Secret Lesson 82

Spell Compendium H–L

Lesson 81 carried us through the spells beginning with:

E–G

Now the alphabetical Spell Compendium continues through:

H

I

J

K

and:

L

This section contains:

39 SPELLS

and introduces some of the most important magical concepts in the game:

HEALING

SPEED

PARALYSIS

INVISIBILITY

ILLUSIONS

MAGICAL TRACKING

CURSES

MAGICAL PRISONS

HOLY SANCTUARIES

BATTLEFIELD CONTROL

LIGHTNING

FIRE

ICE

TELEPORTING OBJECTS

and:

LEGENDARY DIVINATION


PART ONE — COMPLETE H–L SPELL INDEX

H SPELLS

Spell Level School Classes
Hallow 5 Abjuration Cleric
Hallucinatory Terrain 4 Illusion Bard, Druid, Warlock, Wizard
Harm 6 Necromancy Cleric
Haste 3 Transmutation Sorcerer, Wizard
Heal 6 Abjuration Cleric, Druid
Healing Word 1 Abjuration Bard, Cleric, Druid
Heat Metal 2 Transmutation Bard, Druid
Hellish Rebuke 1 Evocation Warlock
Heroes’ Feast 6 Conjuration Bard, Cleric, Druid
Heroism 1 Enchantment Bard, Paladin
Hex 1 Enchantment Warlock
Hideous Laughter 1 Enchantment Bard, Warlock, Wizard
Hold Monster 5 Enchantment Bard, Sorcerer, Warlock, Wizard
Hold Person 2 Enchantment Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Holy Aura 8 Abjuration Cleric
Hunter’s Mark 1 Divination Ranger
Hypnotic Pattern 3 Illusion Bard, Sorcerer, Warlock, Wizard

I SPELLS

Spell Level School Classes
Ice Knife 1 Conjuration Druid, Sorcerer, Wizard
Ice Storm 4 Evocation Druid, Sorcerer, Wizard
Identify 1 Divination Bard, Wizard
Illusory Script 1 Illusion Bard, Warlock, Wizard
Imprisonment 9 Abjuration Warlock, Wizard
Incendiary Cloud 8 Conjuration Druid, Sorcerer, Wizard
Inflict Wounds 1 Necromancy Cleric
Insect Plague 5 Conjuration Cleric, Druid, Sorcerer
Instant Summons 6 Conjuration Wizard
Invisibility 2 Illusion Bard, Sorcerer, Warlock, Wizard
Irresistible Dance 6 Enchantment Bard, Wizard

J SPELLS

Spell Level School Classes
Jump 1 Transmutation Druid, Ranger, Sorcerer, Wizard

K SPELLS

Spell Level School Classes
Knock 2 Transmutation Bard, Sorcerer, Wizard

L SPELLS

Spell Level School Classes
Legend Lore 5 Divination Bard, Cleric, Wizard
Lesser Restoration 2 Abjuration Bard, Cleric, Druid, Paladin, Ranger
Levitate 2 Transmutation Sorcerer, Wizard
Light Cantrip Evocation Bard, Cleric, Sorcerer, Wizard
Lightning Bolt 3 Evocation Sorcerer, Wizard
Locate Animals or Plants 2 Divination Bard, Druid, Ranger
Locate Creature 4 Divination Bard, Cleric, Druid, Paladin, Ranger, Wizard
Locate Object 2 Divination Bard, Cleric, Druid, Paladin, Ranger, Wizard
Longstrider 1 Transmutation Bard, Druid, Ranger, Wizard

PART TWO — HALLOW

Level 5 Abjuration — Cleric

Casting Time: 24 hours
Range: Touch
Components: V, S, M, incense worth 1,000+ GP, consumed
Duration: Until dispelled

Hallow transforms a location into an enduring:

HOLY OR UNHOLY AREA

You touch a point and affect an area with a radius of up to:

60 FEET

The spell fails if that radius includes an area already affected by another:

HALLOW

 


HALLOWED WARD

Choose any of these creature types:

  • Aberration

  • Celestial

  • Elemental

  • Fey

  • Fiend

  • Undead

Creatures of the chosen types:

CAN'T WILLINGLY ENTER THE AREA

The wording is important.

It doesn't say they cease to exist if somehow forced inside.

It prevents them from:

WILLINGLY ENTERING

The ward also suppresses certain possession, Charmed, and Frightened effects caused by such creatures while the affected creature remains in the area.


EXTRA EFFECT

Hallow also lets you bind:

ONE EXTRA EFFECT

to the area.


COURAGE

Chosen creature types can't gain:

FRIGHTENED

while inside.


DARKNESS

The area becomes:

DARK

Normal light can't illuminate it.

Magical light from spells of a lower level than Hallow:

ALSO CAN'T ILLUMINATE IT


DAYLIGHT

The area fills with:

BRIGHT LIGHT

Magical Darkness created by a lower-level spell:

CAN'T EXTINGUISH IT


PEACEFUL REST

Dead bodies interred there:

CAN'T BECOME UNDEAD


EXTRADIMENSIONAL INTERFERENCE

Chosen creature types can't enter or leave the area through:

TELEPORTATION

or:

INTERPLANAR TRAVEL


FEAR

Chosen creature types have:

FRIGHTENED

while in the area.


RESISTANCE

Chosen creature types gain:

RESISTANCE

to one damage type you select.


SILENCE

No sound can:

LEAVE THE AREA

or:

ENTER THE AREA


TONGUES

Chosen creature types can communicate with other creatures in the area even without:

A SHARED LANGUAGE


VULNERABILITY

Chosen creature types gain:

VULNERABILITY

to one damage type you choose.

Hallow is therefore not merely a defensive spell.

It is essentially:

MAGICAL ARCHITECTURE


PART THREE — HALLUCINATORY TERRAIN

Level 4 Illusion — Bard, Druid, Warlock, Wizard

Casting Time: 10 minutes
Range: 300 feet
Components: V, S, M, a mushroom
Duration: 24 hours

Choose natural terrain inside a:

150-FOOT CUBE

You make it:

LOOK

SOUND

and:

SMELL

like another kind of natural terrain.

Examples might include making:

  • a road appear to be a swamp

  • a field look like a crevasse

  • rough terrain look like a smooth road

  • a pond appear to be grass

But:

PHYSICAL REALITY DOESN'T CHANGE


WHAT ISN'T TRANSFORMED?

The spell doesn't change:

MANUFACTURED STRUCTURES

EQUIPMENT

or:

CREATURES

And the terrain retains its real:

TACTILE CHARACTERISTICS

So an apparent grassy meadow that is physically a pond:

IS STILL WATER


DISCOVERING THE ILLUSION

If physical contact doesn't make the illusion obvious, a creature can take:

THE STUDY ACTION

and make:

INTELLIGENCE (INVESTIGATION)

against:

YOUR SPELL SAVE DC

Success:

IT RECOGNIZES THE ILLUSION

and sees the false terrain as a vague image superimposed on the real terrain.


PART FOUR — HARM

Level 6 Necromancy — Cleric

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous

Choose a creature you can see.

It makes:

CONSTITUTION SAVING THROW

Failure:

14D6 NECROTIC DAMAGE

and its Hit Point maximum is reduced by:

THE NECROTIC DAMAGE IT ACTUALLY TOOK

Success:

HALF DAMAGE ONLY

No maximum-HP reduction.


IMPORTANT LIMIT

Harm can't reduce the target's maximum HP below:

1

Example:

Target maximum HP:

80

Harm damage actually taken:

34

New maximum:

80 − 34 =

46 HP


PART FIVE — HASTE

Level 3 Transmutation — Sorcerer, Wizard

Casting Time: Action
Range: 30 feet
Components: V, S, M, shaving of licorice root
Duration: Concentration, up to 1 minute

Choose a:

WILLING CREATURE YOU CAN SEE

The target gains four major benefits.


BENEFIT 1 — SPEED

Its Speed is:

DOUBLED

Speed 30 becomes:

60 FEET


BENEFIT 2 — ARMOR CLASS

Gain:

+2 AC


BENEFIT 3 — DEXTERITY SAVES

Gain:

ADVANTAGE

on Dexterity Saving Throws.


BENEFIT 4 — EXTRA ACTION

Every turn, the target receives:

ONE ADDITIONAL ACTION

But that action is restricted.

It may be used only for:

ATTACK — ONE ATTACK ONLY

DASH

DISENGAGE

HIDE

or:

UTILIZE


VERY IMPORTANT — THE HASTE ATTACK

Suppose a Fighter normally has Extra Attack and can make:

THREE ATTACKS

with the normal Attack action.

The special Haste action doesn't become:

THREE MORE ATTACKS

The spell explicitly restricts that Attack option to:

ONE ATTACK ONLY


THE LETHARGY

When Haste ends:

TARGET BECOMES INCAPACITATED

and:

SPEED BECOMES 0

until:

THE END OF ITS NEXT TURN

That happens when Haste ends—not merely when its full minute expires.

So losing Concentration early can be:

VERY DANGEROUS


PART SIX — HEAL

Level 6 Abjuration — Cleric, Druid

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous

Choose a creature you can see.

It regains:

70 HIT POINTS

Heal also ends:

BLINDED

DEAFENED

and:

POISONED

on the target.


HIGHER-LEVEL CASTING

For every slot level above 6:

+10 HP

Level 7

80 HP

Level 8

90 HP

Level 9

100 HP


PART SEVEN — HEALING WORD

Level 1 Abjuration — Bard, Cleric, Druid

Casting Time: Bonus Action
Range: 60 feet
Components: V
Duration: Instantaneous

Choose a visible creature.

It regains:

2D4 + SPELLCASTING ABILITY MODIFIER

Hit Points.


EXAMPLE

Wisdom modifier:

+4

Roll:

2d4 = 3 + 2 = 5

Healing:

5 + 4 =

9 HP


HIGHER-LEVEL CASTING

Each spell-slot level above 1 adds:

+2D4

So:

Slot Healing
1 2d4 + modifier
2 4d4 + modifier
3 6d4 + modifier
4 8d4 + modifier

And so on.


WHY HEALING WORD IS TACTICALLY DISTINCT

It uses:

BONUS ACTION

has:

60-FOOT RANGE

and requires only:

VERBAL COMPONENT

That can make it especially useful when an ally needs healing without requiring the caster to walk over and touch them.


PART EIGHT — HEAT METAL

Level 2 Transmutation — Bard, Druid

Casting Time: Action
Range: 60 feet
Components: V, S, M, a piece of iron and a flame
Duration: Concentration, up to 1 minute

Choose a visible:

MANUFACTURED METAL OBJECT

Examples given by the spell include:

METAL WEAPON

or:

MEDIUM OR HEAVY METAL ARMOR

The object becomes dangerously hot.


INITIAL DAMAGE

Any creature in physical contact with it takes:

2D8 FIRE DAMAGE

when you cast the spell.


LATER TURNS

Bonus Action:

DEAL 2D8 FIRE AGAIN

provided the object is:

WITHIN RANGE


HOLDING OR WEARING THE OBJECT

When a creature takes this damage while holding or wearing the item:

CONSTITUTION SAVE

Failure:

DROP THE OBJECT IF IT CAN

If it doesn't drop the object:

DISADVANTAGE ON ATTACK ROLLS

and:

DISADVANTAGE ON ABILITY CHECKS

until the start of your next turn.


HIGHER SLOTS

Damage increases by:

+1D8

per slot above 2.


PART NINE — HELLISH REBUKE

Level 1 Evocation — Warlock

Hellish Rebuke is a:

REACTION SPELL

Trigger:

A CREATURE YOU CAN SEE WITHIN 60 FEET DAMAGES YOU

Range: 60 feet
Components: V, S
Duration: Instantaneous

The attacker makes:

DEXTERITY SAVE

Failure:

2D10 FIRE

Success:

HALF DAMAGE

Higher slots:

+1D10

per slot above 1.


IMPORTANT

You don't cast Hellish Rebuke simply because:

SOMEBODY ATTACKS YOU

The trigger requires:

YOU ACTUALLY TAKE DAMAGE


PART TEN — HEROES’ FEAST

Level 6 Conjuration — Bard, Cleric, Druid

Casting Time: 10 minutes
Range: Self
Components: V, S, M, gem-encrusted bowl worth 1,000+ GP, consumed
Duration: Instantaneous

You conjure a feast inside an unoccupied:

10-FOOT CUBE

next to you.

Up to:

TWELVE CREATURES

can eat it.


THE MEAL TAKES TIME

The feast takes:

1 HOUR

to consume.

The benefits:

DON'T BEGIN UNTIL THE HOUR IS COMPLETE

They then last:

24 HOURS


BENEFITS

Each participant gains:

RESISTANCE TO POISON DAMAGE

IMMUNITY TO FRIGHTENED

IMMUNITY TO POISONED

and its Hit Point maximum increases by:

2D10

It also immediately gains the same number of:

HIT POINTS


EXAMPLE

2d10 roll:

7 + 8 = 15

Maximum HP:

+15

Current HP:

+15

for the spell's 24-hour benefit period.


PART ELEVEN — HEROISM

Level 1 Enchantment — Bard, Paladin

Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

Touch a willing creature.

The target becomes:

IMMUNE TO FRIGHTENED

and at the start of each of its turns receives Temporary HP equal to:

YOUR SPELLCASTING ABILITY MODIFIER

 


EXAMPLE

Charisma modifier:

+4

At the start of each target turn:

4 TEMPORARY HP

Remember:

TEMPORARY HIT POINTS DON'T STACK

Receiving them again doesn't add them together under the normal Temporary HP rules.


HIGHER SLOTS

Each spell-slot level above 1 lets you affect:

+1 TARGET


PART TWELVE — HEX

Level 1 Enchantment — Warlock

Casting Time: Bonus Action
Range: 90 feet
Components: V, S, M, petrified eye of a newt
Duration: Concentration, up to 1 hour

Choose a visible creature and curse it.

Until the spell ends:

EACH TIME YOU HIT IT WITH AN ATTACK ROLL

you deal:

+1D6 NECROTIC DAMAGE

You also select:

ONE ABILITY

The target has:

DISADVANTAGE ON ABILITY CHECKS

using that Ability.


VERY IMPORTANT

Hex does not say:

DISADVANTAGE ON SAVING THROWS

If you choose Strength:

Strength Ability Check:

DISADVANTAGE

Strength Saving Throw:

NO HEX DISADVANTAGE


MOVING HEX

If the target reaches:

0 HP

before Hex ends, you can use a Bonus Action on:

A LATER TURN

to curse another creature.


HIGHER-LEVEL DURATION

Spell Slot Maximum Concentration
1 1 hour
2 4 hours
3–4 8 hours
5+ 24 hours

The extra damage remains:

1D6

Higher slots extend:

DURATION

not damage.


PART THIRTEEN — HIDEOUS LAUGHTER

Level 1 Enchantment — Bard, Warlock, Wizard

Casting Time: Action
Range: 30 feet
Components: V, S, M, a tart and feather
Duration: Concentration, up to 1 minute

One visible creature makes:

WISDOM SAVE

Failure:

PRONE

and:

INCAPACITATED

The target laughs uncontrollably if it can laugh and:

CAN'T END PRONE ON ITSELF

 


REPEATED SAVES

The creature repeats the Wisdom save:

AT THE END OF EACH OF ITS TURNS

and:

EACH TIME IT TAKES DAMAGE

If the save is caused by damage:

IT HAS ADVANTAGE ON THE SAVE

Success:

SPELL ENDS


HIGHER SLOT

Each slot above 1:

+1 TARGET


PART FOURTEEN — HOLD MONSTER

Level 5 Enchantment — Bard, Sorcerer, Warlock, Wizard

Casting Time: Action
Range: 90 feet
Components: V, S, M, straight piece of iron
Duration: Concentration, up to 1 minute

Choose:

ONE CREATURE YOU CAN SEE

Wisdom save.

Failure:

PARALYZED

At the end of each of its turns:

REPEAT THE SAVE

Success:

SPELL ENDS FOR IT

Higher slots:

+1 CREATURE

per level above 5.


PART FIFTEEN — HOLD PERSON

Level 2 Enchantment — Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Mechanically similar to Hold Monster—but with a crucial restriction.

Target:

ONE HUMANOID

you can see within 60 feet.

Wisdom save.

Failure:

PARALYZED

Repeat save:

END OF EACH TURN

Higher slot:

+1 HUMANOID

per slot level above 2.


HOLD PERSON VS HOLD MONSTER

Spell Level Eligible Target
Hold Person 2 Humanoid
Hold Monster 5 Creature

That distinction matters enormously.

A:

DRAGON

isn't normally a valid Hold Person target just because it can speak.

A creature's:

CREATURE TYPE

matters.


PART SIXTEEN — HOLY AURA

Level 8 Abjuration — Cleric

Casting Time: Action
Range: Self
Components: V, S, M, reliquary worth 1,000+ GP
Duration: Concentration, up to 1 minute

You emit a:

30-FOOT EMANATION

Creatures of your choice inside gain:

ADVANTAGE ON ALL SAVING THROWS

Other creatures have:

DISADVANTAGE ON ATTACK ROLLS

against those protected creatures.


AGAINST FIENDS AND UNDEAD

If a:

FIEND

or:

UNDEAD

hits an affected creature with a:

MELEE ATTACK ROLL

the attacker makes a:

CONSTITUTION SAVE

Failure:

BLINDED

until the end of its next turn.


PART SEVENTEEN — HUNTER’S MARK

Level 1 Divination — Ranger

Casting Time: Bonus Action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour

Choose a visible creature as your quarry.

Whenever you:

HIT IT WITH AN ATTACK ROLL

you deal:

+1D6 FORCE DAMAGE

 


TRACKING BENEFIT

You also have Advantage on:

WISDOM (PERCEPTION)

and:

WISDOM (SURVIVAL)

checks made to:

FIND THE TARGET


MOVING THE MARK

If the target drops to:

0 HP

Bonus Action:

MOVE THE MARK TO A NEW VISIBLE CREATURE


HIGHER-LEVEL DURATION

Slots 3–4:

UP TO 8 HOURS

Slot 5+:

UP TO 24 HOURS

The spell doesn't say that higher slots increase its:

DAMAGE


IMPORTANT SRD 5.2.1 DETAIL

Hunter's Mark deals:

FORCE DAMAGE

in this ruleset.

Do not silently import older spell text.


PART EIGHTEEN — HYPNOTIC PATTERN

Level 3 Illusion — Bard, Sorcerer, Warlock, Wizard

Casting Time: Action
Range: 120 feet
Components: S, M, pinch of confetti
Duration: Concentration, up to 1 minute

Create a twisting pattern inside a:

30-FOOT CUBE

Every creature in the area that:

CAN SEE THE PATTERN

makes:

WISDOM SAVE

Failure:

CHARMED

While Charmed by the spell:

INCAPACITATED

and:

SPEED 0

 


ENDING THE EFFECT FOR ONE CREATURE

It ends if the affected creature:

TAKES ANY DAMAGE

or another creature uses:

AN ACTION

to shake it from its stupor.


IMPORTANT

The pattern appears only briefly.

But the magical condition can persist for:

UP TO 1 MINUTE

if Concentration continues.


PART NINETEEN — ICE KNIFE

Level 1 Conjuration — Druid, Sorcerer, Wizard

Casting Time: Action
Range: 60 feet
Components: S, M, drop of water or piece of ice
Duration: Instantaneous

First:

MAKE A RANGED SPELL ATTACK

against one creature.

Hit:

1D10 PIERCING

Then:

THE KNIFE EXPLODES

And this happens:

WHETHER THE ATTACK HIT OR MISSED

 


EXPLOSION

The original target and every creature within:

5 FEET

makes:

DEXTERITY SAVE

Failure:

2D6 COLD DAMAGE

Success:

NO COLD DAMAGE


HIGHER SLOT

Only the Cold damage increases:

+1D6

per slot level above 1.

The initial Piercing damage stays:

1D10


PART TWENTY — ICE STORM

Level 4 Evocation — Druid, Sorcerer, Wizard

Casting Time: Action
Range: 300 feet
Components: V, S, M, mitten
Duration: Instantaneous

Hail strikes a:

20-FOOT-RADIUS

40-FOOT-HIGH CYLINDER

Each creature makes:

DEXTERITY SAVE

Failure:

2D10 BLUDGEONING

plus:

4D6 COLD

Success:

HALF DAMAGE

 


TERRAIN EFFECT

The ground in the Cylinder becomes:

DIFFICULT TERRAIN

until:

THE END OF YOUR NEXT TURN


HIGHER SLOTS

Each slot above 4 increases:

BLUDGEONING DAMAGE BY 1D10

It does not increase the Cold portion.

Level 5 Ice Storm

3D10 BLUDGEONING + 4D6 COLD

Level 6

4D10 BLUDGEONING + 4D6 COLD


PART TWENTY-ONE — IDENTIFY

Level 1 Divination — Bard, Wizard

Casting Time: 1 minute or Ritual
Range: Touch
Components: V, S, M, pearl worth 100+ GP
Duration: Instantaneous

You must touch the target:

THROUGHOUT THE CASTING

 


IDENTIFYING AN OBJECT

For a magic item or magical object, you learn:

ITS PROPERTIES

HOW TO USE IT

WHETHER IT REQUIRES ATTUNEMENT

HOW MANY CHARGES IT HAS, IF ANY

You also learn:

ONGOING SPELLS AFFECTING IT

If the item was created by a spell:

YOU LEARN THAT SPELL'S NAME


IDENTIFYING A CREATURE

Instead, touch a creature throughout the casting.

You learn:

WHICH ONGOING SPELLS

are affecting it.


MATERIAL COMPONENT

The pearl has a value requirement:

100+ GP

The spell does not say the pearl is consumed.

Therefore under the Material Component rules:

YOU KEEP IT

unless another effect removes or destroys it.


PART TWENTY-TWO — ILLUSORY SCRIPT

Level 1 Illusion — Bard, Warlock, Wizard

Casting Time: 1 minute or Ritual
Range: Touch
Components: S, M, ink worth 10+ GP, consumed
Duration: 10 days

Write on:

  • parchment

  • paper

  • another suitable material

To you and creatures you designate:

THE WRITING APPEARS NORMAL

To everyone else it appears as:

UNKNOWN OR MAGICAL UNINTELLIGIBLE SCRIPT

 


ALTERING THE APPARENT MESSAGE

The illusion can instead alter:

MEANING

HANDWRITING

and:

LANGUAGE

The apparent language must be:

A LANGUAGE YOU KNOW

A creature with:

TRUESIGHT

can read the hidden message.

If the spell is dispelled:

BOTH THE ORIGINAL SCRIPT AND THE ILLUSION DISAPPEAR

 


PART TWENTY-THREE — IMPRISONMENT

Level 9 Abjuration — Warlock, Wizard

Casting Time: 1 minute
Range: 30 feet
Components: V, S, M, statuette of the target worth 5,000+ GP
Duration: Until dispelled

Imprisonment is one of the game's ultimate:

SINGLE-TARGET CONTAINMENT SPELLS

Choose a visible creature.

It makes:

WISDOM SAVING THROW

Success:

UNAFFECTED

and:

IMMUNE TO YOUR IMPRISONMENT SPELL FOR 24 HOURS

Failure:

IMPRISONED

 


GENERAL EFFECTS OF IMPRISONMENT

While imprisoned:

NO NEED TO BREATHE

NO NEED TO EAT

NO NEED TO DRINK

DOESN'T AGE

Divination spells:

CAN'T LOCATE OR PERCEIVE IT

And the target:

CAN'T TELEPORT

Then select one prison form.


BURIAL

The creature is entombed underground inside a globe of magical force.

Nothing:

PASSES IN OR OUT


CHAINING

Magical chains bind it.

Target:

RESTRAINED

and:

CAN'T BE MOVED BY ANY MEANS


HEDGED PRISON

The creature is trapped in a:

DEMIPLANE

protected against:

TELEPORTATION

and:

PLANAR TRAVEL

Its form might resemble a:

  • labyrinth

  • cage

  • tower

  • similar prison


MINIMUS CONTAINMENT

Target becomes:

1 INCH TALL

and is trapped inside an:

INDESTRUCTIBLE GEMSTONE

or similar object.

Light can pass through.

Almost everything else:

CAN'T


SLUMBER

The target becomes:

UNCONSCIOUS

and:

CAN'T BE AWAKENED


ENDING IMPRISONMENT

When casting it, specify:

A TRIGGER

that ends the imprisonment.

The trigger can be complicated, but the GM must agree that it has:

A HIGH LIKELIHOOD OF OCCURRING WITHIN THE NEXT DECADE

And it must involve an:

OBSERVABLE ACTION

This is an unusual case where the spell explicitly gives the:

GM

a role in validating the trigger.


DISPEL MAGIC

Dispel Magic can end Imprisonment only if cast with:

A LEVEL 9 SPELL SLOT

targeting:

THE PRISON

or:

THE COMPONENT USED TO CREATE IT

This is an explicit exception to normal Dispel Magic expectations.


PART TWENTY-FOUR — INCENDIARY CLOUD

Level 8 Conjuration — Druid, Sorcerer, Wizard

Casting Time: Action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute

Create a:

20-FOOT-RADIUS SPHERE

of smoke and burning embers.

The area is:

HEAVILY OBSCURED

Strong wind can:

DISPERSE IT

and end the spell.


DAMAGE

When the cloud appears:

DEXTERITY SAVE

Failure:

10D8 FIRE

Success:

HALF DAMAGE

A creature also saves when:

  • the Sphere moves into its space

  • it enters the Sphere

  • it ends its turn there

But:

ONLY ONE SUCH SAVE PER TURN


MOVING CLOUD

At the start of each of your turns:

CLOUD MOVES 10 FEET AWAY FROM YOU

in a direction:

YOU CHOOSE

This makes Incendiary Cloud both:

DAMAGE

and:

MOBILE BATTLEFIELD CONTROL


PART TWENTY-FIVE — INFLICT WOUNDS

Level 1 Necromancy — Cleric

Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous

Touch a creature.

It makes:

CONSTITUTION SAVING THROW

Failure:

2D10 NECROTIC

Success:

HALF DAMAGE

Higher slot:

+1D10

per level above 1.


IMPORTANT SRD 5.2.1 DETAIL

This is:

NOT A MELEE SPELL ATTACK

under SRD 5.2.1.

You don't roll:

D20 + SPELL ATTACK BONUS

Instead:

THE TARGET MAKES A CONSTITUTION SAVE

This is exactly the sort of rule where relying on an older version of the game can create mistakes.


PART TWENTY-SIX — INSECT PLAGUE

Level 5 Conjuration — Cleric, Druid, Sorcerer

Casting Time: Action
Range: 300 feet
Components: V, S, M, locust
Duration: Concentration, up to 10 minutes

Locusts fill a:

20-FOOT-RADIUS SPHERE

The area is:

LIGHTLY OBSCURED

and:

DIFFICULT TERRAIN

 


DAMAGE

When the swarm appears:

CONSTITUTION SAVE

Failure:

4D10 PIERCING

Success:

HALF

A creature also saves when it:

ENTERS FOR THE FIRST TIME ON A TURN

or:

ENDS ITS TURN THERE

Maximum:

ONE SAVE PER TURN

Higher slots:

+1D10

per level above 5.


PART TWENTY-SEVEN — INSTANT SUMMONS

Level 6 Conjuration — Wizard

Casting Time: 1 minute or Ritual
Range: Touch
Components: V, S, M, sapphire worth 1,000+ GP
Duration: Until dispelled

Choose an object:

10 POUNDS OR LESS

and whose longest dimension is:

6 FEET OR LESS

You touch both the object and sapphire.

The spell marks the object invisibly and magically associates its name with the sapphire.

Each casting requires:

A DIFFERENT SAPPHIRE

 


CALLING THE OBJECT

Later take:

MAGIC ACTION

Speak the object's name and:

CRUSH THE SAPPHIRE

The object appears:

IN YOUR HAND

regardless of:

PHYSICAL DISTANCE

or:

PLANAR DISTANCE

Then the spell ends.


SOMEONE ELSE HAS THE OBJECT

If another creature is:

HOLDING OR CARRYING IT

the item doesn't teleport.

Instead you learn:

WHO HAS IT

and:

WHERE THAT CREATURE CURRENTLY IS

That makes Instant Summons part retrieval spell and part:

SUPERNATURAL TRACKING DEVICE


PART TWENTY-EIGHT — INVISIBILITY

Level 2 Illusion — Bard, Sorcerer, Warlock, Wizard

Casting Time: Action
Range: Touch
Components: V, S, M, eyelash in gum arabic
Duration: Concentration, up to 1 hour

Touch a creature.

It gains:

INVISIBLE

until the spell ends.


EARLY ENDING CONDITIONS

The spell ends immediately after the target:

MAKES AN ATTACK ROLL

DEALS DAMAGE

or:

CASTS A SPELL


IMPORTANT

Notice that these are:

THREE SEPARATE TRIGGERS

A character doesn't have to hit with an attack.

Merely:

MAKING THE ATTACK ROLL

ends Invisibility immediately afterward.


HIGHER SLOTS

Each level above 2:

+1 TARGET


INVISIBILITY VS GREATER INVISIBILITY

From Lesson 81:

Invisibility

Can last:

UP TO 1 HOUR

but ends after attacking, dealing damage, or spellcasting.

Greater Invisibility

Can last:

UP TO 1 MINUTE

and doesn't contain those same early-ending clauses.


PART TWENTY-NINE — IRRESISTIBLE DANCE

Level 6 Enchantment — Bard, Wizard

Casting Time: Action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute

Choose one visible creature.

It makes:

WISDOM SAVING THROW

But this spell has a fascinating feature:

EVEN SUCCESS DOES SOMETHING

 


SUCCESSFUL INITIAL SAVE

The creature dances until:

THE END OF ITS NEXT TURN

and must spend:

ALL ITS MOVEMENT

dancing in place.


FAILED SAVE

The creature becomes:

CHARMED

While Charmed this way:

ALL MOVEMENT IS SPENT DANCING IN PLACE

DISADVANTAGE ON DEXTERITY SAVES

DISADVANTAGE ON ATTACK ROLLS

and other creatures gain:

ADVANTAGE ON ATTACK ROLLS AGAINST IT


ESCAPING

On each of its turns, the creature can use:

AN ACTION

to repeat the Wisdom save.

Success:

SPELL ENDS FOR IT


PART THIRTY — JUMP

Level 1 Transmutation — Druid, Ranger, Sorcerer, Wizard

Casting Time: Bonus Action
Range: Touch
Components: V, S, M, grasshopper's hind leg
Duration: 1 minute

Touch a willing creature.

Once on each of its turns:

SPEND 10 FEET OF MOVEMENT

to jump up to:

30 FEET

 


IMPORTANT

Jump doesn't simply:

TRIPLE THE CREATURE'S NORMAL JUMP DISTANCE

in this SRD.

Instead it provides a specific magical option:

10 FEET OF MOVEMENT → JUMP UP TO 30 FEET

once per turn.


HIGHER SLOTS

Each slot above 1:

+1 TARGET


PART THIRTY-ONE — KNOCK

Level 2 Transmutation — Bard, Sorcerer, Wizard

Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous

Choose a visible object that has some mundane or magical means preventing access.

Possible examples include:

  • door

  • box

  • chest

  • manacles

  • padlock

A mundane object that is:

LOCKED

STUCK

or:

BARRED

becomes:

UNLOCKED

UNSTUCK

or:

UNBARRED

 


MULTIPLE LOCKS

If the object has several locks:

ONLY ONE LOCK OPENS


ARCANE LOCK

If Arcane Lock protects the target:

ARCANE LOCK IS SUPPRESSED FOR 10 MINUTES

During that period:

OBJECT CAN BE OPENED AND CLOSED


THE PRICE OF SUBTLETY

Knock creates a loud sound audible up to:

300 FEET AWAY

So Knock is excellent at:

OPENING THINGS

It is terrible at:

BEING QUIET


PART THIRTY-TWO — LEGEND LORE

Level 5 Divination — Bard, Cleric, Wizard

Casting Time: 10 minutes
Range: Self
Components: V, S, M, incense worth 250+ GP, consumed, plus four ivory strips worth 50+ GP each
Duration: Instantaneous

Name or describe a:

FAMOUS PERSON

FAMOUS PLACE

or:

FAMOUS OBJECT

The GM gives you a brief summary of its:

SIGNIFICANT LORE

 


WHAT INFORMATION CAN APPEAR?

The lore might contain:

  • important details

  • surprising revelations

  • secret information

  • knowledge not widely known

The more information you already possess:

THE MORE PRECISE AND DETAILED THE RESULT


IS THE INFORMATION TRUE?

The information is:

ACCURATE

But the GM may communicate it through:

FIGURATIVE LANGUAGE

or:

POETRY

So:

ACCURATE

does not always mean:

BLUNTLY EXPLAINED


WHAT IF THE SUBJECT ISN'T FAMOUS?

The spell:

FAILS

And the SRD includes a deliberately humorous audible indication of that failure involving sad trombone music.

So fame isn't flavor text.

It is:

A REQUIREMENT OF THE SPELL


PART THIRTY-THREE — LESSER RESTORATION

Level 2 Abjuration — Bard, Cleric, Druid, Paladin, Ranger

Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: Instantaneous

Touch a creature.

End:

ONE

of these conditions:

BLINDED

DEAFENED

PARALYZED

or:

POISONED

 


IMPORTANT

Lesser Restoration doesn't remove:

EVERY CONDITION IN THE GAME

For example, its list doesn't include:

CHARMED

FRIGHTENED

STUNNED

or:

EXHAUSTION

Read the actual list.


LESSER VS GREATER RESTORATION

Lesser Restoration

Level:

2

Removes one of four listed conditions.

Greater Restoration

Level:

5

Can address more severe effects such as:

  • Petrified

  • Charmed

  • curses

  • Ability Score reductions

  • HP-maximum reductions

  • one Exhaustion level

Different spells solve:

DIFFERENT PROBLEMS


PART THIRTY-FOUR — LEVITATE

Level 2 Transmutation — Sorcerer, Wizard

Casting Time: Action
Range: 60 feet
Components: V, S, M, metal spring
Duration: Concentration, up to 10 minutes

Choose:

ONE CREATURE

or:

ONE LOOSE OBJECT

you can see.

It rises vertically up to:

20 FEET

and remains suspended.


OBJECT WEIGHT LIMIT

Maximum:

500 POUNDS


UNWILLING CREATURE

It makes:

CONSTITUTION SAVING THROW

Success:

UNAFFECTED


MOVING WHILE LEVITATING

The target can't simply fly around normally.

It can move by:

PUSHING OR PULLING AGAINST A FIXED SURFACE

within reach.

This works mechanically like:

CLIMBING


CHANGING ALTITUDE

You can move the target:

UP OR DOWN 20 FEET

on your turn.

If:

YOU ARE THE TARGET

you can do so as part of your movement.

Otherwise:

MAGIC ACTION

is required to move it.

The target must remain:

WITHIN THE SPELL'S RANGE


WHEN IT ENDS

An airborne target:

FLOATS GENTLY TO THE GROUND

So Levitate doesn't normally end with:

AN AUTOMATIC FALL


PART THIRTY-FIVE — LIGHT

Evocation Cantrip — Bard, Cleric, Sorcerer, Wizard

Casting Time: Action
Range: Touch
Components: V, M, firefly or phosphorescent moss
Duration: 1 hour

Touch a:

LARGE OR SMALLER OBJECT

that isn't being worn or carried by:

SOMEONE ELSE

The object produces:

BRIGHT LIGHT — 20-FOOT RADIUS

plus:

DIM LIGHT — ANOTHER 20 FEET

 


COLOR

The light can be:

ANY COLOR YOU LIKE


BLOCKING THE LIGHT

Cover the object with something:

OPAQUE

and the light is blocked.


RECASTING

If you cast Light again:

PREVIOUS LIGHT SPELL ENDS

So one caster doesn't automatically create dozens of permanent Light objects with repeated castings.


PART THIRTY-SIX — LIGHTNING BOLT

Level 3 Evocation — Sorcerer, Wizard

Casting Time: Action
Range: Self
Components: V, S, M, fur and crystal rod
Duration: Instantaneous

Lightning erupts from you as a:

100-FOOT-LONG

5-FOOT-WIDE LINE

Each creature in the Line:

DEXTERITY SAVE

Failure:

8D6 LIGHTNING

Success:

HALF

Higher slots:

+1D6

per level above 3.


FIREBALL VS LIGHTNING BOLT

Both are level 3 spells dealing:

8D6

at base level.

But their geometry is radically different.

Fireball

20-FOOT-RADIUS SPHERE

Lightning Bolt

100 × 5 FOOT LINE

A major spellcasting skill is learning:

WHICH SHAPE FITS THE BATTLEFIELD?


PART THIRTY-SEVEN — LOCATE ANIMALS OR PLANTS

Level 2 Divination — Bard, Druid, Ranger

Casting Time: Action or Ritual
Range: Self
Components: V, S, M, fur from a bloodhound
Duration: Instantaneous

Describe or name a particular kind of:

BEAST

PLANT CREATURE

or:

NONMAGICAL PLANT

You learn the:

DIRECTION

and:

DISTANCE

to the nearest example within:

5 MILES

if one exists.


IMPORTANT

This is not the same thing as:

LOCATE CREATURE

You aren't necessarily searching for one particular individual.

You can seek:

A KIND

of Beast or plant.


PART THIRTY-EIGHT — LOCATE CREATURE

Level 4 Divination — Bard, Cleric, Druid, Paladin, Ranger, Wizard

Casting Time: Action
Range: Self
Components: V, S, M, fur from a bloodhound
Duration: Concentration, up to 1 hour

Describe or name:

A CREATURE FAMILIAR TO YOU

If it is within:

1,000 FEET

you know:

ITS DIRECTION

If moving:

YOU KNOW THE DIRECTION OF ITS MOVEMENT

 


SPECIFIC CREATURE OR KIND

You may locate:

A SPECIFIC CREATURE YOU KNOW

or the nearest creature of a:

SPECIFIC KIND

But for the second option you must previously have seen such a creature:

WITHIN 30 FEET

at least once.


TRANSFORMATION LIMITATION

If the creature is in:

A DIFFERENT FORM

examples given include effects such as:

FLESH TO STONE

or:

POLYMORPH

then Locate Creature:

DOESN'T LOCATE IT


LEAD

Any thickness of lead blocking the direct path:

BLOCKS THE SPELL

Even:

A THIN LAYER

can therefore defeat this divination.


PART THIRTY-NINE — LOCATE OBJECT

Level 2 Divination — Bard, Cleric, Druid, Paladin, Ranger, Wizard

Casting Time: Action
Range: Self
Components: V, S, M, forked twig
Duration: Concentration, up to 10 minutes

Describe or name a familiar object.

If it is within:

1,000 FEET

you know:

ITS DIRECTION

If moving:

ITS DIRECTION OF MOVEMENT

 


SPECIFIC OBJECT

To locate a specific object you know, you must have seen it:

UP CLOSE

meaning within:

30 FEET

at least once.


OBJECT KIND

Alternatively, search for the nearest object of a particular kind, such as:

  • apparel

  • jewelry

  • furniture

  • tool

  • weapon


LEAD AGAIN

As with Locate Creature:

ANY THICKNESS OF LEAD

blocking the direct path prevents detection.


PART FORTY — LONGSTRIDER

Level 1 Transmutation — Bard, Druid, Ranger, Wizard

Casting Time: Action
Range: Touch
Components: V, S, M, pinch of dirt
Duration: 1 hour

Touch a creature.

Its Speed increases by:

10 FEET

for one hour.


NO CONCENTRATION

This matters enormously.

Longstrider lasts:

ONE HOUR

while leaving your Concentration available for:

ANOTHER SPELL


HIGHER SLOTS

Each spell level above 1:

+1 TARGET

The Speed increase remains:

+10 FEET


PART FORTY-ONE — HEALING AND RESTORATION IN H–L

Several spells in this lesson illustrate that:

HEALING

and:

REMOVING CONDITIONS

are different mechanical functions.


HEALING WORD

Restores:

2D4 + SPELLCASTING MODIFIER

at range with a Bonus Action.


HEAL

Restores:

70 HP

and removes:

BLINDED

DEAFENED

POISONED


LESSER RESTORATION

Doesn't restore HP.

Instead, it removes:

ONE SPECIFIC CONDITION


HEROES’ FEAST

Provides:

LONG-TERM PROTECTION

including increased maximum HP and immunity to certain conditions.

A healer should therefore ask:

“WHAT EXACTLY IS WRONG WITH MY ALLY?”

Not merely:

“WHICH SPELL HAS THE WORD HEAL IN IT?”


PART FORTY-TWO — HUNTER’S MARK VS HEX

These two spells look similar, but aren't interchangeable.

Feature Hunter’s Mark Hex
Level 1 1
Casting Bonus Action Bonus Action
Concentration Yes Yes
Range 90 ft 90 ft
Extra damage 1d6 Force 1d6 Necrotic
Trigger Hit with attack roll Hit with attack roll
Other benefit Adv Perception/Survival to find target Disadvantage on chosen Ability checks
Main class Ranger Warlock

Both reward:

REPEATED ATTACK HITS

But their secondary functions are:

VERY DIFFERENT


PART FORTY-THREE — PARALYSIS IS SERIOUS

Hold Person and Hold Monster impose:

PARALYZED

This is more severe than merely:

SPEED 0

The Paralyzed condition itself carries a set of consequences defined in the Rules Glossary.

Those condition rules will receive dedicated treatment later.

The important spell-reading lesson here is:

WHEN A SPELL NAMES A CONDITION, THE CONDITION'S FULL RULES APPLY

The spell doesn't need to rewrite the entire condition every time.


PART FORTY-FOUR — SPELLS THAT REQUIRE CONCENTRATION

The H–L section contains many Concentration spells:

HASTE

HEAT METAL

HEROISM

HEX

HIDEOUS LAUGHTER

HOLD MONSTER

HOLD PERSON

HOLY AURA

HUNTER'S MARK

HYPNOTIC PATTERN

INCENDIARY CLOUD

INSECT PLAGUE

INVISIBILITY

IRRESISTIBLE DANCE

LEVITATE

LOCATE CREATURE

LOCATE OBJECT

One caster normally can't maintain two of these simultaneously.


EXAMPLE

A Wizard concentrating on:

HASTE

then casts:

INVISIBILITY

which also requires Concentration.

The moment the Wizard starts concentrating on Invisibility:

HASTE ENDS

And when Haste ends, its target suffers:

INCAPACITATED

and:

SPEED 0

until the end of its next turn.

Spell selection is therefore often about:

CONCENTRATION MANAGEMENT

not simply available spell slots.


PART FORTY-FIVE — IMPORTANT NON-CONCENTRATION SPELLS

These H–L spells do not require Concentration:

HALLOW

HALLUCINATORY TERRAIN

HARM

HEAL

HEALING WORD

HELLISH REBUKE

HEROES' FEAST

ICE KNIFE

ICE STORM

IDENTIFY

ILLUSORY SCRIPT

IMPRISONMENT

INFLICT WOUNDS

INSTANT SUMMONS

JUMP

KNOCK

LEGEND LORE

LESSER RESTORATION

LIGHT

LIGHTNING BOLT

LOCATE ANIMALS OR PLANTS

LONGSTRIDER

Some of these last:

HOURS

DAYS

or even:

UNTIL DISPELLED

So remember:

LONG DURATION DOESN'T AUTOMATICALLY MEAN CONCENTRATION


PART FORTY-SIX — THE LOCATE FAMILY

Three spells in this lesson share a theme but operate differently.

Spell What It Finds Distance
Locate Animals or Plants Kind of Beast, Plant creature, or nonmagical plant 5 miles
Locate Creature Creature 1,000 ft
Locate Object Object 1,000 ft

Locate Creature and Locate Object:

REQUIRE CONCENTRATION

Locate Animals or Plants:

DOES NOT

and can be:

CAST AS A RITUAL


PART FORTY-SEVEN — EXPENSIVE MATERIAL COMPONENTS

Several spells here demonstrate why Material Components matter.

Hallow

1,000+ GP INCENSE

Consumed.

Heroes’ Feast

1,000+ GP BOWL

Consumed.

Identify

100+ GP PEARL

Not stated as consumed.

Illusory Script

10+ GP INK

Consumed.

Imprisonment

5,000+ GP STATUETTE

Instant Summons

1,000+ GP SAPPHIRE

The sapphire is later crushed when calling the object.

Legend Lore

250+ GP INCENSE

Consumed.

Plus:

FOUR IVORY STRIPS WORTH 50+ GP EACH

This reinforces a rule from Lesson 76:

A COSTLY COMPONENT CAN'T SIMPLY BE REPLACED BY A SPELLCASTING FOCUS

And:

“HAS A COST” DOESN'T AUTOMATICALLY MEAN “CONSUMED”

The spell must tell you when it consumes the component.


COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING HALLOW IS JUST A BIG MAGIC CIRCLE

Hallow provides its own specific:

WARD

plus:

ONE EXTRA EFFECT


MISTAKE 2 — TRYING TO OVERLAP HALLOW WITH ANOTHER HALLOW

The spell fails if its radius includes an area already under:

HALLOW


MISTAKE 3 — THINKING HALLUCINATORY TERRAIN PHYSICALLY CHANGES THE LAND

It changes:

APPEARANCE, SOUND, AND SMELL

The terrain's physical characteristics remain.


MISTAKE 4 — CHANGING BUILDINGS WITH HALLUCINATORY TERRAIN

Manufactured structures aren't transformed.


MISTAKE 5 — REDUCING A CREATURE'S MAXIMUM HP ON A SUCCESSFUL HARM SAVE

Successful save:

HALF DAMAGE ONLY


MISTAKE 6 — REDUCING MAXIMUM HP BELOW 1 WITH HARM

Harm specifically prevents that.


MISTAKE 7 — TAKING A FULL EXTRA ATTACK ACTION WITH HASTE

The Haste action permits:

ONE ATTACK ONLY


MISTAKE 8 — USING THE HASTE ACTION TO CAST A SPELL

Magic isn't one of its listed action options.


MISTAKE 9 — USING THE HASTE ACTION TO DODGE

Dodge isn't listed either.


MISTAKE 10 — FORGETTING THE HASTE CRASH

When Haste ends:

INCAPACITATED

and:

SPEED 0

until end of next turn.


MISTAKE 11 — ROLLING HEALING DICE FOR HEAL

Base Heal restores:

70 HP

It isn't a normal dice roll.


MISTAKE 12 — USING THE OLD HEALING WORD VALUE

In SRD 5.2.1:

2D4 + SPELLCASTING ABILITY MODIFIER


MISTAKE 13 — FORGETTING HEALING WORD IS A BONUS ACTION

It is.


MISTAKE 14 — HEATING ANY OBJECT WITH HEAT METAL

It requires a:

MANUFACTURED METAL OBJECT


MISTAKE 15 — AUTOMATICALLY MAKING SOMEONE DROP METAL

The creature makes:

CONSTITUTION SAVE

if holding or wearing the heated object and taking the damage.


MISTAKE 16 — CASTING HELLISH REBUKE BEFORE DAMAGE OCCURS

Its Reaction trigger requires:

TAKING DAMAGE


MISTAKE 17 — THINKING HEROES' FEAST BENEFITS BEGIN IMMEDIATELY

The meal takes:

ONE HOUR

and benefits start afterward.


MISTAKE 18 — FORGETTING HEROES' FEAST INCREASES MAXIMUM HP

It adds:

2D10 TO MAXIMUM HP

and grants the same amount of current HP.


MISTAKE 19 — ADDING HEROISM TEMP HP TO OLD TEMP HP

Temporary Hit Points:

DON'T STACK

under the general rule.


MISTAKE 20 — USING HEX TO PENALIZE SAVING THROWS

Hex affects:

ABILITY CHECKS

with the chosen Ability.


MISTAKE 21 — INCREASING HEX DAMAGE WITH HIGHER SLOTS

Higher slots increase:

DURATION

not its 1d6 damage.


MISTAKE 22 — STANDING UP FROM HIDEOUS LAUGHTER NORMALLY

While affected:

TARGET CAN'T END PRONE ON ITSELF


MISTAKE 23 — FORGETTING DAMAGE GIVES ANOTHER HIDEOUS LAUGHTER SAVE

It does.

And that save has:

ADVANTAGE


MISTAKE 24 — CASTING HOLD PERSON ON ANY CREATURE

Target must be:

HUMANOID


MISTAKE 25 — TREATING HOLD MONSTER AS ONLY FOR “MONSTERS”

Its target is:

A CREATURE

The spell name isn't itself a creature-type restriction.


MISTAKE 26 — THINKING HOLY AURA ONLY HELPS SAVES

It also imposes:

DISADVANTAGE ON ATTACKS

against protected creatures.


MISTAKE 27 — USING HUNTER'S MARK AS NECROTIC DAMAGE

SRD 5.2.1:

FORCE DAMAGE


MISTAKE 28 — APPLYING HUNTER'S MARK TO EVERY DAMAGE INSTANCE

Its trigger is specifically:

WHEN YOU HIT WITH AN ATTACK ROLL


MISTAKE 29 — THINKING HYPNOTIC PATTERN AFFECTS CREATURES THAT CAN'T SEE IT

The save applies to creatures in the area:

WHO CAN SEE THE PATTERN


MISTAKE 30 — FORGETTING ANY DAMAGE CAN END HYPNOTIC PATTERN FOR THAT CREATURE

Any damage:

ENDS ITS EFFECT


MISTAKE 31 — THINKING ICE KNIFE ONLY EXPLODES ON A HIT

It explodes:

HIT OR MISS


MISTAKE 32 — INCREASING BOTH PARTS OF ICE KNIFE WITH HIGHER SLOTS

Only:

COLD DAMAGE

increases.


MISTAKE 33 — INCREASING ICE STORM'S COLD DAMAGE WITH HIGHER SLOTS

Higher slots increase:

BLUDGEONING

only.


MISTAKE 34 — FORGETTING ICE STORM CREATES TEMPORARY DIFFICULT TERRAIN

It does until:

END OF YOUR NEXT TURN


MISTAKE 35 — CASTING IDENTIFY WITHOUT REMAINING IN CONTACT

You touch the target:

THROUGHOUT THE CASTING


MISTAKE 36 — CONSUMING THE IDENTIFY PEARL EVERY TIME

The spell doesn't say it is consumed.


MISTAKE 37 — FORGETTING ILLUSORY SCRIPT CAN BE A RITUAL

It can.


MISTAKE 38 — THINKING IMPRISONMENT IS AUTOMATIC

Target receives:

WISDOM SAVE


MISTAKE 39 — REPEATEDLY CASTING IMPRISONMENT AFTER A SUCCESSFUL SAVE

A successful target becomes immune to that spell for:

24 HOURS


MISTAKE 40 — USING A TRIGGER THAT WILL ALMOST CERTAINLY NEVER OCCUR

The GM must agree that the trigger has a high likelihood of occurring within:

TEN YEARS


MISTAKE 41 — USING A NORMAL DISPEL MAGIC SLOT ON IMPRISONMENT

It requires:

LEVEL 9 DISPEL MAGIC


MISTAKE 42 — FORGETTING INCENDIARY CLOUD MOVES

At the start of your turns:

10 FEET AWAY FROM YOU

in a direction you choose.


MISTAKE 43 — MAKING MULTIPLE INCENDIARY CLOUD SAVES ON THE SAME TURN

Maximum:

ONE PER TURN

for the movement/entry/end-turn triggers.


MISTAKE 44 — MAKING AN ATTACK ROLL FOR INFLICT WOUNDS

SRD 5.2.1 uses:

CONSTITUTION SAVING THROW


MISTAKE 45 — THINKING INSECT PLAGUE ONLY DEALS DAMAGE ON CASTING

Creatures can also be affected by:

ENTERING

or:

ENDING THEIR TURN THERE


MISTAKE 46 — RETRIEVING AN OBJECT WITH INSTANT SUMMONS WHILE SOMEONE IS HOLDING IT

It doesn't teleport.

You learn:

WHO HAS IT

and:

WHERE THEY ARE


MISTAKE 47 — THINKING INVISIBILITY ONLY ENDS ON A SUCCESSFUL ATTACK

Making:

AN ATTACK ROLL

is enough.


MISTAKE 48 — THINKING INVISIBILITY SURVIVES A NON-ATTACK DAMAGE SPELL

If the target:

DEALS DAMAGE

the spell ends.


MISTAKE 49 — THINKING A SUCCESSFUL SAVE COMPLETELY NEGATES IRRESISTIBLE DANCE

Even on success:

TARGET DANCES UNTIL END OF NEXT TURN

and spends all movement dancing.


MISTAKE 50 — USING OLD JUMP RULES

SRD 5.2.1 gives a specific:

30-FOOT JUMP FOR 10 FEET OF MOVEMENT

once per turn.


MISTAKE 51 — THINKING JUMP TAKES AN ACTION TO CAST

It uses:

BONUS ACTION


MISTAKE 52 — USING KNOCK STEALTHILY

The magical knock is audible:

300 FEET AWAY


MISTAKE 53 — OPENING EVERY LOCK ON A CHEST WITH ONE KNOCK

If it has multiple locks:

ONLY ONE

is unlocked.


MISTAKE 54 — THINKING LEGEND LORE WORKS ON ANY RANDOM PERSON

The target subject must be:

FAMOUS


MISTAKE 55 — EXPECTING LEGEND LORE TO ALWAYS SPEAK PLAINLY

Its accurate information may be:

FIGURATIVE

or:

POETIC


MISTAKE 56 — USING LESSER RESTORATION ON EVERY CONDITION

It has a specific four-condition list.


MISTAKE 57 — THINKING LEVITATE IS FLY

Levitate gives:

VERTICAL SUSPENSION

not unrestricted flight.


MISTAKE 58 — DROPPING A LEVITATED TARGET WHEN THE SPELL ENDS

It:

FLOATS GENTLY DOWN


MISTAKE 59 — CREATING MULTIPLE LIGHT OBJECTS BY RECASTING THE CANTRIP

Casting Light again:

ENDS THE PREVIOUS LIGHT


MISTAKE 60 — TREATING LIGHTNING BOLT AS A SPHERE

It is a:

100-FOOT BY 5-FOOT LINE


MISTAKE 61 — SEARCHING FOR AN INDIVIDUAL WOLF WITH LOCATE ANIMALS OR PLANTS

That spell locates the nearest example of a:

KIND

The specific-creature spell is:

LOCATE CREATURE


MISTAKE 62 — FORGETTING LOCATE CREATURE'S 1,000-FOOT LIMIT

It isn't unlimited tracking.


MISTAKE 63 — LOCATING A POLYMORPHED CREATURE

Locate Creature specifically fails if the creature is in a:

DIFFERENT FORM


MISTAKE 64 — IGNORING LEAD

Any thickness of lead blocks:

LOCATE CREATURE

and:

LOCATE OBJECT

along the direct path.


MISTAKE 65 — THINKING LONGSTRIDER REQUIRES CONCENTRATION

It doesn't.


MISTAKE 66 — THINKING HIGHER-LEVEL LONGSTRIDER GIVES +20 OR +30 SPEED

Higher slots increase:

NUMBER OF TARGETS

The increase remains:

+10 FEET


QUICK RECAP

The H–L spells introduce several major families of magic.

HEALING

HEAL

HEALING WORD


RESTORATION AND PROTECTION

HEROES' FEAST

HEROISM

HOLY AURA

LESSER RESTORATION

HALLOW


OFFENSIVE MAGIC

HARM

HELLISH REBUKE

ICE KNIFE

ICE STORM

INCENDIARY CLOUD

INFLICT WOUNDS

INSECT PLAGUE

LIGHTNING BOLT


CONTROL

HEAT METAL

HIDEOUS LAUGHTER

HOLD MONSTER

HOLD PERSON

HYPNOTIC PATTERN

IRRESISTIBLE DANCE

LEVITATE


ENHANCEMENT

HASTE

HEROISM

HUNTER'S MARK

JUMP

LONGSTRIDER


ILLUSION AND STEALTH

HALLUCINATORY TERRAIN

ILLUSORY SCRIPT

INVISIBILITY


INFORMATION

IDENTIFY

LEGEND LORE

LOCATE ANIMALS OR PLANTS

LOCATE CREATURE

LOCATE OBJECT


SPECIAL UTILITY

IMPRISONMENT

INSTANT SUMMONS

KNOCK

LIGHT


PRIME HERO CHALLENGE

A level 9 Wizard has:

Intelligence:

18

Modifier:

+4

Proficiency Bonus:

+4

Therefore:

Spell Save DC:

8 + 4 + 4 =

16

Spell Attack Bonus:

4 + 4 =

+8

Now resolve these situations.


CHALLENGE 1 — HASTE

Your Fighter normally makes:

THREE ATTACKS

when taking the Attack action.

Haste grants an additional action.

Can the Haste action make another three attacks?

NO

If used to Attack:

ONE ATTACK ONLY


CHALLENGE 2 — LOSING HASTE

The Wizard loses Concentration.

What happens immediately to the Fighter?

Haste:

ENDS

The Fighter becomes:

INCAPACITATED

and has:

SPEED 0

until:

END OF ITS NEXT TURN


CHALLENGE 3 — HEALING WORD

Spellcasting ability modifier:

+4

Healing Word is cast with a level 2 slot.

Base level 1:

2D4 + 4

Level 2 adds:

+2D4

Total:

4D4 + 4 HP


CHALLENGE 4 — HEX

You choose:

STRENGTH

The enemy makes a Strength (Athletics) check.

Hex causes:

DISADVANTAGE

Then it makes a Strength Saving Throw.

Does Hex cause Disadvantage?

NO

because the spell affects:

ABILITY CHECKS

not saves.


CHALLENGE 5 — ICE KNIFE

Your ranged spell attack:

MISSES

Does the spell finish?

NO

The shard still:

EXPLODES

The target and creatures within 5 feet still make:

DEXTERITY SAVES

against the Cold explosion.


CHALLENGE 6 — IMPRISONMENT

Target succeeds on its initial Wisdom save.

Can you cast Imprisonment against it again five minutes later?

IT IS IMMUNE FOR 24 HOURS

So another casting during that period can't imprison it.


CHALLENGE 7 — INFLICT WOUNDS

Do you roll:

d20 +8 spell attack?

NO

The target instead makes:

CONSTITUTION SAVE DC 16

Failure:

2D10 NECROTIC

at base level.

Success:

HALF


CHALLENGE 8 — IRRESISTIBLE DANCE

Enemy succeeds on its initial Wisdom save.

Does absolutely nothing happen?

NO

It dances until:

END OF ITS NEXT TURN

and must spend all its movement:

DANCING IN PLACE


CHALLENGE 9 — LOCATE CREATURE

Your target is 800 feet away.

Normally:

WITHIN RANGE

But a thin layer of lead completely blocks the direct path.

Can Locate Creature find it?

NO

Any thickness of lead blocking the direct path:

BLOCKS THE SPELL


CHALLENGE 10 — LONGSTRIDER

A Ranger has Speed:

30 FEET

Longstrider:

+10

New Speed:

40 FEET

Does the Ranger need to concentrate?

NO

So the Ranger can potentially maintain another Concentration spell such as:

HUNTER'S MARK

at the same time.


LESSON 82 — KEY TAKEAWAYS

The H–L section teaches one of the most important advanced spellcasting lessons:

SPELL LEVEL DOESN'T TELL YOU HOW A SPELL SHOULD BE USED

A level 1 spell can:

HEAL AN ALLY AT RANGE

with Healing Word.

CURSE A TARGET

with Hex.

MARK A QUARRY

with Hunter's Mark.

CREATE AN EXPLODING PROJECTILE

with Ice Knife.

INFLICT NECROTIC DAMAGE

with Inflict Wounds.

TRANSFORM MOVEMENT

with Jump or Longstrider.

Meanwhile, high-level magic can:

CONSECRATE A LOCATION FOREVER

with Hallow.

DESTROY AND REDUCE A CREATURE'S MAXIMUM HP

with Harm.

RESTORE 70 HIT POINTS

with Heal.

CREATE A 24-HOUR SUPERNATURAL FEAST

with Heroes' Feast.

COVER ALLIES WITH A HOLY AURA

with Holy Aura.

CREATE A NEAR-MYTHIC PRISON

with Imprisonment.

The best spellcaster therefore asks more than:

“HOW MUCH DAMAGE DOES THIS SPELL DO?”

Ask:

WHAT ACTION DOES IT COST?

DOES IT REQUIRE CONCENTRATION?

WHAT TARGET DOES IT ALLOW?

WHICH SAVING THROW DOES IT USE?

WHAT HAPPENS ON A SUCCESS?

DOES THE SPELL HAVE AN EARLY ENDING CONDITION?

DOES A HIGHER SLOT INCREASE DAMAGE, DURATION, OR TARGETS?

DOES IT HAVE A COSTLY OR CONSUMED MATERIAL?

DOES IT CREATE AN EXCEPTION TO A GENERAL RULE?

That is the difference between:

KNOWING A SPELL'S NAME

and:

KNOWING HOW TO USE MAGIC.


NEXT LESSON

LESSON 83 — SPELL COMPENDIUM M–P

The next section moves from:

M

through:

P

and contains another enormous collection of magic, including spells involving:

MAGICAL ARMOR

FORCE PROJECTILES

TELEPATHY

ILLUSIONS

MEMORY

PLANAR TRAVEL

POLYMORPHING

NECROMANCY

POISON

TELEPORTATION

PRISMATIC MAGIC

PROTECTION

and:

POWER WORDS

We will continue systematically through every SRD 5.2.1 spell from:

M THROUGH P

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.