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.