combine all four into:
ONE MEDIUM, VAGUELY HUMANOID GLOWING FORM
Each light sheds:
DIM LIGHT IN A 10-FOOT RADIUS
MOVEMENT
Bonus Action:
MOVE THE LIGHTS UP TO 60 FEET
A light must stay within:
20 FEET OF ANOTHER LIGHT FROM THE SPELL
And if a light goes beyond:
THE SPELL'S RANGE
it vanishes.
PART FORTY — DARKNESS
Level 2 Evocation — Sorcerer, Warlock, Wizard
Casting Time: Action
Range: 60 feet
Components: V, M, bat fur and coal
Duration: Concentration, up to 10 minutes
Magical Darkness fills:
A 15-FOOT-RADIUS SPHERE
Darkvision:
CAN'T SEE THROUGH IT
Nonmagical light:
CAN'T ILLUMINATE IT
CASTING ON AN OBJECT
You can instead target:
AN OBJECT NOT BEING WORN OR CARRIED
Darkness becomes:
A 15-FOOT EMANATION
from the object.
Cover that object with something opaque:
DARKNESS IS BLOCKED
This allows the effect to be:
REVEALED
or:
CONCEALED
through physical interaction with its source.
MAGICAL LIGHT INTERACTION
If Darkness overlaps Bright or Dim Light created by a spell of:
LEVEL 2 OR LOWER
that light-producing spell:
IS DISPELLED
PART FORTY-ONE — DARKVISION
Level 2 Transmutation — Druid, Ranger, Sorcerer, Wizard
Casting Time: Action
Range: Touch
Components: V, S, M, dried carrot
Duration: 8 hours
A willing creature gains:
DARKVISION 150 FEET
for:
8 HOURS
No Concentration.
PART FORTY-TWO — DAYLIGHT
Level 3 Evocation — Cleric, Druid, Paladin, Ranger, Sorcerer
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 hour
Sunlight fills:
A 60-FOOT-RADIUS SPHERE
The first 60 feet are:
BRIGHT LIGHT
and it sheds:
AN ADDITIONAL 60 FEET OF DIM LIGHT
Notice the SRD 5.2.1 wording:
SUNLIGHT
That can matter when another rule specifically interacts with:
SUNLIGHT
OBJECT VERSION
Cast on an unworn, uncarried object.
It creates:
A 60-FOOT EMANATION
Cover the object opaquely:
BLOCK THE SUNLIGHT
DARKNESS INTERACTION
If Daylight overlaps Darkness created by a spell of:
LEVEL 3 OR LOWER
the Darkness spell:
IS DISPELLED
PART FORTY-THREE — DEATH WARD
Level 4 Abjuration — Cleric, Paladin
Casting Time: Action
Range: Touch
Components: V, S
Duration: 8 hours
The first time the target would:
DROP TO 0 HP
it instead drops to:
1 HP
and:
DEATH WARD ENDS
INSTANT-DEATH EFFECT
If Death Ward is still active and the target suffers an effect that would:
KILL IT INSTANTLY WITHOUT DEALING DAMAGE
that killing effect is:
NEGATED
and Death Ward ends.
Death Ward therefore has:
TWO DIFFERENT POSSIBLE TRIGGERS
but either one consumes the spell.
PART FORTY-FOUR — DELAYED BLAST FIREBALL
Level 7 Evocation — Sorcerer, Wizard
Casting Time: Action
Range: 150 feet
Components: V, S, M, bat guano and sulfur
Duration: Concentration, up to 1 minute
Create:
A GLOWING BEAD
at a point within range.
When the spell ends:
THE BEAD EXPLODES
Sphere:
20-FOOT RADIUS
Each creature makes:
DEXTERITY SAVING THROW
Failure:
FULL FIRE DAMAGE
Success:
HALF
Base damage:
12D6
BUILDING THE EXPLOSION
Whenever:
YOUR TURN ENDS
and the spell hasn't ended:
+1D6 DAMAGE
accumulates.
This means maintaining Concentration allows the spell to:
GROW MORE POWERFUL
TOUCHING THE BEAD
If someone touches it before the spell ends:
DEXTERITY SAVING THROW
Failure:
IMMEDIATE EXPLOSION
Success:
The creature may throw the bead up to:
40 FEET
If the bead enters another creature's space or strikes a solid object:
IT EXPLODES
FLAMMABLE OBJECTS
Unworn and uncarried flammable objects in the explosion:
START BURNING
HIGHER-LEVEL CASTING
Base damage:
+1D6
per slot level above 7.
PART FORTY-FIVE — DEMIPLANE
Level 8 Conjuration — Sorcerer, Warlock, Wizard
Casting Time: Action
Range: 60 feet
Components: S
Duration: 1 hour
Create:
A SHADOWY MEDIUM DOOR
on a:
FLAT SOLID SURFACE
The door opens into:
A PRIVATE DEMIPLANE
consisting of an empty room:
30 FEET × 30 FEET × 30 FEET
Choose whether it is made from:
WOOD
or:
STONE
WHEN THE SPELL ENDS
The door:
DISAPPEARS
Objects inside:
REMAIN THERE
Creatures may remain too.
But when the door disappears, a creature can choose to be:
SHUNTED OUT
It appears in the closest unoccupied space to the former door:
PRONE
FUTURE CASTINGS
Each casting can:
CREATE A NEW DEMIPLANE
or:
RECONNECT TO ONE YOU PREVIOUSLY CREATED
If you know the nature and contents of a demiplane made by another creature with this spell:
YOU CAN CONNECT TO THAT ONE INSTEAD
This creates extraordinary possibilities for:
STORAGE
SECRET LOCATIONS
TRAVEL BETWEEN ACCESS POINTS
but only according to what the spell itself establishes.
PART FORTY-SIX — DETECT EVIL AND GOOD
Level 1 Divination — Cleric, Paladin
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Sense the location of:
ABERRATIONS
CELESTIALS
ELEMENTALS
FEY
FIENDS
UNDEAD
within:
30 FEET
You also detect whether:
HALLOW
is active nearby and where.
BLOCKING MATERIALS
The spell is blocked by:
1 FOOT OF STONE, DIRT, OR WOOD
1 INCH OF METAL
or:
A THIN SHEET OF LEAD
IMPORTANT
Despite its name, the spell does not say:
“DETECT EVERY EVIL-ALIGNED CREATURE”
It detects:
THE SPECIFIED CREATURE TYPES
and Hallow.
PART FORTY-SEVEN — DETECT MAGIC
Level 1 Divination — All Eight Spellcasting Classes
Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Sense:
MAGICAL EFFECTS
within:
30 FEET
If you detect magic, take:
A MAGIC ACTION
to see a faint aura around a visible creature or object bearing it.
If the effect was created by a spell:
LEARN THE SPELL'S SCHOOL OF MAGIC
Same blockers:
-
1 foot stone/dirt/wood
-
1 inch metal
-
thin sheet lead
PART FORTY-EIGHT — DETECT POISON AND DISEASE
Level 1 Divination — Cleric, Druid, Paladin, Ranger
Casting Time: Action or Ritual
Range: Self
Components: V, S, M, yew leaf
Duration: Concentration, up to 10 minutes
Within:
30 FEET
you sense the location of:
POISONS
POISONOUS OR VENOMOUS CREATURES
and:
MAGICAL CONTAGIONS
You also sense:
WHAT KIND
each is.
The same physical blockers apply as the other Detect spells above.
PART FORTY-NINE — DETECT THOUGHTS
Level 2 Divination — Bard, Sorcerer, Wizard
Casting Time: Action
Range: Self
Components: V, S, M, 1 Copper Piece
Duration: Concentration, up to 1 minute
You choose one of two effects.
On later turns:
MAGIC ACTION
can activate either option again.
OPTION 1 — SENSE THOUGHTS
You detect the presence of thoughts within:
30 FEET
belonging to creatures that:
KNOW LANGUAGES
or:
ARE TELEPATHIC
This tells you:
SOMEONE THINKING IS THERE
It doesn't automatically reveal:
WHAT THEY ARE THINKING
Same blocking materials apply.
OPTION 2 — READ THOUGHTS
Target:
-
one creature you can see within 30 feet, or
-
one creature you located using Sense Thoughts.
You learn:
WHAT IS MOST ON ITS MIND RIGHT NOW
If it neither knows a language nor possesses telepathy:
YOU LEARN NOTHING
PROBING DEEPER
On your next turn:
MAGIC ACTION
Target makes:
WISDOM SAVING THROW
Failure:
You learn things such as:
REASONING
EMOTIONS
and something especially important in its mind, such as:
A WORRY
A LOVE
or:
A HATRED
Success:
THE SPELL ENDS
Either way:
THE TARGET KNOWS YOU PROBED IT
FIGHTING BACK
Until you stop focusing on that target, it can use:
AN ACTION
to make:
INTELLIGENCE (ARCANA)
against:
YOUR SPELL SAVE DC
Success:
DETECT THOUGHTS ENDS
PART FIFTY — DIMENSION DOOR
Level 4 Conjuration — Bard, Sorcerer, Warlock, Wizard
Casting Time: Action
Range: 500 feet
Components: V
Duration: Instantaneous
Teleport up to:
500 FEET
You don't necessarily need to see the destination.
You can specify:
A PLACE YOU CAN SEE
A PLACE YOU CAN VISUALIZE
or:
DISTANCE AND DIRECTION
Example:
300 FEET NORTHWEST AND UPWARD
TAKING AN ALLY
One willing creature can travel with you.
It must begin within:
5 FEET OF YOU
and arrives within:
5 FEET OF YOUR DESTINATION
BAD DESTINATION
If you or the passenger would arrive in a space:
-
occupied by a creature, or
-
completely filled by objects,
then each traveler takes:
4D6 FORCE DAMAGE
and:
TELEPORTATION FAILS
PART FIFTY-ONE — DISGUISE SELF
Level 1 Illusion — Bard, Sorcerer, Wizard
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 hour
Change the apparent appearance of:
YOUR BODY
CLOTHING
ARMOR
WEAPONS
and:
OTHER BELONGINGS ON YOU
You may appear up to:
1 FOOT SHORTER OR TALLER
and heavier or lighter.
But you must maintain:
THE SAME BASIC ARRANGEMENT OF LIMBS
IT IS AN ILLUSION
Physical inspection exposes problems.
An illusory hat:
HAS NO PHYSICAL SUBSTANCE
A hand can pass through it.
STUDYING THE DISGUISE
To recognize the illusion, a creature uses:
STUDY ACTION
and makes:
INTELLIGENCE (INVESTIGATION)
against:
YOUR SPELL SAVE DC
This isn't automatically a passive check.
PART FIFTY-TWO — DISINTEGRATE
Level 6 Transmutation — Sorcerer, Wizard
Casting Time: Action
Range: 60 feet
Components: V, S, M, lodestone and dust
Duration: Instantaneous
Possible target:
CREATURE
NONMAGICAL OBJECT
or:
CREATION OF MAGICAL FORCE
such as a Wall of Force.
A creature makes:
DEXTERITY SAVING THROW
Failure:
10D6 + 40 FORCE DAMAGE
Notice:
THE SPELL DOESN'T SAY HALF DAMAGE ON A SUCCESS
So don't invent half damage.
DISINTEGRATION AT 0 HP
If the spell's damage reduces a creature to:
0 HP
the creature and all nonmagical equipment it wears and carries become:
GRAY DUST
It can be revived only by:
TRUE RESURRECTION
or:
WISH
OBJECTS
Large or smaller qualifying object/force creation:
AUTOMATICALLY DISINTEGRATED
Huge or larger:
ONE 10-FOOT-CUBE PORTION
is disintegrated.
HIGHER-LEVEL CASTING
+3D6
per slot level above 6.
PART FIFTY-THREE — DISPEL EVIL AND GOOD
Level 5 Abjuration — Cleric, Paladin
Casting Time: Action
Range: Self
Components: V, S, M, powdered silver and iron
Duration: Concentration, up to 1 minute
These creatures have Disadvantage on attack rolls against you:
CELESTIALS
ELEMENTALS
FEY
FIENDS
UNDEAD
You can end the spell early by using one of two:
MAGIC ACTIONS
BREAK ENCHANTMENT
Touch a creature possessed by or Charmed/Frightened by one or more of those creature types.
Remove that:
POSSESSION
CHARMED
or:
FRIGHTENED
effect originating from those creatures.
DISMISSAL
Choose one qualifying creature within:
5 FEET
It makes:
CHARISMA SAVING THROW
Failure:
If it isn't already on its home plane:
SEND IT HOME
Special destinations:
UNDEAD → SHADOWFELL
FEY → FEYWILD
when they aren't already on their home plane.
PART FIFTY-FOUR — DISPEL MAGIC
Level 3 Abjuration — All Eight Spellcasting Classes
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Choose:
ONE CREATURE
ONE OBJECT
or:
ONE MAGICAL EFFECT
For every ongoing spell of:
LEVEL 3 OR LOWER
on the target:
IT ENDS
For each ongoing spell of:
LEVEL 4+
make:
SPELLCASTING ABILITY CHECK
DC:
10 + SPELL LEVEL
Success:
THAT SPELL ENDS
EXAMPLE
You attempt to dispel a:
LEVEL 6 SPELL
DC:
10 + 6 =
16
Wizard Intelligence modifier:
+5
Roll:
d20 = 12
12 + 5 =
17
Success.
Spell ends.
HIGHER-LEVEL DISPEL MAGIC
If the target spell's level is equal to or below the slot you use:
AUTOMATICALLY ENDS
Example:
Level 5 Dispel Magic automatically ends:
LEVEL 1–5 SPELLS
on the target.
IMPORTANT
Dispel Magic says:
ONGOING SPELL
It isn't a universal rule saying:
“DELETE ANYTHING MAGICAL”
PART FIFTY-FIVE — DISSONANT WHISPERS
Level 1 Enchantment — Bard
Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
Target makes:
WISDOM SAVING THROW
Failure:
3D6 PSYCHIC DAMAGE
and it must immediately use its:
REACTION
if available, to move as far away from you as possible by:
THE SAFEST ROUTE
Success:
HALF DAMAGE
and no forced movement.
Higher slots:
+1D6
per level above 1.
PART FIFTY-SIX — DIVINATION
Level 4 Divination — Cleric, Druid, Wizard
Casting Time: Action or Ritual
Range: Self
Components: V, S, M, incense worth 25+ GP, consumed
Duration: Instantaneous
Ask a divine power about:
ONE SPECIFIC GOAL
EVENT
or:
ACTIVITY
that will occur within:
7 DAYS
The GM gives:
A TRUTHFUL RESPONSE
possibly a:
SHORT PHRASE
or:
CRYPTIC RHYME
LIMIT
It doesn't account for future circumstances that might alter the result.
Like Augury and Commune, repeated casting before a Long Rest creates a cumulative:
25% CHANCE PER CAST AFTER THE FIRST
of receiving:
NO ANSWER
PART FIFTY-SEVEN — DIVINE FAVOR
Level 1 Transmutation — Paladin
Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: 1 minute
For the duration:
YOUR WEAPON ATTACKS
deal:
+1D4 RADIANT DAMAGE
on a hit.
And note carefully:
DIVINE FAVOR DOES NOT REQUIRE CONCENTRATION
in SRD 5.2.1.
EXAMPLE
Longsword hit:
1D8 + 4 SLASHING
Divine Favor adds:
+1D4 RADIANT
If the Paladin makes several qualifying weapon attacks during the minute:
EACH HIT CAN RECEIVE THE EXTRA DAMAGE
The spell does not state a once-per-turn limit.
PART FIFTY-EIGHT — DIVINE SMITE
Level 1 Evocation — Paladin
Casting Time: Bonus Action, immediately after hitting with a Melee weapon or Unarmed Strike
Range: Self
Components: V
Duration: Instantaneous
This spell has a very specific trigger:
FIRST YOU HIT
Then immediately afterward:
CAST DIVINE SMITE
The target takes:
+2D8 RADIANT DAMAGE
FIEND OR UNDEAD
If the target is:
A FIEND
or:
AN UNDEAD
damage increases by another:
+1D8
So a level 1 Divine Smite against such a creature deals:
3D8 RADIANT
in addition to the original attack's damage.
HIGHER-LEVEL CASTING
+1D8
per slot level above 1.
Example, level 3 slot against an ordinary creature:
4D8 RADIANT
Against a Fiend or Undead:
5D8 RADIANT
PART FIFTY-NINE — DIVINE WORD
Level 7 Evocation — Cleric
Casting Time: Bonus Action
Range: 30 feet
Components: V
Duration: Instantaneous
Choose creatures in range.
Each makes:
CHARISMA SAVING THROW
On failure, creatures at:
50 HP OR FEWER
suffer an effect based on their:
CURRENT HIT POINTS
| Current HP | Failed Save |
|---|---|
| 0–20 | Dies |
| 21–30 | Blinded, Deafened, Stunned for 1 hour |
| 31–40 | Blinded and Deafened for 10 minutes |
| 41–50 | Deafened for 1 minute |
PLANAR CREATURES
Regardless of HP, if a:
CELESTIAL
ELEMENTAL
FEY
or:
FIEND
fails the save while away from its plane of origin:
IT IS FORCED BACK
and can't return to the current plane for:
24 HOURS
except by:
WISH
So a Fiend with:
200 HP
could avoid the HP-threshold conditions but still be:
BANISHED
on a failed save.
PART SIXTY — DOMINATE BEAST
Level 4 Enchantment — Druid, Ranger, Sorcerer
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Target must be:
A BEAST
Wisdom save.
If you or your allies are fighting it:
ADVANTAGE
Failure:
CHARMED
for the duration.
Whenever it takes damage:
REPEAT WISDOM SAVE
Success:
SPELL ENDS ON IT
TELEPATHIC COMMAND
While on the same plane, you have:
A TELEPATHIC LINK
On your turn:
NO ACTION REQUIRED
to issue commands.
Examples:
ATTACK THAT CREATURE
MOVE THERE
FETCH THAT OBJECT
The target attempts to obey.
If it completes its order and receives no new one:
IT ACTS TO PROTECT ITSELF
COMMANDING ITS REACTION
You can command it to take a Reaction.
But doing so costs:
YOUR OWN REACTION
HIGHER-LEVEL DURATION
| Slot | Maximum Concentration |
|---|---|
| 4 | 1 minute |
| 5 | 10 minutes |
| 6 | 1 hour |
| 7+ | 8 hours |
PART SIXTY-ONE — DOMINATE MONSTER
Level 8 Enchantment — Bard, Sorcerer, Warlock, Wizard
This is the broad version.
Target:
ONE CREATURE
rather than one specific creature type.
Wisdom save.
Advantage if you or your allies are fighting it.
Failure:
CHARMED
Whenever damaged:
REPEAT SAVE
Same telepathic command system.
Same rule for commanding the target's Reaction:
SPEND YOUR REACTION TOO
Base duration:
CONCENTRATION, UP TO 1 HOUR
Level 9 slot:
UP TO 8 HOURS
PART SIXTY-TWO — DOMINATE PERSON
Level 5 Enchantment — Bard, Sorcerer, Wizard
Target must be:
HUMANOID
Otherwise the basic domination system is the same:
-
Wisdom save
-
Advantage if fighting
-
Charmed on failure
-
damage grants another save
-
same-plane telepathic link
-
commands require no action
-
commanding target's Reaction costs your Reaction
Higher-slot duration:
| Slot | Duration |
|---|---|
| 5 | Concentration, up to 1 minute |
| 6 | Up to 10 minutes |
| 7 | Up to 1 hour |
| 8+ | Up to 8 hours |
PART SIXTY-THREE — DRAGON'S BREATH
Level 2 Transmutation — Sorcerer, Wizard
Casting Time: Bonus Action
Range: Touch
Components: V, S, M, hot pepper
Duration: Concentration, up to 1 minute
Touch:
ONE WILLING CREATURE
Choose:
ACID
COLD
FIRE
LIGHTNING
or:
POISON
Until the spell ends, that creature can use:
A MAGIC ACTION
to breathe:
A 15-FOOT CONE
Every creature in the Cone makes:
DEXTERITY SAVE
Failure:
3D6
chosen damage type.
Success:
HALF DAMAGE
Higher slot:
+1D6
per level above 2.
IMPORTANT
The caster isn't necessarily the creature spending later Magic Actions.
You can cast Dragon's Breath on:
ANOTHER WILLING CREATURE
and that creature gains the breath ability.
PART SIXTY-FOUR — DREAM
Level 5 Illusion — Bard, Warlock, Wizard
Casting Time: 1 minute
Range: Special
Components: V, S, M, handful of sand
Duration: 8 hours
Choose a creature:
YOU KNOW
on:
THE SAME PLANE OF EXISTENCE
Either you or another willing creature you touch becomes:
THE DREAM MESSENGER
THE MESSENGER
While in the trance:
INCAPACITATED
and:
SPEED 0
IF THE TARGET IS ASLEEP
The messenger appears in the dream.
They can:
CONVERSE
and the messenger can shape dream imagery such as:
LANDSCAPES
OBJECTS
OTHER IMAGES
The target remembers:
THE DREAM PERFECTLY
after waking.
IF THE TARGET IS AWAKE
The messenger knows.
It can:
-
end the spell, or
-
remain in the trance waiting for the target to fall asleep.
NIGHTMARE VERSION
You can make the messenger terrifying.
You may deliver a message of no more than:
TEN WORDS
Then target makes:
WISDOM SAVING THROW
Failure:
NO BENEFIT FROM ITS REST
and when it wakes:
3D6 PSYCHIC DAMAGE
PART SIXTY-FIVE — DRUIDCRAFT
Transmutation Cantrip — Druid
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Druidcraft contains:
FOUR EFFECTS
WEATHER SENSOR
Create a Tiny harmless magical effect predicting weather at your location for:
THE NEXT 24 HOURS
The sensor itself lasts:
1 ROUND
It might appear as:
-
a golden orb for clear weather
-
a cloud for rain
-
snowflakes for snow
BLOOM
Instantly cause:
A FLOWER TO BLOSSOM
A SEED POD TO OPEN
or:
A LEAF BUD TO BLOOM
SENSORY EFFECT
Produce a harmless natural sensory phenomenon inside:
A 5-FOOT CUBE
Examples include:
-
falling leaves
-
spectral fairies
-
a gentle breeze
-
an animal sound
-
a faint natural odor
FIRE PLAY
You can:
LIGHT
or:
SNUFF OUT
a:
CANDLE
TORCH
or:
CAMPFIRE
PART SIXTY-SIX — C–D SPELLS THAT USE ATTACK ROLLS
The most notable direct attack-roll spells in this block include:
CHILL TOUCH
Melee spell attack.
CHROMATIC ORB
Ranged spell attack.
CONJURE FEY
Melee spell attack from the Fey spirit's position.
And Divine Smite works differently:
IT TRIGGERS AFTER AN EXISTING MELEE WEAPON OR UNARMED STRIKE HIT
Understanding whether a spell:
MAKES AN ATTACK
or:
TRIGGERS FROM AN ATTACK
matters.
PART SIXTY-SEVEN — SAVING THROWS IN C–D
This section demonstrates almost every Ability as a spell save.
| Spell | Save |
|---|---|
| Call Lightning | Dexterity |
| Calm Emotions | Charisma |
| Chain Lightning | Dexterity |
| Charm Monster | Wisdom |
| Charm Person | Wisdom |
| Circle of Death | Constitution |
| Cloudkill | Constitution |
| Color Spray | Constitution |
| Command | Wisdom |
| Compulsion | Wisdom |
| Cone of Cold | Constitution |
| Confusion | Wisdom |
| Conjure Animals | Dexterity |
| Conjure Celestial | Dexterity for Searing Light |
| Conjure Elemental | Dexterity |
| Conjure Woodland Beings | Wisdom |
| Contact Other Plane | Intelligence — caster makes it |
| Contagion | Constitution |
| Control Water: Whirlpool | Strength |
| Counterspell | Constitution — enemy caster makes it |
| Delayed Blast Fireball | Dexterity |
| Detect Thoughts deep probe | Wisdom |
| Disintegrate | Dexterity |
| Dispel Evil and Good: Dismissal | Charisma |
| Dissonant Whispers | Wisdom |
| Divine Word | Charisma |
| Dominate Beast/Monster/Person | Wisdom |
| Dragon's Breath | Dexterity |
Never choose the save because it:
“FEELS RIGHT”
Use the Ability stated in:
THE SPELL
PART SIXTY-EIGHT — SPELLS THAT REQUIRE CONCENTRATION
Major Concentration spells in this lesson include:
-
Call Lightning
-
Calm Emotions
-
Clairvoyance
-
Cloudkill
-
Compulsion
-
Confusion
-
Conjure Animals
-
Conjure Celestial
-
Conjure Elemental
-
Conjure Fey
-
Conjure Minor Elementals
-
Conjure Woodland Beings
-
Control Water
-
Control Weather
-
Dancing Lights
-
Darkness
-
Delayed Blast Fireball
-
Detect Evil and Good
-
Detect Magic
-
Detect Poison and Disease
-
Detect Thoughts
-
Dispel Evil and Good
-
Dominate Beast
-
Dominate Monster
-
Dominate Person
-
Dragon's Breath
That means a single caster can't normally maintain combinations such as:
CALL LIGHTNING + CONJURE ANIMALS
or:
DARKNESS + DOMINATE PERSON
at the same time.
PART SIXTY-NINE — IMPORTANT NON-CONCENTRATION SPELLS
Some surprisingly powerful effects require:
NO CONCENTRATION
Examples:
CHAIN LIGHTNING
CHARM MONSTER
CHARM PERSON
CLONE
COMMAND
COMMUNE
COMMUNE WITH NATURE
COMPREHEND LANGUAGES
CONTAGION
CONTINGENCY
CONTINUAL FLAME
COUNTERSPELL
CREATE UNDEAD
CURE WOUNDS
DARKVISION
DAYLIGHT
DEATH WARD
DIMENSION DOOR
DISINTEGRATE
DISPEL MAGIC
DIVINE FAVOR
DIVINE SMITE
DIVINE WORD
DREAM
Again:
LONG DURATION ≠ CONCENTRATION
PART SEVENTY — EXPENSIVE MATERIAL COMPONENTS
Several C–D spells teach why Material components must be read precisely.
| Spell | Component |
|---|---|
| Chromatic Orb | Diamond worth 50+ GP |
| Circle of Death | Crushed black pearl powder worth 500+ GP |
| Clairvoyance | Focus worth 100+ GP |
| Clone | Diamond 1,000+ GP consumed + vessel 2,000+ GP |
| Contingency | Statuette worth 1,500+ GP |
| Continual Flame | Ruby dust 50+ GP, consumed |
| Create Undead | One black onyx 150+ GP per corpse |
| Detect Thoughts | 1 CP |
| Divination | Incense 25+ GP, consumed |
Remember:
COSTLY
does not automatically mean:
CONSUMED
The description must say the component is:
CONSUMED
PART SEVENTY-ONE — SPELLS THAT CHANGE THE BATTLEFIELD
This section contains an unusually large number of spells that manipulate:
SPACE
TERRAIN
VISIBILITY
or:
POSITION
Examples:
Cloudkill
Heavily Obscured moving poisonous Sphere.
Conjure Animals
Mobile damaging spectral pack.
Conjure Celestial
Mobile healing/damage Cylinder.
Conjure Minor Elementals
Damaging Emanation around the caster.
Conjure Woodland Beings
Mobile Force-damage Emanation.
Control Water
Floods, trenches, redirected currents, whirlpools.
Darkness
Creates magical Darkness.
Delayed Blast Fireball
Creates a dangerous location whose threat increases with time.
Dimension Door
Ignores ordinary routes entirely through teleportation.
A spellcaster isn't simply:
A CHARACTER WHO DEALS MAGICAL DAMAGE
A spellcaster can alter:
THE GEOMETRY OF THE ENCOUNTER
PART SEVENTY-TWO — COUNTERSPELL VS DISPEL MAGIC
These two spells are related but:
NOT THE SAME
COUNTERSPELL
Used:
WHILE A SPELL IS BEING CAST
Requires:
A REACTION
Goal:
STOP IT BEFORE IT TAKES EFFECT
SRD 5.2.1 resolution:
CASTER MAKES CONSTITUTION SAVE
Failure means:
SPELL FAILS
but a Spell Slot used for that spell:
IS NOT EXPENDED
DISPEL MAGIC
Used against:
AN ONGOING SPELL
Uses:
ACTION
Goal:
END MAGIC ALREADY OPERATING
Level 3 or lower spell:
AUTOMATIC
Level 4+:
SPELLCASTING ABILITY CHECK
unless your higher-level slot automatically covers it.
This distinction is fundamental.
PART SEVENTY-THREE — THREE DIFFERENT “CHARM” LEVELS
This lesson gives you a useful progression.
CHARM PERSON
Level 1:
HUMANOID
Friendly, Charmed.
CHARM MONSTER
Level 4:
ANY CREATURE
Friendly, Charmed.
DOMINATE SPELLS
Dominate Beast, Person, Monster:
You don't merely gain a favorable attitude.
You establish:
TELEPATHIC COMMAND
This is much more powerful.
Thus:
CHARMED DOES NOT AUTOMATICALLY MEAN “MIND CONTROL”
The particular spell determines:
WHAT THE CHARM ACTUALLY DOES
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING CALL LIGHTNING IS ONE ATTACK
It can call another bolt with:
A MAGIC ACTION
while Concentration lasts.
MISTAKE 2 — FORGETTING THE EXISTING-STORM BONUS
Outdoors in a storm:
+1D10 DAMAGE
MISTAKE 3 — THINKING CALM EMOTIONS ENDS CHARMED OR FRIGHTENED FOREVER
It can:
SUPPRESS
those conditions for its duration.
MISTAKE 4 — THINKING CALM EMOTIONS MAKES ENEMIES FRIENDLY
Its hostility option makes them:
INDIFFERENT
MISTAKE 5 — THINKING CHAIN LIGHTNING HITS ONLY THREE TARGETS
It has:
ONE INITIAL TARGET
plus:
THREE SECONDARY TARGETS
at level 6.
MISTAKE 6 — CHARMING A DRAGON WITH CHARM PERSON
Charm Person requires:
HUMANOID
Charm Monster has the broader target.
MISTAKE 7 — FORGETTING THE TARGET KNOWS ABOUT CHARM PERSON/MONSTER AFTERWARD
It does.
MISTAKE 8 — THINKING CHILL TOUCH IS A RANGED SPELL
SRD 5.2.1:
RANGE TOUCH
and:
MELEE SPELL ATTACK
MISTAKE 9 — FORGETTING CHILL TOUCH PREVENTS HEALING
Until:
END OF YOUR NEXT TURN
MISTAKE 10 — THINKING CHROMATIC ORB'S DAMAGE TYPE IS FIXED
You choose from:
SIX DAMAGE TYPES
when casting.
MISTAKE 11 — FORGETTING CHROMATIC ORB CAN JUMP
Matching d8 results can cause:
ANOTHER ATTACK
MISTAKE 12 — TARGETING THE SAME CREATURE AGAIN WITH CHROMATIC ORB
A creature can be targeted:
ONLY ONCE PER CASTING
MISTAKE 13 — ASSUMING CLAIRVOYANCE SENSOR IS MOBILE
It:
REMAINS IN PLACE
MISTAKE 14 — THINKING CLAIRVOYANCE CAN ONLY SEE
You choose:
SEEING
or:
HEARING
and can switch using a Bonus Action.
MISTAKE 15 — THINKING CLONE WORKS IMMEDIATELY
The duplicate takes:
120 DAYS
to finish growing.
MISTAKE 16 — THINKING CLONE TRANSFERS EQUIPMENT
It doesn't.
MISTAKE 17 — DIRECTING CLOUDKILL WHEREVER YOU WANT EACH ROUND
Its Sphere moves:
10 FEET AWAY FROM YOU
automatically.
MISTAKE 18 — THINKING COLOR SPRAY DEALS DAMAGE
It causes:
BLINDED
on a failed save.
MISTAKE 19 — INVENTING COMMAND OPTIONS
SRD 5.2.1 provides:
APPROACH
DROP
FLEE
GROVEL
HALT
Use the actual spell rule.
MISTAKE 20 — THINKING COMMUNE'S DEITY KNOWS EVERYTHING
Divine beings aren't necessarily:
OMNISCIENT
MISTAKE 21 — THINKING COMMUNE WITH NATURE WORKS IN A CITY
It doesn't function where nature has been replaced by construction, such as settlements.
MISTAKE 22 — THINKING COMPREHEND LANGUAGES REVEALS CODES
It gives:
LITERAL LANGUAGE MEANING
not automatic decoding of secret messages.
MISTAKE 23 — FORGETTING CONFUSION REMOVES BONUS ACTIONS AND REACTIONS
Affected targets can't take either.
MISTAKE 24 — USING OLD CONJURE ANIMALS ASSUMPTIONS
SRD 5.2.1 creates:
A SPECTRAL INTANGIBLE PACK
It doesn't tell you to create multiple independent Beast stat blocks.
MISTAKE 25 — THINKING CONJURE CELESTIAL IS ONLY A DAMAGE SPELL
It can deliver:
HEALING LIGHT
or:
SEARING LIGHT
to different creatures.
MISTAKE 26 — RESTRAINING MULTIPLE CREATURES SIMULTANEOUSLY WITH ONE CONJURE ELEMENTAL SPIRIT
Its trigger requires that the spirit:
HAVE NO CREATURE CURRENTLY RESTRAINED
MISTAKE 27 — THINKING CONJURE FEY CREATES A FULL MONSTER STAT BLOCK
The spell itself defines the spirit's mechanical function.
MISTAKE 28 — THINKING CONJURE MINOR ELEMENTALS DAMAGES EVERYTHING AUTOMATICALLY
It adds damage when:
YOU HIT A CREATURE WITH AN ATTACK
inside the Emanation.
MISTAKE 29 — FORGETTING CONJURE WOODLAND BEINGS GIVES BONUS-ACTION DISENGAGE
It does for the spell's duration.
MISTAKE 30 — THINKING CONTACT OTHER PLANE IS RISK-FREE AS A RITUAL
You still make:
DC 15 INTELLIGENCE SAVE
MISTAKE 31 — THINKING CONTAGION'S INITIAL SAVE DEALS HALF DAMAGE ON SUCCESS
The spell doesn't say that.
On a successful initial save:
THE FAILURE EFFECT DOESN'T OCCUR
MISTAKE 32 — CONFUSING CONTAGION'S THREE-SAVE MECHANIC WITH DEATH SAVES
They are separate mechanics.
MISTAKE 33 — THINKING CONTINGENCY SAVES YOUR SPELL SLOTS UNTIL TRIGGERED
Both slots are:
EXPENDED DURING SETUP
MISTAKE 34 — REMOVING THE CONTINGENCY STATUETTE
Contingency then:
ENDS
MISTAKE 35 — TRYING TO EXTINGUISH CONTINUAL FLAME WITH WATER
The spell says ordinary quenching doesn't extinguish it.
MISTAKE 36 — THINKING CONTROL WATER CAN SWITCH EFFECTS FOR FREE
After casting, changing/repeating an effect requires:
A MAGIC ACTION
MISTAKE 37 — TRYING TO SWIM OUT OF CONTROL WATER'S WHIRLPOOL NORMALLY
First:
ACTION + STRENGTH (ATHLETICS) CHECK
against the caster's Spell Save DC.
MISTAKE 38 — JUMPING DIRECTLY FROM CLEAR WEATHER TO A BLIZZARD
Control Weather changes conditions:
ONE STAGE AT A TIME
MISTAKE 39 — USING CONTROL WEATHER INDOORS
You must cast it outdoors, and going indoors:
ENDS IT
MISTAKE 40 — USING OLD COUNTERSPELL RESOLUTION
In SRD 5.2.1, the enemy caster makes:
CONSTITUTION SAVING THROW
MISTAKE 41 — SPENDING THE ENEMY'S SPELL SLOT WHEN COUNTERSPELL SUCCEEDS
If Counterspell causes the spell to fail:
THE SPELL SLOT ISN'T EXPENDED
MISTAKE 42 — THINKING CREATE UNDEAD CONTROL IS PERMANENT
Control:
24 HOURS
unless renewed.
MISTAKE 43 — CASTING CREATE UNDEAD DURING THE DAY
It can be cast:
ONLY AT NIGHT
MISTAKE 44 — USING CREATION TO FAKE EXPENSIVE SPELL COMPONENTS
A spell using a Creation-made object as its Material component:
FAILS
MISTAKE 45 — USING OLD CURE WOUNDS DICE
SRD 5.2.1 level 1 Cure Wounds heals:
2D8 + MODIFIER
and each extra slot level adds:
2D8
MISTAKE 46 — THINKING DANCING LIGHTS PRODUCES BRIGHT LIGHT
Each produces:
DIM LIGHT
MISTAKE 47 — THINKING NORMAL DARKVISION SEES THROUGH DARKNESS
The spell explicitly says:
DARKVISION CAN'T SEE THROUGH IT
MISTAKE 48 — THINKING DAYLIGHT ISN'T SUNLIGHT
SRD 5.2.1 explicitly calls it:
SUNLIGHT
MISTAKE 49 — THINKING DEATH WARD LEAVES YOU AT 0 HP
It leaves you at:
1 HP
when its first protection triggers.
MISTAKE 50 — THINKING DEATH WARD CAN TRIGGER REPEATEDLY
The spell ends after protecting you.
MISTAKE 51 — FORGETTING DELAYED BLAST FIREBALL GETS STRONGER
At the end of each of your turns while still active:
+1D6
MISTAKE 52 — THINKING EVERYONE IS AUTOMATICALLY EJECTED FROM A DEMIPLANE WHEN THE DOOR VANISHES
Creatures may remain inside unless they opt for the spell's shunting option.
MISTAKE 53 — USING DETECT EVIL AND GOOD AS AN ALIGNMENT DETECTOR
It detects specified:
CREATURE TYPES
not generic morality.
MISTAKE 54 — THINKING DETECT MAGIC AUTOMATICALLY IDENTIFIES AN ITEM'S COMPLETE POWERS
It senses magic and can reveal certain aura information.
It isn't:
IDENTIFY
MISTAKE 55 — THINKING DETECT THOUGHTS IMMEDIATELY REVEALS EVERY SECRET
Initial Read Thoughts gives:
WHAT IS MOST ON THE MIND
Deeper probing is a separate Magic action.
MISTAKE 56 — THINKING THE TARGET NEVER KNOWS ABOUT DEEP DETECT THOUGHTS PROBING
Once you probe deeply:
IT KNOWS
MISTAKE 57 — THINKING DIMENSION DOOR NEEDS LINE OF SIGHT TO THE DESTINATION
It doesn't.
You can:
VISUALIZE
or:
DESCRIBE DISTANCE AND DIRECTION
MISTAKE 58 — THINKING DISGUISE SELF PHYSICALLY CHANGES YOUR BODY
It's:
AN ILLUSION
MISTAKE 59 — GIVING DISINTEGRATE HALF DAMAGE ON A SUCCESS
The spell doesn't state half damage.
MISTAKE 60 — TRYING TO DISPEL ANY MAGIC ITEM WITH DISPEL MAGIC
Dispel Magic specifically addresses:
ONGOING SPELLS
MISTAKE 61 — THINKING DISPEL MAGIC ALWAYS REQUIRES A CHECK
Level 3 or lower ongoing spells:
AUTOMATICALLY END
Higher-level slots can also make automatic dispelling possible.
MISTAKE 62 — THINKING DIVINE FAVOR REQUIRES CONCENTRATION
SRD 5.2.1:
NO CONCENTRATION
MISTAKE 63 — DECLARING DIVINE SMITE BEFORE KNOWING WHETHER YOU HIT
Its casting trigger occurs:
IMMEDIATELY AFTER THE HIT
MISTAKE 64 — THINKING DIVINE WORD'S HP THRESHOLD CONTROLS ITS PLANAR BANISHMENT
The listed planar creature types can be sent away on a failed save:
REGARDLESS OF CURRENT HP
MISTAKE 65 — TREATING DOMINATE BEAST, PERSON, AND MONSTER AS THE SAME SPELL
Their:
TARGET TYPES
and base spell levels differ.
MISTAKE 66 — FORGETTING DAMAGE GIVES A DOMINATED TARGET ANOTHER SAVE
Every time it takes damage:
REPEAT WISDOM SAVE
MISTAKE 67 — COMMANDING A DOMINATED CREATURE'S REACTION FOR FREE
You must spend:
YOUR REACTION
to command its Reaction.
MISTAKE 68 — THINKING DRAGON'S BREATH MUST BE USED BY THE CASTER
You can grant it to:
ANOTHER WILLING CREATURE
MISTAKE 69 — THINKING DREAM WORKS ACROSS PLANES
Target must be:
ON THE SAME PLANE
MISTAKE 70 — THINKING THE NIGHTMARE VERSION OF DREAM ALLOWS AN UNLIMITED MESSAGE
Maximum:
TEN WORDS
QUICK RECAP
C–D contains several major families of magic.
DAMAGE
CALL LIGHTNING
CHAIN LIGHTNING
CHILL TOUCH
CHROMATIC ORB
CIRCLE OF DEATH
CLOUDKILL
CONE OF COLD
DISINTEGRATE
DIVINE SMITE
HEALING AND PROTECTION
CALM EMOTIONS
CONJURE CELESTIAL
CURE WOUNDS
DEATH WARD
DISPEL EVIL AND GOOD
CONTROL
COMMAND
COMPULSION
CONFUSION
CONTAGION
DARKNESS
DOMINATE BEAST
DOMINATE MONSTER
DOMINATE PERSON
SUMMONING AND CONJURATION
CONJURE ANIMALS
CONJURE CELESTIAL
CONJURE ELEMENTAL
CONJURE FEY
CONJURE MINOR ELEMENTALS
CONJURE WOODLAND BEINGS
INFORMATION
CLAIRVOYANCE
COMMUNE
COMMUNE WITH NATURE
COMPREHEND LANGUAGES
CONTACT OTHER PLANE
DETECT EVIL AND GOOD
DETECT MAGIC
DETECT POISON AND DISEASE
DETECT THOUGHTS
REALITY AND ENVIRONMENT
CLONE
CONTINGENCY
CONTROL WATER
CONTROL WEATHER
CREATION
DEMIPLANE
DIMENSION DOOR
COUNTERMAGIC
COUNTERSPELL
and:
DISPEL MAGIC
PRIME HERO CHALLENGE
A level 9 Druid has:
Wisdom:
18
Modifier:
+4
Proficiency Bonus:
+4
Spell Save DC:
8 + 4 + 4 =
16
Now resolve these situations.
CHALLENGE 1 — CALL LIGHTNING
The Druid is outdoors during a natural storm and casts Call Lightning using:
LEVEL 4 SLOT
Base:
3D10
Natural storm:
+1D10
Higher slot:
+1D10
Total:
5D10 LIGHTNING
Targets within 5 feet of the chosen strike point make:
DEXTERITY SAVES DC 16
CHALLENGE 2 — CONJURE ANIMALS
An enemy enters within:
10 FEET
of the spectral pack.
What happens?
The Druid may force:
DEXTERITY SAVE DC 16
Failure:
3D10 SLASHING
CHALLENGE 3 — CURE WOUNDS
Level 3 Cure Wounds.
Base:
2D8
Two slot levels above level 1:
+4D8
Total:
6D8 + WISDOM MODIFIER
Wisdom modifier:
+4
Healing:
6D8 + 4
CHALLENGE 4 — COUNTERSPELL
An enemy Wizard casts a spell.
You use Counterspell.
Who rolls?
THE ENEMY CASTER
What?
CONSTITUTION SAVING THROW
Failure:
SPELL FAILS
Does its Spell Slot disappear?
NO
The slot isn't expended.
CHALLENGE 5 — CONTROL WATER
A creature is caught in the Whirlpool.
To swim away, is a normal swimming Speed enough?
NO
It first requires:
AN ACTION
and:
STRENGTH (ATHLETICS) DC 16
CHALLENGE 6 — DISPEL MAGIC
A level 5 spell is active.
You cast ordinary level 3 Dispel Magic.
Automatic?
NO
Make a spellcasting ability check.
DC:
10 + 5 =
15
Druid Wisdom modifier:
+4
Suppose:
d20 = 12
12 + 4 =
16
Result:
SUCCESS
The spell ends.
CHALLENGE 7 — DETECT THOUGHTS
You initially Read Thoughts.
Do you automatically know the target's deepest secrets?
NO
You first learn:
WHAT IS MOST ON ITS MIND
To probe deeper requires:
ANOTHER MAGIC ACTION
and:
WISDOM SAVE
CHALLENGE 8 — DEATH WARD
An ally at:
27 HP
suffers:
40 DAMAGE
Normally it would drop to 0 HP.
Death Ward activates.
Result:
1 HP
Then:
DEATH WARD ENDS
CHALLENGE 9 — DIVINE WORD
A Fiend has:
180 HP
and fails its Charisma save while on the Material Plane.
Does the 50 HP threshold protect it from everything?
NO
It avoids the HP-based conditions, but because it is a:
FIEND
it is still forced back to its plane of origin and can't return for 24 hours except through Wish.
CHALLENGE 10 — CREATION
A Wizard magically creates a beautiful diamond.
Can the Wizard use that diamond as the costly Material component for another spell?
NO
The other spell:
FAILS
LESSON 80 — KEY TAKEAWAYS
The C–D section demonstrates a major lesson about advanced spellcasting:
SPELLS ARE NOT INTERCHANGEABLE PACKETS OF MAGIC
Every one creates its own rule.
Counterspell doesn't work like Dispel Magic.
Charm Person doesn't work like Dominate Person.
Conjure Animals doesn't operate like Conjure Elemental.
Detect Magic doesn't do the job of Identify.
Darkvision doesn't penetrate magical Darkness.
Daylight isn't merely a larger Light spell.
Cure Wounds doesn't use the damage-style progression you might expect.
And Divine Smite isn't declared before making an attack:
IT IS CAST AFTER THE HIT
More importantly, SRD 5.2.1 rewards:
EXACT READING
A single word can determine whether:
-
Concentration is required
-
a spell can target a creature type
-
successful saves take half damage or no damage
-
a Material component is consumed
-
a Reaction is available
-
a target receives another save
-
an area moves automatically
-
a creature can be affected more than once per turn
-
a higher-level slot changes damage, targets, radius, or duration
That is how advanced spellcasters become effective at the table.
Not by memorizing hundreds of spell names.
But by learning to ask:
WHAT EXACTLY DOES THIS SPELL ALLOW ME TO DO?
NEXT LESSON
LESSON 81 — SPELL COMPENDIUM E–G
The next alphabetical block takes us from:
EARTHQUAKE
through the remaining spells beginning with:
E
F
and:
G
We will encounter spells such as:
EARTHQUAKE
ELEMENTALISM
ENHANCE ABILITY
ENLARGE/REDUCE
ENTANGLE
ETHEREALNESS
FAERIE FIRE
FEAR
FEATHER FALL
FIND FAMILIAR
FIND STEED
FIREBALL
FLY
FOG CLOUD
FORCECAGE
FORESIGHT
FREEDOM OF MOVEMENT
GATE
GEAS
GLOBE OF INVULNERABILITY
GLYPH OF WARDING
GOODBERRY
GREATER INVISIBILITY
GREATER RESTORATION
and many more.
The next lesson introduces some of the most famous and strategically important magic in the entire SRD.
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.