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.