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.