Secret Lesson 81
Spell Compendium E–G
Lesson 80 took us through the spells beginning with:
C–D
Now the alphabetical Spell Compendium continues through:
E
F
and:
G
This section contains:
55 SPELLS
and introduces an extraordinary range of magical concepts:
EARTHQUAKES
FAMILIARS
MAGICAL STEEDS
FLIGHT
FIRE MAGIC
PETRIFICATION
ETHEREAL TRAVEL
PLANAR GATES
MAGICAL PRISONS
PROPHECY
RESTORATION
SUMMONED CREATURES
MAGICAL WARDS
and:
BATTLEFIELD CONTROL
PART ONE — COMPLETE E–G SPELL INDEX
E SPELLS
| Spell | Level | School | Classes |
|---|---|---|---|
| Earthquake | 8 | Transmutation | Cleric, Druid, Sorcerer |
| Eldritch Blast | Cantrip | Evocation | Warlock |
| Elementalism | Cantrip | Transmutation | Druid, Sorcerer, Wizard |
| Enhance Ability | 2 | Transmutation | Bard, Cleric, Druid, Ranger, Sorcerer, Wizard |
| Enlarge/Reduce | 2 | Transmutation | Bard, Druid, Sorcerer, Wizard |
| Ensnaring Strike | 1 | Conjuration | Ranger |
| Entangle | 1 | Conjuration | Druid, Ranger |
| Enthrall | 2 | Enchantment | Bard, Warlock |
| Etherealness | 7 | Conjuration | Bard, Cleric, Sorcerer, Warlock, Wizard |
| Expeditious Retreat | 1 | Transmutation | Sorcerer, Warlock, Wizard |
| Eyebite | 6 | Necromancy | Bard, Sorcerer, Warlock, Wizard |
F SPELLS
| Spell | Level | School | Classes |
|---|---|---|---|
| Fabricate | 4 | Transmutation | Wizard |
| Faerie Fire | 1 | Evocation | Bard, Druid |
| Faithful Hound | 4 | Conjuration | Wizard |
| False Life | 1 | Necromancy | Sorcerer, Wizard |
| Fear | 3 | Illusion | Bard, Sorcerer, Warlock, Wizard |
| Feather Fall | 1 | Transmutation | Bard, Sorcerer, Wizard |
| Find Familiar | 1 | Conjuration | Wizard |
| Find Steed | 2 | Conjuration | Paladin |
| Find the Path | 6 | Divination | Bard, Cleric, Druid |
| Find Traps | 2 | Divination | Cleric, Druid, Ranger |
| Finger of Death | 7 | Necromancy | Sorcerer, Warlock, Wizard |
| Fire Bolt | Cantrip | Evocation | Sorcerer, Wizard |
| Fire Shield | 4 | Evocation | Druid, Sorcerer, Wizard |
| Fire Storm | 7 | Evocation | Cleric, Druid, Sorcerer |
| Fireball | 3 | Evocation | Sorcerer, Wizard |
| Flame Blade | 2 | Evocation | Druid, Sorcerer |
| Flame Strike | 5 | Evocation | Cleric |
| Flaming Sphere | 2 | Conjuration | Druid, Sorcerer, Wizard |
| Flesh to Stone | 6 | Transmutation | Druid, Sorcerer, Wizard |
| Floating Disk | 1 | Conjuration | Wizard |
| Fly | 3 | Transmutation | Sorcerer, Warlock, Wizard |
| Fog Cloud | 1 | Conjuration | Druid, Ranger, Sorcerer, Wizard |
| Forbiddance | 6 | Abjuration | Cleric |
| Forcecage | 7 | Evocation | Bard, Warlock, Wizard |
| Foresight | 9 | Divination | Bard, Druid, Warlock, Wizard |
| Freedom of Movement | 4 | Abjuration | Bard, Cleric, Druid, Ranger |
| Freezing Sphere | 6 | Evocation | Sorcerer, Wizard |
G SPELLS
| Spell | Level | School | Classes |
|---|---|---|---|
| Gaseous Form | 3 | Transmutation | Sorcerer, Warlock, Wizard |
| Gate | 9 | Conjuration | Cleric, Sorcerer, Warlock, Wizard |
| Geas | 5 | Enchantment | Bard, Cleric, Druid, Paladin, Wizard |
| Gentle Repose | 2 | Necromancy | Cleric, Paladin, Wizard |
| Giant Insect | 4 | Conjuration | Druid |
| Glibness | 8 | Enchantment | Bard, Warlock |
| Globe of Invulnerability | 6 | Abjuration | Sorcerer, Wizard |
| Glyph of Warding | 3 | Abjuration | Bard, Cleric, Wizard |
| Goodberry | 1 | Conjuration | Druid, Ranger |
| Grease | 1 | Conjuration | Sorcerer, Wizard |
| Greater Invisibility | 4 | Illusion | Bard, Sorcerer, Wizard |
| Greater Restoration | 5 | Abjuration | Bard, Cleric, Druid, Paladin, Ranger |
| Guardian of Faith | 4 | Conjuration | Cleric |
| Guards and Wards | 6 | Abjuration | Bard, Wizard |
| Guidance | Cantrip | Divination | Cleric, Druid |
| Guiding Bolt | 1 | Evocation | Cleric |
| Gust of Wind | 2 | Evocation | Druid, Ranger, Sorcerer, Wizard |
PART TWO — EARTHQUAKE
Level 8 Transmutation — Cleric, Druid, Sorcerer
Casting Time: Action
Range: 500 feet
Components: V, S, M, fractured rock
Duration: Concentration, up to 1 minute
Choose a point on the ground.
An enormous:
100-FOOT-RADIUS CIRCLE
begins violently shaking.
The ground becomes:
DIFFICULT TERRAIN
When the spell is cast, and again:
AT THE END OF EACH OF YOUR TURNS
every creature on the ground in the area makes a:
DEXTERITY SAVING THROW
Failure:
PRONE
and, unusually:
ITS CONCENTRATION IS BROKEN
This isn't the ordinary rule of taking damage and making a Constitution save to maintain Concentration.
Earthquake specifically says that a failed Dexterity save:
BREAKS CONCENTRATION
FISSURES
At the end of the turn when you cast Earthquake:
1D6 FISSURES
open.
You choose their locations, but they can't appear:
DIRECTLY UNDER STRUCTURES
Each fissure is:
10 FEET WIDE
and:
1D10 × 10 FEET DEEP
and stretches from one edge of the spell's area to another.
A creature caught where a fissure opens makes:
DEXTERITY SAVE
Failure:
FALLS INTO THE FISSURE
Success:
MOVES WITH THE FISSURE'S EDGE
STRUCTURES
Any structure touching the ground in the area takes:
50 BLUDGEONING DAMAGE
when Earthquake is cast and again:
AT THE END OF EACH OF YOUR TURNS
A structure reaching 0 HP:
COLLAPSES
A creature close enough to a collapsing structure makes a Dexterity save.
Failure:
12D6 BLUDGEONING
PRONE
BURIED IN RUBBLE
Escaping requires:
ACTION
DC 20 STRENGTH (ATHLETICS)
Success on the collapse save:
HALF DAMAGE ONLY
No Prone.
No burial.
This is one of the SRD's clearest examples of a spell designed not merely to kill creatures but to:
DESTROY THE ENVIRONMENT
PART THREE — ELDRITCH BLAST
Evocation Cantrip — Warlock
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Make:
A RANGED SPELL ATTACK
against a creature or object.
Hit:
1D10 FORCE DAMAGE
At higher character levels, Eldritch Blast doesn't merely add more damage dice to one attack.
It creates:
MORE BEAMS
| Character Level | Beams |
|---|---|
| 1–4 | 1 |
| 5–10 | 2 |
| 11–16 | 3 |
| 17+ | 4 |
Each beam requires:
ITS OWN ATTACK ROLL
You can aim them:
AT THE SAME TARGET
or:
DIFFERENT TARGETS
EXAMPLE — LEVEL 11 WARLOCK
Three beams.
Attack rolls:
Beam 1: 18 — Hit
Beam 2: 9 — Miss
Beam 3: 21 — Hit
You roll damage only for:
TWO HITS
Not one combined attack.
PART FOUR — ELEMENTALISM
Transmutation Cantrip — Druid, Sorcerer, Wizard
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Elementalism provides:
FIVE OPTIONS
BECKON AIR
Create a breeze in:
A 5-FOOT CUBE
It can:
-
ripple cloth
-
stir dust
-
rustle leaves
-
close open doors
-
close open shutters
But a door or shutter being held open:
ISN'T AFFECTED
BECKON EARTH
Either:
-
coat surfaces in a 5-foot-square area with dust or sand, or
-
make one handwritten word appear in dirt or sand.
BECKON FIRE
Create harmless:
EMBERS
and:
COLORED, SCENTED SMOKE
inside a 5-foot Cube.
The embers can ignite:
-
candles
-
torches
-
lamps
The chosen scent remains for:
1 MINUTE
BECKON WATER
Either:
-
produce mist that lightly dampens creatures and objects in a 5-foot Cube, or
-
create 1 cup of clean water.
That created water evaporates after:
1 MINUTE
SCULPT ELEMENT
Take dirt, sand, fire, smoke, mist, or water fitting inside:
A 1-FOOT CUBE
and give it:
A CRUDE SHAPE
for:
1 HOUR
IMPORTANT
Elementalism doesn't say:
DEAL DAMAGE
PUSH CREATURES
EXTINGUISH LARGE FIRES
RESTRAIN CREATURES
or:
MANIPULATE MASSIVE AMOUNTS OF AN ELEMENT
Narrative creativity is welcome.
Mechanical effects must still follow:
THE ACTUAL SPELL
PART FIVE — ENHANCE ABILITY
Level 2 Transmutation — Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
Casting Time: Action
Range: Touch
Components: V, S, M, fur or feather
Duration: Concentration, up to 1 hour
Touch a creature and choose:
STRENGTH
DEXTERITY
INTELLIGENCE
WISDOM
or:
CHARISMA
For the duration, the target has:
ADVANTAGE ON ABILITY CHECKS
using the selected Ability.
IMPORTANT SRD 5.2.1 DETAIL
The available choices do not include:
CONSTITUTION
And this version doesn't require choosing older named animal effects.
The rule is straightforward:
Choose one of the five listed Abilities.
Gain Advantage on:
ABILITY CHECKS USING IT
NOT SAVING THROWS
Enhance Ability doesn't say:
ADVANTAGE ON SAVING THROWS
If Dexterity is selected:
Dexterity check:
ADVANTAGE
Dexterity save:
NO BENEFIT FROM THIS SPELL
unless some other rule applies.
HIGHER-LEVEL CASTING
Each slot level above 2:
+1 TARGET
You may choose:
A DIFFERENT ABILITY FOR EACH TARGET
PART SIX — ENLARGE/REDUCE
Level 2 Transmutation — Bard, Druid, Sorcerer, Wizard
Casting Time: Action
Range: 30 feet
Components: V, S, M, powdered iron
Duration: Concentration, up to 1 minute
Target:
ONE CREATURE
or:
ONE OBJECT YOU CAN SEE
An object must be:
NEITHER WORN NOR CARRIED
An unwilling creature makes:
CONSTITUTION SAVING THROW
Success:
NO EFFECT
Everything worn or carried by an affected creature changes size too.
Dropped items immediately return to normal size.
A thrown weapon or piece of ammunition returns to normal:
IMMEDIATELY AFTER IT HITS OR MISSES
ENLARGE
Size increases:
ONE CATEGORY
Example:
Medium → Large.
The target gains:
ADVANTAGE ON STRENGTH CHECKS
ADVANTAGE ON STRENGTH SAVING THROWS
And attacks with enlarged weapons or Unarmed Strikes deal:
+1D4 DAMAGE
on a hit.
REDUCE
Size decreases:
ONE CATEGORY
Example:
Medium → Small.
Target gains:
DISADVANTAGE ON STRENGTH CHECKS
DISADVANTAGE ON STRENGTH SAVING THROWS
Attacks with reduced weapons or Unarmed Strikes deal:
1D4 LESS DAMAGE
minimum:
1 DAMAGE
PART SEVEN — ENSNARING STRIKE
Level 1 Conjuration — Ranger
This spell has a trigger.
You don't cast it before attacking.
You use:
A BONUS ACTION
immediately after:
HITTING A CREATURE WITH A WEAPON
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The target makes:
STRENGTH SAVING THROW
Large or larger creatures have:
ADVANTAGE
Failure:
RESTRAINED
Success:
SPELL ENDS
While Restrained, at the start of each of the target's turns:
1D6 PIERCING DAMAGE
The target—or another creature within reach—can use:
AN ACTION
to make:
STRENGTH (ATHLETICS)
against your:
SPELL SAVE DC
Success:
SPELL ENDS
Higher slots:
+1D6 DAMAGE
per slot level above 1.
PART EIGHT — ENTANGLE
Level 1 Conjuration — Druid, Ranger
Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Plants erupt in:
A 20-FOOT SQUARE
The ground becomes:
DIFFICULT TERRAIN
When the spell appears, every creature in the area other than you makes:
STRENGTH SAVING THROW
Failure:
RESTRAINED
A Restrained creature can use:
AN ACTION
and make:
STRENGTH (ATHLETICS)
against your Spell Save DC.
Success:
FREED
When the spell ends:
THE PLANTS VANISH
PART NINE — ENTHRALL
Level 2 Enchantment — Bard, Warlock
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Choose creatures you can see within range.
Each makes:
WISDOM SAVING THROW
Any creature you or your companions are currently fighting:
AUTOMATICALLY SUCCEEDS
Failure gives:
−10 TO WISDOM (PERCEPTION) CHECKS
and:
−10 TO PASSIVE PERCEPTION
for the duration.
This is an important example of a spell that isn't primarily for direct combat.
It can help:
DISTRACT AN AUDIENCE
while someone else:
SNEAKS
STEALS
HIDES
or:
MANIPULATES THE ENVIRONMENT
PART TEN — ETHEREALNESS
Level 7 Conjuration — Bard, Cleric, Sorcerer, Warlock, Wizard
Casting Time: Action
Range: Self
Components: V, S
Duration: Up to 8 hours
Notice:
NO CONCENTRATION
You enter:
THE BORDER ETHEREAL
where the Ethereal Plane overlaps your current plane.
MOVEMENT
You can move:
IN ANY DIRECTION
Moving vertically costs extra:
1 ADDITIONAL FOOT PER FOOT
You can perceive your original plane, but it appears:
GRAY
and you can't see farther than:
60 FEET
into it.
INTERACTION
While Ethereal, you can affect and be affected only by:
CREATURES
OBJECTS
and:
EFFECTS
on the Ethereal Plane.
Creatures remaining on the other plane normally can't:
PERCEIVE
or:
INTERACT WITH YOU
unless a feature specifically permits it.
RETURNING
When the spell ends:
RETURN TO THE CORRESPONDING LOCATION
If occupied:
SHUNT TO THE NEAREST UNOCCUPIED SPACE
and suffer Force damage equal to:
2 × FEET SHUNTED
Example:
Moved 15 feet:
30 FORCE DAMAGE
PLANAR LIMITATION
The spell ends immediately if cast:
-
while already on the Ethereal Plane, or
-
on a plane that doesn't border it, such as an Outer Plane.
Higher slots:
UP TO THREE WILLING CREATURES PER SLOT LEVEL ABOVE 7
including yourself, provided they are within 10 feet when cast.
PART ELEVEN — EXPEDITIOUS RETREAT
Level 1 Transmutation — Sorcerer, Warlock, Wizard
Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
When you cast it:
TAKE THE DASH ACTION
Then, for the duration, you may take:
DASH AS A BONUS ACTION
Despite the name:
YOU DON'T HAVE TO RETREAT
The spell can be used to:
-
pursue someone
-
reposition
-
cross open ground
-
escape
-
reach an objective quickly
PART TWELVE — EYEBITE
Level 6 Necromancy — Bard, Sorcerer, Warlock, Wizard
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Initially choose a creature you can see within:
60 FEET
It makes:
WISDOM SAVING THROW
Failure allows one of three effects.
On later turns, you may use:
A MAGIC ACTION
to target another creature.
But if a creature has already succeeded on a save against this casting:
YOU CAN'T TARGET IT AGAIN
ASLEEP
Target becomes:
UNCONSCIOUS
until:
-
it takes damage, or
-
another creature spends an Action shaking it awake.
PANICKED
Target becomes:
FRIGHTENED
On each turn:
DASH
and move away from you by the safest and shortest available route.
If it reaches a location at least:
60 FEET AWAY
where it can't see you:
EFFECT ENDS
SICKENED
Target gains:
POISONED
PART THIRTEEN — FABRICATE
Level 4 Transmutation — Wizard
Casting Time: 10 minutes
Range: 120 feet
Components: V, S
Duration: Instantaneous
Fabricate converts:
RAW MATERIALS
into:
PRODUCTS MADE FROM THE SAME MATERIAL
Examples given by the rule include transforming:
-
trees into a wooden bridge
-
hemp into rope
-
flax or wool into clothes
Maximum normal creation:
LARGE OR SMALLER
inside either:
ONE 10-FOOT CUBE
or:
EIGHT CONNECTED 5-FOOT CUBES
For metal, stone, or another mineral:
MEDIUM OR SMALLER
inside:
ONE 5-FOOT CUBE
QUALITY
The finished product's quality depends upon:
THE RAW MATERIALS
You can't Fabricate:
CREATURES
or:
MAGIC ITEMS
And highly skilled products such as:
WEAPONS
or:
ARMOR
require proficiency with the appropriate:
ARTISAN'S TOOLS
This is a perfect example of a spell interacting directly with the Tool rules from Lesson 65.
PART FOURTEEN — FAERIE FIRE
Level 1 Evocation — Bard, Druid
Casting Time: Action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Objects in a:
20-FOOT CUBE
become outlined in your choice of:
BLUE
GREEN
or:
VIOLET
Creatures in the Cube make:
DEXTERITY SAVING THROWS
Failure:
ALSO OUTLINED
Affected creatures and objects shed:
DIM LIGHT — 10 FEET
and can't benefit from:
INVISIBLE
Attack rolls against an affected target have:
ADVANTAGE
if the attacker can see it.
PART FIFTEEN — FAITHFUL HOUND
Level 4 Conjuration — Wizard
Casting Time: Action
Range: 30 feet
Components: V, S, M, silver whistle
Duration: 8 hours
Create an:
INVISIBLE PHANTOM WATCHDOG
in a visible unoccupied space.
It remains until the duration expires or until you and the hound are more than:
300 FEET APART
Only:
YOU
can see it.
It is:
INTANGIBLE
and:
INVULNERABLE
ALARM FUNCTION
Choose a password.
When a:
SMALL OR LARGER CREATURE
comes within:
30 FEET
without first saying the password:
THE HOUND BARKS LOUDLY
The hound possesses:
TRUESIGHT 30 FEET
COMBAT FUNCTION
At the start of each of your turns:
HOUND TRIES TO BITE ONE ENEMY WITHIN 5 FEET
Target makes:
DEXTERITY SAVE
Failure:
4D8 FORCE DAMAGE
On later turns, you can use:
A MAGIC ACTION
to move the hound:
UP TO 30 FEET
PART SIXTEEN — FALSE LIFE
Level 1 Necromancy — Sorcerer, Wizard
Casting Time: Action
Range: Self
Components: V, S, M, drop of alcohol
Duration: Instantaneous
Gain:
2D4 + 4 TEMPORARY HIT POINTS
Higher slot:
+5 TEMPORARY HIT POINTS
per level above 1.
IMPORTANT
This isn't:
HEALING
It gives:
TEMPORARY HIT POINTS
So all the normal Temporary Hit Point rules still apply.
PART SEVENTEEN — FEAR
Level 3 Illusion — Bard, Sorcerer, Warlock, Wizard
Casting Time: Action
Range: Self
Components: V, S, M, white feather
Duration: Concentration, up to 1 minute
Every creature in:
A 30-FOOT CONE
makes:
WISDOM SAVING THROW
Failure:
DROPS WHATEVER IT IS HOLDING
and becomes:
FRIGHTENED
WHILE FRIGHTENED
On each turn:
TAKE DASH ACTION
and move away from you using:
THE SAFEST ROUTE
unless it has nowhere to move.
If it ends its turn where it:
DOESN'T HAVE LINE OF SIGHT TO YOU
it makes another Wisdom save.
Success:
SPELL ENDS ON IT
PART EIGHTEEN — FEATHER FALL
Level 1 Transmutation — Bard, Sorcerer, Wizard
This spell uses a:
REACTION
Trigger:
YOU OR A CREATURE YOU CAN SEE WITHIN 60 FEET FALLS
Range: 60 feet
Components: V, M, small feather or down
Duration: 1 minute
Choose up to:
FIVE FALLING CREATURES
Their descent becomes:
60 FEET PER ROUND
If they land before the spell ends:
NO FALL DAMAGE
Then the spell ends for that creature.
PART NINETEEN — FIND FAMILIAR
Level 1 Conjuration — Wizard
Casting Time: 1 hour or Ritual
Range: 10 feet
Components: V, S, M, burning incense worth 10+ GP, consumed
Duration: Instantaneous
You gain a familiar:
A SPIRIT IN AN ANIMAL FORM
Eligible forms explicitly include:
-
Bat
-
Cat
-
Frog
-
Hawk
-
Lizard
-
Octopus
-
Owl
-
Rat
-
Raven
-
Spider
-
Weasel
or another:
CR 0 BEAST
The familiar uses that Beast's statistics, except its creature type becomes your choice of:
CELESTIAL
FEY
or:
FIEND
TELEPATHIC CONNECTION
Within:
100 FEET
you can communicate:
TELEPATHICALLY
Bonus Action:
SEE THROUGH ITS EYES
and:
HEAR WHAT IT HEARS
until the start of your next turn.
You gain benefits of its:
SPECIAL SENSES
during that perception.
DELIVERING TOUCH SPELLS
If you cast a spell with:
RANGE: TOUCH
your familiar can deliver the touch if it is within:
100 FEET OF YOU
It must use:
ITS REACTION
when you cast the spell.
FAMILIAR IN COMBAT
The familiar:
IS AN ALLY
ROLLS ITS OWN INITIATIVE
ACTS ON ITS OWN TURN
But:
IT CAN'T ATTACK
It can take:
OTHER ACTIONS AS NORMAL
DISAPPEARING
At 0 HP:
IT DISAPPEARS
To restore it:
CAST FIND FAMILIAR AGAIN
You can also use a:
MAGIC ACTION
to temporarily dismiss it into a pocket dimension or dismiss it permanently.
While temporarily dismissed, another Magic action can return it within:
30 FEET
Anything it was wearing or carrying stays behind when it disappears into the pocket dimension or drops to 0 HP.
And:
ONE FAMILIAR ONLY
Casting Find Familiar while you already have one lets it adopt:
ANOTHER ELIGIBLE FORM
rather than giving you a second familiar.
PART TWENTY — FIND STEED
Level 2 Conjuration — Paladin
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Summon:
AN OTHERWORLDLY STEED
in a visible unoccupied space.
It resembles a:
LARGE RIDEABLE ANIMAL
such as:
-
horse
-
camel
-
dire wolf
-
elk
Choose its type:
CELESTIAL
FEY
or:
FIEND
COMBAT
The steed:
IS AN ALLY
and shares:
YOUR INITIATIVE COUNT
While you ride it:
CONTROLLED MOUNT
If you become:
INCAPACITATED
the steed takes its turn immediately after yours and:
ACTS INDEPENDENTLY
focusing on protecting you.
DISAPPEARANCE
Steed disappears if:
IT REACHES 0 HP
or:
YOU DIE
Anything it carried or wore remains.
Cast the spell again and you can summon:
THE SAME STEED
or:
A DIFFERENT ONE
OTHERWORLDLY STEED — CORE STAT BLOCK
Its statistics depend upon:
THE SPELL'S LEVEL
not your character level.
AC
10 + SPELL LEVEL
HP
5 + 10 × SPELL LEVEL
Speed
60 FEET
At spell level 4+:
FLY 60 FEET
It also gains Hit Dice:
D10s EQUAL TO SPELL LEVEL
EXAMPLE — NORMAL LEVEL 2 FIND STEED
AC:
10 + 2 =
12
HP:
5 + 20 =
25
Fly Speed?
NO
because flight requires a:
LEVEL 4+ SPELL
LIFE BOND
When you regain HP from a:
LEVEL 1+ SPELL
the steed regains the same amount if within:
5 FEET
OTHERWORLDLY SLAM
Melee attack uses:
YOUR SPELL ATTACK MODIFIER
Damage:
1D8 + SPELL LEVEL
Type depends on steed:
| Type | Damage |
|---|---|
| Celestial | Radiant |
| Fey | Psychic |
| Fiend | Necrotic |
SPECIAL BONUS ACTION
Each form has a once-per-Long-Rest special ability.
Celestial — Healing Touch
Heal creature within 5 feet:
2D8 + SPELL LEVEL
Fey — Fey Step
Teleport steed and rider up to:
60 FEET
Fiend — Fell Glare
Creature within 60 feet makes Wisdom save.
Failure:
FRIGHTENED
until the end of your next turn.
PART TWENTY-ONE — FIND THE PATH
Level 6 Divination — Bard, Cleric, Druid
Casting Time: 1 minute
Range: Self
Components: V, S, M, divination tools worth 100+ GP
Duration: Concentration, up to 1 day
Name:
A LOCATION YOU ARE FAMILIAR WITH
You sense:
THE MOST DIRECT PHYSICAL ROUTE
The spell fails if the destination is:
-
on another plane
-
moving
-
insufficiently specific
As long as you're on the same plane:
YOU KNOW ITS DIRECTION
YOU KNOW ITS DISTANCE
and when faced with routes:
YOU KNOW WHICH IS MOST DIRECT
This is:
NAVIGATION
not:
TELEPORTATION
It doesn't say obstacles disappear.
PART TWENTY-TWO — FIND TRAPS
Level 2 Divination — Cleric, Druid, Ranger
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense traps that are:
WITHIN RANGE
and:
WITHIN LINE OF SIGHT
A trap means an object or mechanism created to cause:
DAMAGE
or:
DANGER
Examples include:
-
Alarm
-
Glyph of Warding
-
mechanical pit trap
It does not include naturally dangerous features such as:
-
weak flooring
-
unstable ceilings
-
natural sinkholes
Most importantly:
FIND TRAPS DOESN'T TELL YOU THE TRAP'S LOCATION
It tells you:
A TRAP IS PRESENT
and:
THE GENERAL NATURE OF ITS DANGER
PART TWENTY-THREE — FINGER OF DEATH
Level 7 Necromancy — Sorcerer, Warlock, Wizard
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
One visible creature makes:
CONSTITUTION SAVING THROW
Failure:
7D8 + 30 NECROTIC DAMAGE
Success:
HALF DAMAGE
If a:
HUMANOID
is killed by the spell:
IT RISES AT THE START OF YOUR NEXT TURN AS A ZOMBIE
The Zombie follows:
YOUR VERBAL ORDERS
The transformation clause specifically says:
HUMANOID
It doesn't turn every creature type into a Zombie.
PART TWENTY-FOUR — FIRE BOLT
Evocation Cantrip — Sorcerer, Wizard
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Make:
RANGED SPELL ATTACK
against a:
CREATURE
or:
OBJECT
Hit:
1D10 FIRE
A flammable object hit starts burning if:
NOT WORN OR CARRIED
Cantrip scaling:
| Character Level | Damage |
|---|---|
| 1–4 | 1d10 |
| 5–10 | 2d10 |
| 11–16 | 3d10 |
| 17+ | 4d10 |
PART TWENTY-FIVE — FIRE SHIELD
Level 4 Evocation — Druid, Sorcerer, Wizard
Casting Time: Action
Range: Self
Components: V, S, M, phosphorus or firefly
Duration: 10 minutes
Important:
NO CONCENTRATION
Flames surround your body.
Light:
BRIGHT 10 FEET
DIM +10 FEET
Choose:
WARM SHIELD
or:
CHILL SHIELD
WARM SHIELD
Resistance:
COLD
Melee attacker within 5 feet who hits you takes:
2D8 FIRE
CHILL SHIELD
Resistance:
FIRE
Melee attacker within 5 feet who hits you takes:
2D8 COLD
PART TWENTY-SIX — FIRE STORM
Level 7 Evocation — Cleric, Druid, Sorcerer
Casting Time: Action
Range: 150 feet
Components: V, S
Duration: Instantaneous
Create up to:
TEN 10-FOOT CUBES
Each Cube must touch at least:
ONE OTHER CUBE
Each creature in the area:
DEXTERITY SAVE
Failure:
7D10 FIRE
Success:
HALF
Unworn and uncarried flammable objects:
START BURNING
This gives the caster considerable freedom to:
SHAPE THE AREA OF EFFECT
rather than being forced into one simple Sphere or Cone.
PART TWENTY-SEVEN — FIREBALL
Level 3 Evocation — Sorcerer, Wizard
Casting Time: Action
Range: 150 feet
Components: V, S, M, bat guano and sulfur
Duration: Instantaneous
Explosion:
20-FOOT-RADIUS SPHERE
Creatures make:
DEXTERITY SAVE
Failure:
8D6 FIRE
Success:
HALF DAMAGE
Flammable objects in the area that aren't worn or carried:
START BURNING
Higher slots:
+1D6
per level above 3.
PART TWENTY-EIGHT — FLAME BLADE
Level 2 Evocation — Druid, Sorcerer
Casting Time: Bonus Action
Range: Self
Components: V, S, M, sumac leaf
Duration: Concentration, up to 10 minutes
Create a fiery blade in:
YOUR FREE HAND
If released:
IT DISAPPEARS
You can evoke it again using:
BONUS ACTION
To attack with it:
MAGIC ACTION
then make:
MELEE SPELL ATTACK
Hit:
3D6 + SPELLCASTING ABILITY MODIFIER FIRE DAMAGE
Higher slot:
+1D6
per level above 2.
Important:
CASTING IT AS A BONUS ACTION IS NOT ITSELF THE ATTACK
The attack specifically uses:
A MAGIC ACTION
PART TWENTY-NINE — FLAME STRIKE
Level 5 Evocation — Cleric
Casting Time: Action
Range: 60 feet
Components: V, S, M, pinch of sulfur
Duration: Instantaneous
A divine column fills a:
10-FOOT-RADIUS
40-FOOT-HIGH CYLINDER
Creatures make:
DEXTERITY SAVING THROW
Failure:
5D6 FIRE
plus:
5D6 RADIANT
Success:
HALF
Higher slot:
+1D6 FIRE
and:
+1D6 RADIANT
per slot level above 5.
So each extra spell-slot level adds:
2D6 TOTAL DAMAGE
PART THIRTY — FLAMING SPHERE
Level 2 Conjuration — Druid, Sorcerer, Wizard
Casting Time: Action
Range: 60 feet
Components: V, S, M, ball of wax
Duration: Concentration, up to 1 minute
Create a:
5-FOOT-DIAMETER SPHERE OF FIRE
on the ground.
A creature ending its turn within:
5 FEET
makes:
DEXTERITY SAVE
Failure:
2D6 FIRE
Success:
HALF
MOVING IT
Bonus Action:
MOVE SPHERE UP TO 30 FEET
If you move it into a creature's space:
CREATURE MAKES THE SAVE
and the sphere stops moving that turn.
It can move over:
5-FOOT-TALL BARRIERS
and jump:
10-FOOT-WIDE PITS
It sheds:
BRIGHT LIGHT 20 FEET
DIM LIGHT +20 FEET
Higher slots:
+1D6
per slot above 2.
PART THIRTY-ONE — FLESH TO STONE
Level 6 Transmutation — Druid, Sorcerer, Wizard
Casting Time: Action
Range: 60 feet
Components: V, S, M, cockatrice feather
Duration: Concentration, up to 1 minute
Target one visible creature.
It makes:
CONSTITUTION SAVING THROW
Constructs:
AUTOMATICALLY SUCCEED
INITIAL FAILED SAVE
Target becomes:
RESTRAINED
INITIAL SUCCESSFUL SAVE
It still suffers:
SPEED 0
until:
START OF YOUR NEXT TURN
This is important.
A successful initial save isn't:
COMPLETELY EFFECT-FREE
PETRIFICATION PROCESS
A Restrained target repeats the Constitution save:
AT THE END OF EACH TURN
Track:
SUCCESSES
and:
FAILURES
Three successes:
SPELL ENDS
Three failures:
PETRIFIED
They don't need to be consecutive.
PERMANENT PETRIFICATION
If you maintain Concentration for the spell's:
ENTIRE POSSIBLE DURATION
the target remains Petrified until:
GREATER RESTORATION
or similar magic ends it.
PART THIRTY-TWO — FLOATING DISK
Level 1 Conjuration — Wizard
Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M, drop of mercury
Duration: 1 hour
Create a horizontal circular plane of force:
3 FEET IN DIAMETER
1 INCH THICK
floating:
3 FEET ABOVE THE GROUND
Maximum load:
500 POUNDS
If overloaded:
SPELL ENDS
and everything falls.
FOLLOWING YOU
If you move more than:
20 FEET AWAY
the disk follows so that it remains within 20 feet.
It can move over:
-
uneven terrain
-
stairs
-
slopes
But can't cross an elevation change of:
10 FEET OR MORE
If you become more than:
100 FEET AWAY
the spell:
ENDS
PART THIRTY-THREE — FLY
Level 3 Transmutation — Sorcerer, Warlock, Wizard
Casting Time: Action
Range: Touch
Components: V, S, M, feather
Duration: Concentration, up to 10 minutes
Touch a willing creature.
It gains:
FLY SPEED 60 FEET
and can:
HOVER
If the spell ends while it remains airborne:
IT FALLS
unless it has another way to prevent the fall.
Higher slots:
+1 TARGET
per slot above 3.
PART THIRTY-FOUR — FOG CLOUD
Level 1 Conjuration — Druid, Ranger, Sorcerer, Wizard
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
Create:
20-FOOT-RADIUS SPHERE OF FOG
The Sphere is:
HEAVILY OBSCURED
A strong wind:
DISPERSES IT
ending the spell.
Higher slot:
+20 FEET RADIUS
per slot level above 1.
PART THIRTY-FIVE — FORBIDDANCE
Level 6 Abjuration — Cleric
Casting Time: 10 minutes or Ritual
Range: Touch
Components: V, S, M, ruby dust worth 1,000+ GP
Duration: 1 day
Protect up to:
40,000 SQUARE FEET
of floor space to:
30 FEET ABOVE THE FLOOR
PLANAR PROTECTION
Creatures can't:
TELEPORT INTO THE AREA
or use portals to enter.
The ward also blocks planar access through things such as:
ASTRAL PLANE
ETHEREAL PLANE
FEYWILD
SHADOWFELL
and:
PLANE SHIFT
CREATURE-TYPE DAMAGE
Choose one or more:
-
Aberrations
-
Celestials
-
Elementals
-
Fey
-
Fiends
-
Undead
When a chosen creature type enters for the first time on a turn or ends its turn there:
5D10 DAMAGE
Choose when casting:
RADIANT
or:
NECROTIC
PASSWORD
You can define a password.
A creature speaking it as it enters:
TAKES NO DAMAGE
MAKING IT PERMANENT
Cast Forbiddance in the same place every day for:
30 DAYS
Then:
IT LASTS UNTIL DISPELLED
The Material components are consumed:
ON THE FINAL CASTING
That is a specific exception worth remembering.
PART THIRTY-SIX — FORCECAGE
Level 7 Evocation — Bard, Warlock, Wizard
Casting Time: Action
Range: 100 feet
Components: V, S, M, ruby dust worth 1,500+ GP, consumed
Duration: Concentration, up to 1 hour
Create an:
IMMOBILE
INVISIBLE
magical-force prison.
Choose:
CAGE
or:
SOLID BOX
CAGE
Maximum:
20 FEET ON EACH SIDE
Its bars are:
1/2 INCH DIAMETER
with:
1/2 INCH GAPS
BOX
Maximum:
10 FEET ON EACH SIDE
The solid walls stop:
MATTER
and block spells being cast:
INTO
or:
OUT OF
the box.
WHO GETS TRAPPED?
Creature completely inside:
TRAPPED
Creature only partly inside or too large:
PUSHED OUTWARD
until completely outside.
ESCAPE
Nonmagical escape:
IMPOSSIBLE
Teleportation or interplanar travel requires:
CHARISMA SAVING THROW
Success:
ESCAPE MAGIC WORKS
Failure:
CREATURE STAYS
and:
SPELL OR EFFECT IS WASTED
Forcecage also extends into:
THE ETHEREAL PLANE
And:
DISPEL MAGIC CAN'T DISPEL IT
PART THIRTY-SEVEN — FORESIGHT
Level 9 Divination — Bard, Druid, Warlock, Wizard
Casting Time: 1 minute
Range: Touch
Components: V, S, M, hummingbird feather
Duration: 8 hours
No Concentration.
Touch a willing creature.
For:
8 HOURS
it gains:
ADVANTAGE ON D20 TESTS
And other creatures have:
DISADVANTAGE ON ATTACK ROLLS AGAINST IT
Remember that D20 Tests include:
ABILITY CHECKS
SAVING THROWS
and:
ATTACK ROLLS
So Foresight is much broader than merely:
“ADVANTAGE ON ATTACKS”
If you cast Foresight again:
THE PREVIOUS CASTING ENDS
PART THIRTY-EIGHT — FREEDOM OF MOVEMENT
Level 4 Abjuration — Bard, Cleric, Druid, Ranger
Casting Time: Action
Range: Touch
Components: V, S, M, leather strap
Duration: 1 hour
No Concentration.
A willing target's movement becomes unaffected by:
DIFFICULT TERRAIN
Spells and magical effects can't:
REDUCE ITS SPEED
or impose:
PARALYZED
or:
RESTRAINED
It also gains:
SWIM SPEED EQUAL TO ITS SPEED
NONMAGICAL RESTRAINTS
Spend:
5 FEET OF MOVEMENT
to automatically escape things such as:
MANACLES
or a creature imposing:
GRAPPLED
Higher slots:
+1 TARGET
per level above 4.
PART THIRTY-NINE — FREEZING SPHERE
Level 6 Evocation — Sorcerer, Wizard
Casting Time: Action
Range: 300 feet
Components: V, S, M, miniature crystal sphere
Duration: Instantaneous
Explosion:
60-FOOT-RADIUS SPHERE
Creatures make:
CONSTITUTION SAVE
Failure:
10D6 COLD
Success:
HALF
FREEZING WATER
If it strikes a body of water:
30-FOOT-SQUARE AREA
freezes:
6 INCHES DEEP
for:
1 MINUTE
Creatures swimming at the surface become:
RESTRAINED
Escape:
ACTION
STRENGTH (ATHLETICS)
against:
YOUR SPELL SAVE DC
DELAYED GLOBE
You can choose:
NOT TO FIRE IT IMMEDIATELY
Instead, a tiny cool globe appears in your hand.
It can then be:
THROWN — 40 FEET
or:
FIRED WITH A SLING
using the Sling's normal range.
On impact:
NORMAL EXPLOSION
If simply left somewhere:
EXPLODES AFTER 1 MINUTE
Higher slots:
+1D6
per level above 6.
PART FORTY — GASEOUS FORM
Level 3 Transmutation — Sorcerer, Warlock, Wizard
Casting Time: Action
Range: Touch
Components: V, S, M, bit of gauze
Duration: Concentration, up to 1 hour
A willing target and everything it wears and carries become:
A MISTY CLOUD
MOVEMENT
Its only movement becomes:
FLY SPEED 10 FEET
with:
HOVER
It can:
OCCUPY ANOTHER CREATURE'S SPACE
and pass through:
NARROW OPENINGS
But liquids count as:
SOLID SURFACES
DEFENSE
Resistance to:
BLUDGEONING
PIERCING
SLASHING
Immunity:
PRONE
Advantage:
STRENGTH SAVES
DEXTERITY SAVES
CONSTITUTION SAVES
RESTRICTIONS
Target can't:
TALK
MANIPULATE OBJECTS
DROP OR USE CARRIED OBJECTS
ATTACK
or:
CAST SPELLS
It can end the spell on itself with:
MAGIC ACTION
The spell also ends for it at:
0 HP
Higher slots:
+1 TARGET
per level above 3.
PART FORTY-ONE — GATE
Level 9 Conjuration — Cleric, Sorcerer, Warlock, Wizard
Casting Time: Action
Range: 60 feet
Components: V, S, M, diamond worth 5,000+ GP
Duration: Concentration, up to 1 minute
Gate creates one of the most powerful transportation effects in the SRD.
Choose:
A PRECISE LOCATION
on:
ANOTHER PLANE OF EXISTENCE
A portal appears between your location and that destination.
PORTAL SIZE
Diameter:
5 TO 20 FEET
You choose its orientation.
It has:
A FRONT
and:
A BACK
on each plane.
Travel only works through:
THE FRONT
Anything crossing it appears in the nearest unoccupied space:
ON THE OTHER PLANE
PLANAR RULERS
A deity or other planar ruler may prevent Gate from opening:
IN ITS PRESENCE
or:
ANYWHERE IN ITS DOMAIN
CALLING A SPECIFIC CREATURE
When casting Gate, you can speak:
THE EXACT NAME OF A SPECIFIC CREATURE
A:
PSEUDONYM
TITLE
or:
NICKNAME
doesn't work.
If that creature is on another plane, the portal can appear beside it and bring it to the nearest unoccupied space on your side.
But:
GATE DOESN'T GIVE YOU CONTROL OVER THE CREATURE
Once present, it acts:
AS THE GM DEEMS APPROPRIATE
It might:
HELP YOU
LEAVE
or:
ATTACK YOU
PART FORTY-TWO — GEAS
Level 5 Enchantment — Bard, Cleric, Druid, Paladin, Wizard
Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
Give a visible creature a verbal command:
-
perform a service, or
-
refrain from an action or activity.
Target makes:
WISDOM SAVING THROW
If it can't understand your command:
AUTOMATIC SUCCESS
Failure:
CHARMED FOR THE DURATION
BREAKING THE COMMAND
If the Charmed creature acts directly against your order:
5D10 PSYCHIC DAMAGE
Maximum:
ONCE PER DAY
Important:
Geas doesn't say:
“YOU DIRECTLY CONTROL ALL OF ITS ACTIONS”
Instead, violating the order triggers:
THE SPELL'S PUNISHMENT
SUICIDAL COMMANDS
You can issue broad commands, but not an activity certain to cause death.
A suicidal command:
ENDS THE SPELL
ENDING GEAS
These spells can end it:
REMOVE CURSE
GREATER RESTORATION
WISH
Higher slots:
| Slot | Duration |
|---|---|
| 5–6 | 30 days |
| 7–8 | 365 days |
| 9 | Until ended by one of the specified spells |
PART FORTY-THREE — GENTLE REPOSE
Level 2 Necromancy — Cleric, Paladin, Wizard
Casting Time: Action or Ritual
Range: Touch
Components: V, S, M, 2 CP, consumed
Duration: 10 days
Touch:
A CORPSE
or other remains.
For 10 days:
NO DECAY
and:
IT CAN'T BECOME UNDEAD
REVIVAL TIME LIMITS
Days spent protected by Gentle Repose:
DON'T COUNT
against time limits for resurrection spells such as:
RAISE DEAD
This can effectively:
EXTEND THE WINDOW
in which later resurrection magic can work.
PART FORTY-FOUR — GIANT INSECT
Level 4 Conjuration — Druid
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Summon one:
GIANT CENTIPEDE
GIANT SPIDER
or:
GIANT WASP
It uses:
THE GIANT INSECT STAT BLOCK
rather than the ordinary Monster stat block for those creatures.
It appears in a visible unoccupied space.
It is:
YOUR ALLY
Shares:
YOUR INITIATIVE COUNT
but takes its turn:
IMMEDIATELY AFTER YOURS
Commands:
VERBAL — NO ACTION REQUIRED
No command:
DODGE
and moves to avoid danger.
CORE STATISTICS
AC
11 + SPELL LEVEL
HP
At level 4:
30
Then:
+10 HP PER SPELL LEVEL ABOVE 4
Speeds
WALK 40
CLIMB 40
Wasp only:
FLY 40
MULTIATTACK
Number of attacks:
HALF SPELL LEVEL, ROUND DOWN
Level 4:
4 ÷ 2 =
2 ATTACKS
Level 6:
6 ÷ 2 =
3 ATTACKS
POISON JAB
Uses:
YOUR SPELL ATTACK MODIFIER
Reach:
10 FEET
Damage:
1D6 + 3 + SPELL LEVEL PIERCING
plus:
1D4 POISON
SPIDER — WEB BOLT
Ranged attack.
Hit:
1D10 + 3 + SPELL LEVEL BLUDGEONING
Target Speed becomes:
0
until start of insect's next turn.
CENTIPEDE — VENOMOUS SPEW
Bonus Action.
Constitution save against:
YOUR SPELL SAVE DC
Failure:
POISONED
until start of insect's next turn.
WASP
Its key form-specific advantage is:
FLY SPEED 40 FEET
PART FORTY-FIVE — GLIBNESS
Level 8 Enchantment — Bard, Warlock
Casting Time: Action
Range: Self
Components: V
Duration: 1 hour
Whenever you make:
A CHARISMA CHECK
you may replace the number rolled on the d20 with:
15
This isn't Advantage.
It isn't:
+15
You are replacing:
THE NUMBER ROLLED
before applying relevant modifiers.
MAGICAL TRUTH DETECTION
No matter what you say, magic attempting to determine whether you're truthful indicates:
YOU ARE TELLING THE TRUTH
That does not mean:
REALITY CHANGES TO MAKE THE STATEMENT TRUE
It changes what the truth-detecting magic reports.
PART FORTY-SIX — GLOBE OF INVULNERABILITY
Level 6 Abjuration — Sorcerer, Wizard
Casting Time: Action
Range: Self
Components: V, S, M, glass bead
Duration: Concentration, up to 1 minute
Create an immobile barrier as:
A 10-FOOT EMANATION
around yourself.
Spells of:
LEVEL 5 OR LOWER
cast from:
OUTSIDE THE BARRIER
can't affect anything inside.
IMPORTANT DISTINCTION
The spell might still:
TARGET
a creature inside.
But:
IT HAS NO EFFECT
The interior is also excluded from areas of effect created by such outside spells.
The crucial words are:
CAST FROM OUTSIDE
This isn't a universal cancellation of all low-level magic inside the Globe.
HIGHER SLOTS
Each slot above level 6 raises the blocked spell level by:
1
Level 7 Globe:
BLOCKS LEVEL 6 OR LOWER
Level 8:
LEVEL 7 OR LOWER
Level 9:
LEVEL 8 OR LOWER
PART FORTY-SEVEN — GLYPH OF WARDING
Level 3 Abjuration — Bard, Cleric, Wizard
Casting Time: 1 hour
Range: Touch
Components: V, S, M, powdered diamond worth 200+ GP, consumed
Duration: Until dispelled or triggered
Inscribe a magical glyph:
ON A SURFACE
or:
INSIDE A CLOSABLE OBJECT
Maximum area:
10 FEET IN DIAMETER
THE 10-FOOT MOVEMENT LIMIT
If the inscribed surface or object is moved more than:
10 FEET
from where you cast Glyph of Warding:
GLYPH BREAKS
and:
SPELL ENDS WITHOUT TRIGGERING
This prevents casually turning it into:
A PORTABLE MAGIC BOMB
FINDING THE GLYPH
It is nearly imperceptible.
To notice it:
WISDOM (PERCEPTION)
against:
YOUR SPELL SAVE DC
SETTING THE TRIGGER
You choose what activates it.
Examples can include opening an object or seeing the glyph.
You may refine the trigger by:
CREATURE TYPE
and may exempt creatures using:
A PASSWORD
Once triggered:
GLYPH OF WARDING ENDS
OPTION 1 — EXPLOSIVE RUNE
Explosion:
20-FOOT-RADIUS SPHERE
Dexterity save.
Damage:
5D8
Choose when creating:
ACID
COLD
FIRE
LIGHTNING
or:
THUNDER
Successful save:
HALF
Higher slot:
+1D8
per level above 3.
OPTION 2 — SPELL GLYPH
Store a:
PREPARED SPELL
normally of:
LEVEL 3 OR LOWER
It must target:
ONE CREATURE
or:
AN AREA
You cast the stored spell during creation, but it has:
NO IMMEDIATE EFFECT
When triggered:
-
target spell targets the triggering creature
-
area spell centers on that creature
-
hostile summoned creatures/harmful objects or traps appear as close as possible and attack the intruder
And there is a powerful specific exception:
IF THE STORED SPELL REQUIRES CONCENTRATION, IT LASTS ITS FULL DURATION
The triggered Glyph does not require you to maintain that Concentration.
Higher-level Glyph:
CAN STORE A SPELL UP TO THE SLOT LEVEL USED FOR GLYPH
PART FORTY-EIGHT — GOODBERRY
Level 1 Conjuration — Druid, Ranger
Casting Time: Action
Range: Self
Components: V, S, M, sprig of mistletoe
Duration: 24 hours
Create:
TEN MAGICAL BERRIES
A creature uses:
BONUS ACTION
to eat one.
Effect:
RESTORE 1 HP
and provide:
ENOUGH NOURISHMENT FOR ONE DAY
Uneaten berries disappear when:
THE SPELL ENDS
PART FORTY-NINE — GREASE
Level 1 Conjuration — Sorcerer, Wizard
Casting Time: Action
Range: 60 feet
Components: V, S, M, pork rind or butter
Duration: 1 minute
Create grease over:
A 10-FOOT SQUARE
It becomes:
DIFFICULT TERRAIN
And the grease is explicitly:
NONFLAMMABLE
WHEN IT APPEARS
Each creature standing there:
DEXTERITY SAVE
Failure:
PRONE
LATER
A creature entering the area or ending its turn there:
DEXTERITY SAVE
Failure:
PRONE
Important:
GREASE REQUIRES NO CONCENTRATION
PART FIFTY — GREATER INVISIBILITY
Level 4 Illusion — Bard, Sorcerer, Wizard
Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Touch a creature.
It gains:
INVISIBLE
until:
THE SPELL ENDS
Unlike some other invisibility effects, this spell doesn't contain a clause saying it ends when the target:
ATTACKS
or:
CASTS A SPELL
That makes Greater Invisibility especially useful in:
COMBAT
PART FIFTY-ONE — GREATER RESTORATION
Level 5 Abjuration — Bard, Cleric, Druid, Paladin, Ranger
Casting Time: Action
Range: Touch
Components: V, S, M, diamond dust worth 100+ GP, consumed
Duration: Instantaneous
Touch a creature and remove:
ONE
of the following.
OPTION 1
ONE EXHAUSTION LEVEL
OPTION 2
CHARMED
or:
PETRIFIED
OPTION 3
ONE CURSE
including:
ATTUNEMENT TO A CURSED MAGIC ITEM
OPTION 4
A REDUCTION TO ONE ABILITY SCORE
OPTION 5
A REDUCTION TO HIT POINT MAXIMUM
IMPORTANT
One casting doesn't automatically remove:
EVERYTHING
It removes:
ONE OF THE LISTED EFFECTS
PART FIFTY-TWO — GUARDIAN OF FAITH
Level 4 Conjuration — Cleric
Casting Time: Action
Range: 30 feet
Components: V
Duration: 8 hours
Create a:
LARGE SPECTRAL GUARDIAN
in an unoccupied visible space.
The guardian:
OCCUPIES ITS SPACE
and is:
INVULNERABLE
No Concentration.
TRIGGER
An enemy:
-
moves to a space within 10 feet for the first time on a turn, or
-
starts its turn there.
It makes:
DEXTERITY SAVE
Failure:
20 RADIANT DAMAGE
Success:
10 RADIANT DAMAGE
TOTAL DAMAGE LIMIT
Once the guardian has dealt:
60 TOTAL DAMAGE
it:
VANISHES
PART FIFTY-THREE — GUARDS AND WARDS
Level 6 Abjuration — Bard, Wizard
Casting Time: 1 hour
Range: Touch
Components: V, S, M, silver rod worth 10+ GP
Duration: 24 hours
Protect:
UP TO 2,500 SQUARE FEET OF FLOOR SPACE
Maximum height:
20 FEET
Possible shapes include:
-
one 50-foot square
-
one hundred contiguous 5-foot squares
-
twenty-five contiguous 10-foot squares
EXEMPTIONS
You can designate:
SPECIFIC INDIVIDUALS
who aren't affected.
You may also establish:
A PASSWORD
Speaking it aloud within 5 feet of the warded area grants immunity to the spell's effects.
FOUR CORE WARD EFFECTS
CORRIDORS
Fog makes corridors:
HEAVILY OBSCURED
At intersections or branching passages, creatures other than you have:
50% CHANCE
to believe they chose the opposite direction.
DOORS
All warded doors become magically locked as with:
ARCANE LOCK
You can also disguise up to:
TEN DOORS
as ordinary walls.
STAIRS
Web fills the stairs.
If destroyed:
REGROWS AFTER 10 MINUTES
while Guards and Wards remains.
OTHER SPELL EFFECT
Choose one option:
-
Dancing Lights in four corridors
-
Magic Mouth in two locations
-
Stinking Cloud in two locations
-
Gust of Wind in one corridor or room
-
Suggestion in one 5-foot square
DISPEL MAGIC
Dispel Magic has:
NO EFFECT ON GUARDS AND WARDS ITSELF
However, its four constituent effects:
CAN BE DISPELLED
If all four are dispelled:
GUARDS AND WARDS ENDS
PERMANENT WARD
Cast it in the same area every day for:
365 DAYS
Then it lasts until:
ALL ITS EFFECTS ARE DISPELLED
PART FIFTY-FOUR — GUIDANCE
Divination Cantrip — Cleric, Druid
Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Touch a willing creature.
Choose:
ONE SKILL
For the duration, whenever it makes an Ability Check using:
THAT CHOSEN SKILL
it adds:
1D4
EXAMPLE
Choose:
STEALTH
Target makes:
Dexterity (Stealth):
d20 = 13
Dexterity modifier = +3
Proficiency Bonus = +3
Guidance = 1d4 → 2
Total:
13 + 3 + 3 + 2 =
21
IMPORTANT
Guidance isn't:
+1D4 TO EVERY D20 TEST
It doesn't automatically apply to:
-
attack rolls
-
saving throws
-
checks using another skill
The chosen skill matters.
PART FIFTY-FIVE — GUIDING BOLT
Level 1 Evocation — Cleric
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: 1 round
Make:
RANGED SPELL ATTACK
Hit:
4D6 RADIANT DAMAGE
Then:
THE NEXT ATTACK ROLL
against the target before the end of your next turn has:
ADVANTAGE
IMPORTANT
It grants Advantage to:
THE NEXT ATTACK
Not every attack until your next turn.
Once one qualifying attack uses it:
THE BENEFIT IS CONSUMED
Higher slots:
+1D6
per level above 1.
PART FIFTY-SIX — GUST OF WIND
Level 2 Evocation — Druid, Ranger, Sorcerer, Wizard
Casting Time: Action
Range: Self
Components: V, S, M, legume seed
Duration: Concentration, up to 1 minute
Create a Line:
60 FEET LONG
10 FEET WIDE
extending from you.
Each creature in the Line makes:
STRENGTH SAVE
Failure:
PUSHED 15 FEET AWAY FROM YOU
along the Line.
A creature ending its turn in the Line:
MAKES THE SAVE AGAIN
MOVING AGAINST THE WIND
A creature moving closer to you through the Line spends:
2 FEET OF MOVEMENT FOR EVERY 1 FOOT MOVED
GAS AND FIRE
The wind:
DISPERSES GAS AND VAPOR
It extinguishes:
CANDLES
and similar unprotected flames.
Protected flames such as lanterns:
DANCE WILDLY
and have:
50% CHANCE TO BE EXTINGUISHED
On later turns, Bonus Action:
CHANGE THE DIRECTION OF THE LINE
PART FIFTY-SEVEN — THE FIRE FAMILY
The F section contains an unusually large concentration of fire magic.
But these spells work very differently.
| Spell | Main Mechanic |
|---|---|
| Fire Bolt | Ranged spell attack |
| Fire Shield | Defensive retaliation |
| Fire Storm | Ten configurable Cubes |
| Fireball | 20-foot-radius Sphere |
| Flame Blade | Reusable melee spell attack |
| Flame Strike | Fire + Radiant Cylinder |
| Flaming Sphere | Mobile persistent Sphere |
Do not think:
“FIRE SPELL = SAME SPELL WITH DIFFERENT DAMAGE”
The:
SHAPE
RANGE
ACTION ECONOMY
CONCENTRATION
TARGETING
and:
SECONDARY EFFECTS
are often more important than the damage dice.
FIREBALL VS FLAME STRIKE
FIREBALL
Level:
3
Damage:
8D6 FIRE
Area:
20-FOOT-RADIUS SPHERE
FLAME STRIKE
Level:
5
Damage:
5D6 FIRE + 5D6 RADIANT
Area:
10-FOOT-RADIUS, 40-FOOT-HIGH CYLINDER
So the question isn't merely:
WHICH DOES MORE DAMAGE?
It is also:
WHAT AREA DO I NEED?
WHAT DAMAGE TYPES MATTER?
WHAT SPELL LIST DO I HAVE?
PART FIFTY-EIGHT — CONTROL WITHOUT DIRECT DAMAGE
Several E–G spells can dramatically change an encounter without simply dealing damage.
Examples:
ENTANGLE
Restrained + Difficult Terrain.
FAERIE FIRE
Reveals Invisible targets and grants Advantage.
FEAR
Drops held objects and forces enemies to flee.
FOG CLOUD
Creates Heavy Obscurement.
FORCECAGE
Creates a magical prison.
GREASE
Creates Difficult Terrain and Prone risk.
GLOBE OF INVULNERABILITY
Creates a defensive zone against spells.
GUST OF WIND
Pushes enemies and controls movement.
Advanced spellcasting often means asking:
“HOW CAN I CONTROL WHAT THE ENEMY IS ABLE TO DO?”
rather than merely:
“HOW MUCH DAMAGE CAN I DEAL?”
PART FIFTY-NINE — CONCENTRATION CHECK
These E–G spells require Concentration:
-
Earthquake
-
Enhance Ability
-
Enlarge/Reduce
-
Ensnaring Strike
-
Entangle
-
Enthrall
-
Expeditious Retreat
-
Eyebite
-
Faerie Fire
-
Fear
-
Find the Path
-
Flame Blade
-
Flaming Sphere
-
Flesh to Stone
-
Fly
-
Fog Cloud
-
Forcecage
-
Gaseous Form
-
Gate
-
Giant Insect
-
Globe of Invulnerability
-
Greater Invisibility
-
Guidance
-
Gust of Wind
This means combinations such as:
FLY + GREATER INVISIBILITY
normally can't be maintained by the same caster simultaneously.
Nor:
FORCECAGE + GLOBE OF INVULNERABILITY
by one caster.
But some powerful long-duration effects surprisingly require:
NO CONCENTRATION
MAJOR NON-CONCENTRATION EXAMPLES
ETHEREALNESS
FAITHFUL HOUND
FALSE LIFE
FIND FAMILIAR
FIND STEED
FIRE SHIELD
FORESIGHT
FREEDOM OF MOVEMENT
GEAS
GENTLE REPOSE
GLIBNESS
GOODBERRY
GREASE
GUARDIAN OF FAITH
GUARDS AND WARDS
Long duration:
DOES NOT AUTOMATICALLY MEAN CONCENTRATION
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING EARTHQUAKE ONLY KNOCKS CREATURES PRONE
A failed save also:
BREAKS CONCENTRATION
MISTAKE 2 — PUTTING EARTHQUAKE FISSURES UNDER BUILDINGS
The fissures:
CAN'T BE PLACED UNDER STRUCTURES
MISTAKE 3 — ROLLING ONE ATTACK FOR ALL ELDRITCH BLAST BEAMS
Each beam gets:
ITS OWN ATTACK ROLL
MISTAKE 4 — ASSUMING ELEMENTALISM IS A COMBAT-DAMAGE CANTRIP
Its listed effects don't provide general elemental attacks.
MISTAKE 5 — CHOOSING CONSTITUTION WITH ENHANCE ABILITY
SRD 5.2.1 lists:
STR, DEX, INT, WIS, CHA
Not Constitution.
MISTAKE 6 — USING ENHANCE ABILITY ON SAVING THROWS
It gives Advantage on:
ABILITY CHECKS
MISTAKE 7 — THINKING ENLARGE DOUBLES DAMAGE
It adds:
1D4
to attacks with enlarged weapons or Unarmed Strikes.
MISTAKE 8 — CASTING ENSNARING STRIKE BEFORE KNOWING WHETHER YOU HIT
Its trigger is:
IMMEDIATELY AFTER A WEAPON HIT
MISTAKE 9 — FORGETTING LARGE CREATURES HAVE ADVANTAGE AGAINST ENSNARING STRIKE
Large or larger:
ADVANTAGE ON INITIAL STRENGTH SAVE
MISTAKE 10 — THINKING ENTANGLE ONLY CREATES DIFFICULT TERRAIN
It can also:
RESTRAIN
creatures.
MISTAKE 11 — USING ENTHRALL AS EASY COMBAT CONTROL
Creatures you or your companions are fighting:
AUTOMATICALLY SUCCEED
MISTAKE 12 — THINKING ETHEREALNESS REQUIRES CONCENTRATION
It doesn't.
MISTAKE 13 — THINKING ETHEREALNESS MEANS INVULNERABILITY TO EVERYTHING
You can still interact with and be affected by things:
ON THE ETHEREAL PLANE
MISTAKE 14 — THINKING EXPEDITIOUS RETREAT ONLY WORKS WHEN FLEEING
Its mechanics grant:
DASH
regardless of the direction you travel.
MISTAKE 15 — RETARGETING A CREATURE THAT SUCCEEDED AGAINST EYEBITE
That creature can't be targeted again by:
THAT CASTING
MISTAKE 16 — USING FABRICATE TO CREATE MAGIC ITEMS
It can't create:
MAGIC ITEMS
MISTAKE 17 — FABRICATING PLATE ARMOR WITHOUT THE APPROPRIATE TOOL PROFICIENCY
High-skill objects require:
APPROPRIATE ARTISAN'S TOOL PROFICIENCY
MISTAKE 18 — THINKING FAERIE FIRE AUTOMATICALLY OUTLINES CREATURES
Creatures get:
DEXTERITY SAVES
Objects don't.
MISTAKE 19 — THINKING FAERIE FIRE MAKES EVERY ATTACK AUTOMATICALLY HIT
It gives:
ADVANTAGE
if the attacker can see the affected target.
MISTAKE 20 — THINKING EVERYONE CAN SEE FAITHFUL HOUND
Only:
THE CASTER
can see it normally.
MISTAKE 21 — USING FALSE LIFE AS HEALING
It grants:
TEMPORARY HIT POINTS
MISTAKE 22 — FORGETTING FEAR MAKES CREATURES DROP WHAT THEY'RE HOLDING
On a failed save:
DROP HELD ITEMS
plus Frightened.
MISTAKE 23 — WAITING UNTIL SOMEONE HITS THE GROUND TO CAST FEATHER FALL
The Reaction trigger is:
WHEN THE FALL BEGINS
not after impact.
MISTAKE 24 — LETTING A FAMILIAR ATTACK
Find Familiar explicitly says:
IT CAN'T ATTACK
MISTAKE 25 — THINKING A FAMILIAR SHARES YOUR INITIATIVE
It:
ROLLS ITS OWN INITIATIVE
Find Steed is the one that:
SHARES YOUR INITIATIVE COUNT
MISTAKE 26 — HAVING MULTIPLE FAMILIARS FROM RECASTING FIND FAMILIAR
You can have:
ONE FAMILIAR
MISTAKE 27 — GIVING A LEVEL 2 FIND STEED FLIGHT
The Otherworldly Steed gets Fly Speed only when the spell is:
LEVEL 4+
MISTAKE 28 — CALCULATING FIND STEED FROM PALADIN CHARACTER LEVEL
Its scaling refers to:
SPELL LEVEL
MISTAKE 29 — ASSUMING FIND THE PATH TELEPORTS YOU
It reveals:
THE MOST DIRECT PHYSICAL ROUTE
MISTAKE 30 — THINKING FIND TRAPS POINTS TO THE TRAP
It specifically doesn't reveal:
THE LOCATION
MISTAKE 31 — TURNING EVERY CREATURE KILLED BY FINGER OF DEATH INTO A ZOMBIE
Only:
A HUMANOID
killed by it rises.
MISTAKE 32 — FORGETTING FIRE BOLT CAN TARGET OBJECTS
It can target:
CREATURE OR OBJECT
MISTAKE 33 — THINKING FIRE SHIELD REQUIRES CONCENTRATION
It doesn't.
MISTAKE 34 — ASSUMING FIRE STORM MUST FORM ONE SIMPLE RECTANGLE
Its ten Cubes can be arranged flexibly provided each Cube is contiguous with another.
MISTAKE 35 — MAKING A FLAME BLADE ATTACK AS PART OF THE CASTING BONUS ACTION
The attack requires:
MAGIC ACTION
MISTAKE 36 — ADDING ONLY 1D6 TOTAL TO HIGHER-LEVEL FLAME STRIKE
Each higher slot adds:
+1D6 FIRE
and:
+1D6 RADIANT
MISTAKE 37 — FORGETTING FLAMING SPHERE CAN BE MOVED WITH A BONUS ACTION
It can move:
30 FEET
MISTAKE 38 — THINKING A SUCCESSFUL INITIAL FLESH TO STONE SAVE MEANS NOTHING HAPPENS
Its Speed still becomes:
0
until start of your next turn.
MISTAKE 39 — THINKING FLESH TO STONE REQUIRES THREE CONSECUTIVE FAILURES
They:
DON'T NEED TO BE CONSECUTIVE
Track both pools.
MISTAKE 40 — OVERLOADING FLOATING DISK
More than:
500 POUNDS
ends the spell.
MISTAKE 41 — THINKING FLY PROTECTS YOU WHEN CONCENTRATION ENDS
If you're still aloft and have no other protection:
YOU FALL
MISTAKE 42 — THINKING FOG CLOUD IS ORDINARY LIGHT OBSCUREMENT
Its area is:
HEAVILY OBSCURED
MISTAKE 43 — ASSUMING FORBIDDANCE'S RUBY DUST IS ALWAYS CONSUMED
The permanent 30-day procedure specifically consumes it on:
THE LAST CASTING
MISTAKE 44 — USING OLD FORCECAGE ASSUMPTIONS
In SRD 5.2.1:
FORCECAGE REQUIRES CONCENTRATION
and its ruby dust is:
CONSUMED
MISTAKE 45 — TRYING TO DISPEL FORCECAGE WITH DISPEL MAGIC
Forcecage explicitly says:
DISPEL MAGIC DOESN'T DISPEL IT
MISTAKE 46 — THINKING FORESIGHT ONLY HELPS ATTACK ROLLS
It grants Advantage on:
ALL D20 TESTS
MISTAKE 47 — THINKING FREEDOM OF MOVEMENT REQUIRES CONCENTRATION
It doesn't.
MISTAKE 48 — FORGETTING FREEZING SPHERE CAN BE STORED TEMPORARILY AS A GLOBE
You may delay firing it—but after:
1 MINUTE
it explodes if it hasn't already.
MISTAKE 49 — ATTACKING OR CASTING SPELLS IN GASEOUS FORM
The spell forbids both.
MISTAKE 50 — THINKING GATE GIVES CONTROL OVER A NAMED CREATURE
It doesn't.
MISTAKE 51 — USING A NICKNAME TO SUMMON SOMEONE WITH GATE
It requires:
THE SPECIFIC CREATURE'S NAME
A title, nickname, or pseudonym doesn't work.
MISTAKE 52 — TREATING GEAS AS COMPLETE MIND CONTROL
It imposes Charmed and punishes direct violation of the command.
It doesn't say you choose every action the creature takes.
MISTAKE 53 — DEALING GEAS DAMAGE EVERY TIME THE CREATURE DISOBEYS
Maximum:
ONCE PER DAY
MISTAKE 54 — THINKING GENTLE REPOSE REVIVES THE DEAD
It doesn't.
It:
PRESERVES THE REMAINS
and helps preserve the resurrection window.
MISTAKE 55 — USING NORMAL GIANT SPIDER STATISTICS FOR GIANT INSECT
The spell gives you:
ITS OWN GIANT INSECT STAT BLOCK
MISTAKE 56 — THINKING GLIBNESS ADDS +15
It lets you:
REPLACE THE D20 RESULT WITH 15
MISTAKE 57 — THINKING GLOBE OF INVULNERABILITY NEGATES EVERY LOW-LEVEL SPELL REGARDLESS OF ORIGIN
It specifies qualifying spells:
CAST FROM OUTSIDE THE BARRIER
MISTAKE 58 — CARRYING A GLYPH OF WARDING AROUND THE WORLD
Move the inscribed object more than:
10 FEET FROM THE CASTING LOCATION
and the Glyph:
BREAKS WITHOUT TRIGGERING
MISTAKE 59 — MAINTAINING CONCENTRATION ON A SPELL RELEASED BY SPELL GLYPH
Glyph provides a specific exception:
THE STORED CONCENTRATION SPELL LASTS ITS FULL DURATION
MISTAKE 60 — THINKING GOODBERRY TAKES AN ACTION TO EAT
In SRD 5.2.1:
BONUS ACTION
MISTAKE 61 — SETTING GREASE ON FIRE
The spell explicitly says:
NONFLAMMABLE GREASE
MISTAKE 62 — ENDING GREATER INVISIBILITY WHEN THE TARGET ATTACKS
The spell doesn't contain that early-ending condition.
MISTAKE 63 — REMOVING FIVE DIFFERENT PROBLEMS WITH ONE GREATER RESTORATION
Choose:
ONE LISTED EFFECT
per casting.
MISTAKE 64 — ATTACKING GUARDIAN OF FAITH TO DESTROY IT
The guardian is:
INVULNERABLE
It disappears after dealing:
60 TOTAL DAMAGE
or when duration expires.
MISTAKE 65 — CASTING DISPEL MAGIC ON GUARDS AND WARDS AND ENDING EVERYTHING IMMEDIATELY
Dispel Magic doesn't affect:
GUARDS AND WARDS ITSELF
Its individual effects can be dispelled.
MISTAKE 66 — USING GUIDANCE ON EVERY CHECK
Choose:
ONE SKILL
The d4 applies only to checks using that skill.
MISTAKE 67 — GIVING GUIDING BOLT ADVANTAGE TO EVERY ATTACK FOR A ROUND
Only:
THE NEXT ATTACK ROLL
gets Advantage.
MISTAKE 68 — DEALING WIND DAMAGE WITH GUST OF WIND
The spell gives:
PUSHING
MOVEMENT CONTROL
GAS DISPERSAL
FLAME INTERACTION
It doesn't list direct damage.
QUICK RECAP
The E–G spells demonstrate nearly every major way magic can influence play.
OFFENSE
ELDRITCH BLAST
FINGER OF DEATH
FIRE BOLT
FIREBALL
FLAME STRIKE
GUIDING BOLT
BATTLEFIELD CONTROL
EARTHQUAKE
ENSNARING STRIKE
ENTANGLE
FEAR
FOG CLOUD
FORCECAGE
GREASE
GUST OF WIND
MOBILITY
ETHEREALNESS
EXPEDITIOUS RETREAT
FEATHER FALL
FLY
FREEDOM OF MOVEMENT
GASEOUS FORM
GATE
COMPANIONS
FIND FAMILIAR
FIND STEED
GIANT INSECT
DEFENSE
FIRE SHIELD
FORESIGHT
GLOBE OF INVULNERABILITY
GUARDIAN OF FAITH
GUARDS AND WARDS
UTILITY
ELEMENTALISM
FABRICATE
FIND THE PATH
FIND TRAPS
GLIBNESS
GLYPH OF WARDING
GOODBERRY
GUIDANCE
RESTORATION AND PRESERVATION
GENTLE REPOSE
GREATER RESTORATION
PRIME HERO CHALLENGE
A level 11 Wizard has:
Intelligence:
20
Modifier:
+5
Proficiency Bonus:
+4
Therefore:
Spell Save DC:
8 + 5 + 4 =
17
Spell Attack Bonus:
5 + 4 =
+9
Resolve the following situations.
CHALLENGE 1 — ELDRITCH BLAST
Imagine instead that a level 11 Warlock fires Eldritch Blast.
How many beams?
THREE
Does one attack roll determine all three?
NO
Each gets:
ITS OWN ATTACK ROLL
CHALLENGE 2 — ENHANCE ABILITY
You choose Dexterity.
Your ally makes:
DEXTERITY (STEALTH) CHECK
Advantage?
YES
Later the ally makes:
DEXTERITY SAVING THROW
Does Enhance Ability grant Advantage?
NO
CHALLENGE 3 — FLESH TO STONE
Enemy succeeds on its first Constitution save.
Is it completely unaffected?
NO
Its Speed becomes:
0
until the start of your next turn.
CHALLENGE 4 — FORCECAGE
An imprisoned enemy casts a teleportation spell.
Before escaping:
CHARISMA SAVING THROW DC 17
Failure:
NO ESCAPE
and:
TELEPORTATION EFFECT IS WASTED
CHALLENGE 5 — GUIDANCE
You cast Guidance and choose:
ARCANA
Ally later makes:
INTELLIGENCE (ARCANA)
They add:
1D4
Then they make:
WISDOM (PERCEPTION)
Does Guidance apply?
NO
because Perception isn't the chosen skill.
CHALLENGE 6 — GLYPH OF WARDING
You create a Glyph inside a chest.
You then carry that chest:
50 FEET
What happens?
The object moved more than:
10 FEET
from the casting location.
Therefore:
GLYPH BREAKS
and ends:
WITHOUT TRIGGERING
CHALLENGE 7 — FIREBALL
Level 5 Fireball.
Base:
8D6
Two slot levels above level 3:
+2D6
Total:
10D6 FIRE
Dexterity save:
DC 17
Failure:
FULL DAMAGE
Success:
HALF
CHALLENGE 8 — FLAME STRIKE
Level 6 slot.
Base:
5D6 FIRE + 5D6 RADIANT
Higher level adds:
+1D6 FIRE +1D6 RADIANT
Total:
6D6 FIRE + 6D6 RADIANT
or:
12D6 TOTAL
before accounting for Resistances or other effects.
CHALLENGE 9 — GIANT INSECT
Cast with a:
LEVEL 6 SLOT
AC:
11 + 6 =
17
HP:
30 + 20 =
50
Multiattack:
6 ÷ 2 =
THREE ATTACKS
CHALLENGE 10 — GREATER RESTORATION
An ally has:
-
2 levels of Exhaustion
-
a curse
-
reduced HP maximum
One casting removes all three?
NO
Choose:
ONE LISTED EFFECT
For example, remove:
ONE EXHAUSTION LEVEL
Another casting would be required for the curse.
Another for the HP-maximum reduction.
LESSON 81 — KEY TAKEAWAYS
The E–G section teaches an essential truth about spellcasting:
MAGIC IS MUCH MORE THAN DAMAGE
A spell can:
DESTROY A BUILDING
with Earthquake.
REVEAL THE INVISIBLE
with Faerie Fire.
CALL A COMPANION
with Find Familiar, Find Steed, or Giant Insect.
CROSS THE PLANES
with Etherealness or Gate.
FREE AN ALLY
with Freedom of Movement or Greater Restoration.
LOCK DOWN AN ENEMY
with Entangle, Flesh to Stone, or Forcecage.
PROTECT AN ENTIRE LOCATION
with Forbiddance or Guards and Wards.
PRESERVE THE DEAD
with Gentle Repose.
MANIPULATE SOCIAL REALITY
with Glibness or Geas.
And a level 1 spell can sometimes solve a problem a level 9 damage spell can't.
That is why experienced spellcasters don't merely memorize:
DAMAGE DICE
They learn to read five questions:
1. WHAT DOES THE SPELL TARGET?
2. WHAT ACTION DOES IT REQUIRE?
3. DOES IT REQUIRE CONCENTRATION?
4. WHAT EXACTLY HAPPENS ON A SUCCESS OR FAILURE?
5. WHAT SPECIAL EXCEPTION DOES THIS SPELL CREATE?
The final question is especially important.
Because in 5E:
SPECIFIC RULES OVERRIDE GENERAL RULES
Glyph of Warding can make a stored Concentration spell last its full duration.
Earthquake can directly break Concentration.
Forcecage can't be removed by Dispel Magic.
Foresight grants Advantage on every D20 Test.
Freedom of Movement allows automatic escape from certain nonmagical restraints.
Find Familiar forbids its familiar from attacking.
And Find Steed supplies its own scalable stat block.
The better you become at noticing those specific rules:
THE BETTER SPELLCASTER YOU BECOME.
NEXT LESSON
LESSON 82 — SPELL COMPENDIUM H–L
The next section moves through:
H
I
J
K
and:
L
including major spells such as:
HASTE
HEAL
HEALING WORD
HEROES' FEAST
HEROISM
HEX
HOLD MONSTER
HOLD PERSON
HUNTER'S MARK
HYPNOTIC PATTERN
ICE KNIFE
ICE STORM
IDENTIFY
IMPRISONMENT
INCENDIARY CLOUD
INFLECT WOUNDS
INSECT PLAGUE
INVISIBILITY
IRRESISTIBLE DANCE
JUMP
KNOCK
LEGEND LORE
LESSER RESTORATION
LEVITATE
LIGHT
LIGHTNING BOLT
LOCATE CREATURE
LOCATE OBJECT
LONGSTRIDER
and the rest of the SRD 5.2.1 spells from:
H THROUGH L
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.