Secret Lesson 83

Spell Compendium M–P

Lesson 82 carried us through the spells beginning with:

H–L

Now the alphabetical Spell Compendium continues through:

M

N

O

and:

P

This is one of the largest sections of the entire spell catalogue.

It contains magic for:

ARCANE DEFENSE

TELEKINESIS

POSSESSION

FORCE DAMAGE

AUTOMATED MESSAGES

MAGICAL WEAPONS

EXTRADIMENSIONAL HOMES

ILLUSIONS

MASS HEALING

MASS ENCHANTMENT

MAGICAL MAZES

TELEPATHY

TERRAIN TRANSFORMATION

PLANAR TRAVEL

POLYMORPHING

POWER WORDS

PRISMATIC MAGIC

DIVINATION PROTECTION

and:

SUPERNATURAL SANCTUARIES

The SRD moves directly from Nondetection to Passwall, so there are no spell entries beginning with O in this section.


PART ONE — COMPLETE M–P SPELL INDEX

M SPELLS

Spell Level School Classes
Mage Armor 1 Abjuration Sorcerer, Wizard
Mage Hand Cantrip Conjuration Bard, Sorcerer, Warlock, Wizard
Magic Circle 3 Abjuration Cleric, Paladin, Warlock, Wizard
Magic Jar 6 Necromancy Wizard
Magic Missile 1 Evocation Sorcerer, Wizard
Magic Mouth 2 Illusion Bard, Wizard
Magic Weapon 2 Transmutation Paladin, Ranger, Sorcerer, Wizard
Magnificent Mansion 7 Conjuration Bard, Wizard
Major Image 3 Illusion Bard, Sorcerer, Warlock, Wizard
Mass Cure Wounds 5 Abjuration Bard, Cleric, Druid
Mass Heal 9 Abjuration Cleric
Mass Healing Word 3 Abjuration Bard, Cleric
Mass Suggestion 6 Enchantment Bard, Sorcerer, Wizard
Maze 8 Conjuration Wizard
Meld into Stone 3 Transmutation Cleric, Druid, Ranger
Mending Cantrip Transmutation Bard, Cleric, Druid, Sorcerer, Wizard
Message Cantrip Transmutation Bard, Druid, Sorcerer, Wizard
Meteor Swarm 9 Evocation Sorcerer, Wizard
Mind Blank 8 Abjuration Bard, Wizard
Mind Spike 2 Divination Sorcerer, Warlock, Wizard
Minor Illusion Cantrip Illusion Bard, Sorcerer, Warlock, Wizard
Mirage Arcane 7 Illusion Bard, Druid, Wizard
Mirror Image 2 Illusion Bard, Sorcerer, Warlock, Wizard
Mislead 5 Illusion Bard, Warlock, Wizard
Misty Step 2 Conjuration Sorcerer, Warlock, Wizard
Modify Memory 5 Enchantment Bard, Wizard
Moonbeam 2 Evocation Druid
Move Earth 6 Transmutation Druid, Sorcerer, Wizard

N SPELLS

Spell Level School Classes
Nondetection 3 Abjuration Bard, Ranger, Wizard

O SPELLS

NONE


P SPELLS

Spell Level School Classes
Passwall 5 Transmutation Wizard
Pass without Trace 2 Abjuration Druid, Ranger
Phantasmal Force 2 Illusion Bard, Sorcerer, Wizard
Phantasmal Killer 4 Illusion Bard, Wizard
Phantom Steed 3 Illusion Wizard
Planar Ally 6 Conjuration Cleric
Planar Binding 5 Abjuration Bard, Cleric, Druid, Warlock, Wizard
Plane Shift 7 Conjuration Cleric, Druid, Sorcerer, Warlock, Wizard
Plant Growth 3 Transmutation Bard, Druid, Ranger
Poison Spray Cantrip Necromancy Druid, Sorcerer, Warlock, Wizard
Polymorph 4 Transmutation Bard, Druid, Sorcerer, Wizard
Power Word Heal 9 Enchantment Bard, Cleric
Power Word Kill 9 Enchantment Bard, Sorcerer, Warlock, Wizard
Power Word Stun 8 Enchantment Bard, Sorcerer, Warlock, Wizard
Prayer of Healing 2 Abjuration Cleric, Paladin
Prestidigitation Cantrip Transmutation Bard, Sorcerer, Warlock, Wizard
Prismatic Spray 7 Evocation Bard, Sorcerer, Wizard
Prismatic Wall 9 Abjuration Bard, Wizard
Private Sanctum 4 Abjuration Wizard
Produce Flame Cantrip Conjuration Druid
Programmed Illusion 6 Illusion Bard, Wizard
Project Image 7 Illusion Bard, Wizard
Protection from Energy 3 Abjuration Cleric, Druid, Ranger, Sorcerer, Wizard
Protection from Evil and Good 1 Abjuration Cleric, Druid, Paladin, Warlock, Wizard
Protection from Poison 2 Abjuration Cleric, Druid, Paladin, Ranger
Purify Food and Drink 1 Transmutation Cleric, Druid, Paladin

PART TWO — MAGE ARMOR

Level 1 Abjuration — Sorcerer, Wizard

Casting Time: Action
Range: Touch
Components: V, S, M, a piece of cured leather
Duration: 8 hours

Touch a:

WILLING CREATURE

that isn't wearing armor.

Its base Armor Class becomes:

13 + DEXTERITY MODIFIER

for the duration.


EXAMPLE

Dexterity:

16

Dexterity modifier:

+3

Mage Armor:

13 + 3 =

AC 16


MAGE ARMOR IS AN AC FORMULA

It doesn't simply give:

+3 AC

It establishes a new:

BASE AC

of:

13 + DEXTERITY MODIFIER

As we learned in the Armor lesson, different base AC calculations aren't normally added together.


ARMOR ENDS IT

If the target:

DONS ARMOR

Mage Armor ends early.


NO CONCENTRATION

Mage Armor lasts:

8 HOURS

without occupying Concentration.


PART THREE — MAGE HAND

Conjuration Cantrip — Bard, Sorcerer, Warlock, Wizard

Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral floating hand appears at a point you choose.

When you cast the spell, it can:

  • manipulate an object

  • open an unlocked door or container

  • stow an item in an open container

  • retrieve an item from an open container

  • pour the contents of a vial

On later turns, use:

A MAGIC ACTION

to control it again and move it up to:

30 FEET

 


IMPORTANT LIMITS

Mage Hand can't:

ATTACK

ACTIVATE MAGIC ITEMS

or:

CARRY MORE THAN 10 POUNDS


DISTANCE LIMIT

If the hand is ever more than:

30 FEET FROM YOU

it vanishes.

It also vanishes if:

YOU CAST MAGE HAND AGAIN


WHAT MAGE HAND DOES NOT DO

The spell does not automatically:

PICK LOCKS

DISARM TRAPS

MAKE ATTACKS

STEAL WORN EQUIPMENT

or:

ACTIVATE A MAGIC WAND

Those would require rules allowing them.

Mage Hand gives you a magical:

REMOTE HAND

not unlimited telekinesis.


PART FOUR — MAGIC CIRCLE

Level 3 Abjuration — Cleric, Paladin, Warlock, Wizard

Casting Time: 1 minute
Range: 10 feet
Components: V, S, M, salt and powdered silver worth 100+ GP, consumed
Duration: 1 hour

Create a magical Cylinder:

10-FOOT RADIUS

20 FEET HIGH

Choose one or more creature types:

CELESTIAL

ELEMENTAL

FEY

FIEND

UNDEAD

 


PROTECTION 1 — ENTRY

Chosen creatures can't:

WILLINGLY ENTER

the Cylinder by nonmagical means.

If they try to teleport or travel between planes into it:

CHARISMA SAVING THROW

is required.


PROTECTION 2 — ATTACKS

Chosen creatures have:

DISADVANTAGE

on attack rolls against targets inside.


PROTECTION 3 — MENTAL AND SPIRITUAL DEFENSE

Targets inside can't be:

POSSESSED

or gain:

CHARMED

or:

FRIGHTENED

from creatures of the chosen types.


REVERSE MAGIC CIRCLE

When casting the spell, you can reverse its operation.

Then it prevents affected creatures from:

LEAVING

rather than entering.

It also protects creatures:

OUTSIDE

rather than inside.

This makes Magic Circle useful not only as:

A SANCTUARY

but also as:

A MAGICAL PRISON


HIGHER-LEVEL CASTING

For every slot level above 3:

+1 HOUR DURATION


PART FIVE — MAGIC JAR

Level 6 Necromancy — Wizard

Casting Time: 1 minute
Range: Self
Components: V, S, M, a gem, crystal, or reliquary worth 500+ GP
Duration: Until dispelled

Magic Jar is one of the most complicated spells in the SRD.

It separates:

YOUR SOUL

from:

YOUR BODY

and allows you to attempt:

POSSESSION OF A HUMANOID

 


STEP 1 — YOUR BODY BECOMES CATATONIC

Your soul enters the container used as the Material component.

While inside it:

YOU PERCEIVE YOUR SURROUNDINGS FROM THE CONTAINER

but:

YOU CAN'T MOVE

and:

YOU CAN'T TAKE REACTIONS


YOUR ONLY ACTION

You can project your soul up to:

100 FEET

to do one of two things:

RETURN TO YOUR BODY

ending the spell,

or:

ATTEMPT TO POSSESS A HUMANOID


STEP 2 — POSSESSION

Choose a visible:

HUMANOID

within 100 feet.

A creature protected by:

PROTECTION FROM EVIL AND GOOD

or:

MAGIC CIRCLE

can't be possessed this way.

Target makes:

CHARISMA SAVING THROW


FAILURE

Your soul enters its body.

Its soul becomes trapped in:

THE MAGIC JAR


SUCCESS

The target resists.

You can't attempt to possess that creature again for:

24 HOURS


STEP 3 — USING THE HOST BODY

Once possession succeeds, you control the body.

These statistics are replaced by the host's:

HIT POINTS

HIT POINT DICE

STRENGTH

DEXTERITY

CONSTITUTION

SPEED

SENSES

You otherwise retain:

YOUR OWN GAME STATISTICS

 


WHAT HAPPENS TO THE HOST'S SOUL?

It perceives from inside the container using:

ITS OWN SENSES

but it:

CAN'T MOVE

and has:

INCAPACITATED


RETURNING TO THE JAR

While possessing a body, take:

A MAGIC ACTION

to return to the container if it is within:

100 FEET

The host's soul then returns to:

ITS BODY


IF THE HOST BODY DIES

The host dies.

You make:

CHARISMA SAVING THROW

against:

YOUR OWN SPELL SAVE DC

Success:

You return to the container if it is within:

100 FEET

Failure—or if the container isn't close enough:

YOU DIE


IF THE CONTAINER IS DESTROYED

Your soul tries to return to:

YOUR OWN BODY

If your body is:

  • dead, or

  • more than 100 feet away

you:

DIE

If another creature's soul is currently in the container, it returns to its own body only if:

THAT BODY IS ALIVE

and:

WITHIN 100 FEET

Otherwise:

THAT CREATURE DIES

When Magic Jar ends:

THE CONTAINER IS DESTROYED

This is powerful magic with extremely serious risks.


PART SIX — MAGIC MISSILE

Level 1 Evocation — Sorcerer, Wizard

Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous

Create:

THREE DARTS

of magical force.

Each dart automatically strikes a visible creature of your choice within range.

Each deals:

1D4 + 1 FORCE DAMAGE

All darts strike:

SIMULTANEOUSLY

 


NO ATTACK ROLL

Magic Missile doesn't instruct you to make:

AN ATTACK ROLL

and doesn't call for:

A SAVING THROW

The darts simply:

STRIKE

subject to specific rules that might interact with the spell.


ONE OR MULTIPLE TARGETS

You can send:

ALL THREE

at one creature.

Or divide them among:

MULTIPLE CREATURES


EXAMPLE

Dart 1:

1d4 = 3

Damage:

3 + 1 =

4

Dart 2:

1d4 = 4

Damage:

5

Dart 3:

1d4 = 2

Damage:

3

Total if all strike one creature:

12 FORCE DAMAGE


HIGHER SLOTS

Every slot level above 1 creates:

+1 DART

Level 2:

FOUR DARTS

Level 3:

FIVE DARTS

Level 9:

ELEVEN DARTS


PART SEVEN — MAGIC MOUTH

Level 2 Illusion — Bard, Wizard

Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S, M, jade dust worth 10+ GP, consumed
Duration: Until dispelled

You magically place a message inside an object.

The object must:

NOT BE WORN OR CARRIED BY ANOTHER CREATURE

Your message is:

25 WORDS OR FEWER

although its delivery can take as long as:

10 MINUTES

 


SET A TRIGGER

You specify a circumstance that activates the message.

The trigger can be:

GENERAL

or:

DETAILED

but must depend on something:

VISUAL

or:

AUDIBLE

occurring within:

30 FEET OF THE OBJECT


WHEN TRIGGERED

A magical mouth appears and speaks:

IN YOUR VOICE

at:

THE VOLUME YOU USED


ONE-TIME OR REPEATING

When casting the spell, choose whether:

THE SPELL ENDS AFTER ONE MESSAGE

or:

IT REPEATS WHENEVER THE TRIGGER OCCURS

That second version can continue:

UNTIL DISPELLED


PART EIGHT — MAGIC WEAPON

Level 2 Transmutation — Paladin, Ranger, Sorcerer, Wizard

Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: 1 hour

Touch:

A NONMAGICAL WEAPON

For the duration it becomes:

A MAGIC WEAPON

and gains:

+1 TO ATTACK ROLLS

and:

+1 TO DAMAGE ROLLS

 


NO CONCENTRATION

This is important.

Magic Weapon lasts:

ONE HOUR

without requiring Concentration.


HIGHER SLOTS

Level 2

+1

Levels 3–5

+2

Level 6+

+3


RECASTING

If you cast Magic Weapon again:

THE PREVIOUS CASTING ENDS

So one caster can't use repeated castings to maintain this spell on an entire armory.


PART NINE — MAGNIFICENT MANSION

Level 7 Conjuration — Bard, Wizard

Casting Time: 1 minute
Range: 300 feet
Components: V, S, M, miniature door worth 15+ GP
Duration: 24 hours

You conjure a shimmering door leading to:

AN EXTRADIMENSIONAL DWELLING

The door is:

5 FEET WIDE

10 FEET HIGH

 


WHO CAN ENTER?

You designate creatures when you cast the spell.

Those creatures can enter while the door is:

OPEN


CONTROLLING THE DOOR

If you're within:

30 FEET

you can open or close it:

WITHOUT AN ACTION

When closed:

THE DOOR IS IMPERCEPTIBLE


INSIDE THE MANSION

You choose:

THE FLOOR PLAN

It can contain up to:

FIFTY CONTIGUOUS 10-FOOT CUBES

You decide:

FURNISHINGS

and:

DECORATION


FOOD

The dwelling contains enough food for:

A NINE-COURSE BANQUET

for up to:

100 PEOPLE


SERVANTS

The mansion has:

100 NEAR-TRANSPARENT SERVANTS

They are:

INVULNERABLE

and obey your commands.

They can do normal servant tasks such as:

  • cleaning

  • serving

  • fetching

  • mending

  • folding

  • lighting fires

But they:

CAN'T ATTACK

and can't take actions directly intended to:

HARM ANOTHER CREATURE

They also:

CAN'T LEAVE THE DWELLING


CREATED OBJECTS

Furnishings or objects created by the mansion disappear into smoke if:

REMOVED FROM IT


WHEN THE SPELL ENDS

Creatures and objects remaining inside are expelled to unoccupied spaces nearest:

THE ENTRANCE


PART TEN — MAJOR IMAGE

Level 3 Illusion — Bard, Sorcerer, Warlock, Wizard

Casting Time: Action
Range: 120 feet
Components: V, S, M, a bit of fleece
Duration: Concentration, up to 10 minutes

Create an image of:

  • an object

  • a creature

  • another visible phenomenon

up to a:

20-FOOT CUBE

The illusion can include believable:

SOUND

SMELL

and:

TEMPERATURE

But it can't:

DEAL DAMAGE

or:

CAUSE CONDITIONS

 


MOVING THE IMAGE

While you're within range:

MAGIC ACTION

lets you move the image elsewhere within range.

You can alter its appearance so its movement looks:

NATURAL


PHYSICAL INTERACTION

Things pass through it.

That reveals:

ITS ILLUSORY NATURE


STUDYING IT

A creature can take:

STUDY ACTION

and make:

INTELLIGENCE (INVESTIGATION)

against:

YOUR SPELL SAVE DC

Success:

IT DISCERNS THE ILLUSION


HIGHER-LEVEL TRANSFORMATION

This is unusually important.

Cast Major Image with:

LEVEL 4+ SLOT

and it lasts:

UNTIL DISPELLED

without requiring:

CONCENTRATION

 

That changes the spell from a temporary combat illusion into something capable of becoming:

LONG-TERM ENVIRONMENTAL MAGIC


PART ELEVEN — MASS CURE WOUNDS

Level 5 Abjuration — Bard, Cleric, Druid

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

Choose a point within range.

Then choose up to:

SIX CREATURES

inside a:

30-FOOT-RADIUS SPHERE

centered there.

Each regains:

5D8 + SPELLCASTING ABILITY MODIFIER

 


EXAMPLE

Wisdom modifier:

+5

Healing roll:

5d8 = 6 + 7 + 4 + 8 + 3 = 28

Each selected target heals:

28 + 5 =

33 HP

The healing roll applies according to the spell's effect to each chosen target.


HIGHER SLOTS

For each slot above 5:

+1D8 HEALING


PART TWELVE — MASS HEAL

Level 9 Abjuration — Cleric

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

Mass Heal doesn't ask you to roll healing dice.

Instead you receive a pool of:

700 HIT POINTS

You divide those HP as you choose among:

ANY NUMBER OF CREATURES YOU CAN SEE WITHIN RANGE

 


EXAMPLE

Three allies need:

  • Fighter: 180 HP

  • Paladin: 150 HP

  • Wizard: 70 HP

Total:

180 + 150 + 70 =

400 HP

You can distribute 400 from the available:

700

The unused portion simply isn't needed.


CONDITION REMOVAL

Creatures healed by Mass Heal also have these conditions removed:

BLINDED

DEAFENED

POISONED


PART THIRTEEN — MASS HEALING WORD

Level 3 Abjuration — Bard, Cleric

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

Choose up to:

SIX CREATURES YOU CAN SEE

Each regains:

2D4 + SPELLCASTING ABILITY MODIFIER

 


WHY THIS SPELL MATTERS

It combines:

MULTIPLE TARGETS

with:

BONUS ACTION CASTING

and:

60-FOOT RANGE


HIGHER SLOTS

For every slot level above 3:

+1D4

Notice the difference from Healing Word.

Healing Word increases by:

+2D4 PER SLOT LEVEL

Mass Healing Word increases by:

+1D4 PER SLOT LEVEL

Read each spell's own scaling rule.


PART FOURTEEN — MASS SUGGESTION

Level 6 Enchantment — Bard, Sorcerer, Wizard

Casting Time: Action
Range: 60 feet
Components: V, M, a snake's tongue
Duration: 24 hours

You describe a course of activity in:

25 WORDS OR FEWER

to up to:

TWELVE CREATURES

that you can see and that:

CAN HEAR YOU

and:

UNDERSTAND YOU

 


THE SUGGESTION MUST BE ACHIEVABLE

It must also not involve something that would:

OBVIOUSLY DEAL DAMAGE

to the targets or their allies.


SAVING THROW

Each target:

WISDOM SAVING THROW

Failure:

CHARMED

for the duration or until you or your allies:

DEAL DAMAGE TO THAT TARGET


FOLLOWING THE COMMAND

A Charmed target pursues the suggestion:

TO THE BEST OF ITS ABILITY

If the activity is completed before the maximum duration:

THE EFFECT ENDS FOR THAT TARGET


NO CONCENTRATION

Mass Suggestion lasts for an enormous period without requiring:

CONCENTRATION


HIGHER SLOTS

Level 6

24 HOURS

Level 7

10 DAYS

Level 8

30 DAYS

Level 9

366 DAYS

 

That is more than:

ONE YEAR

under the spell's explicit duration.


PART FIFTEEN — MAZE

Level 8 Conjuration — Wizard

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

Choose a creature you can see.

It is banished into:

A LABYRINTHINE DEMIPLANE

 


NO INITIAL SAVING THROW

The spell does not call for one when you cast it.

The target:

GOES TO THE MAZE


ESCAPING

On its turn, the target can take:

STUDY ACTION

and make:

DC 20 INTELLIGENCE (INVESTIGATION)

Success:

IT ESCAPES

and the spell ends.


IMPORTANT

This is:

AN ABILITY CHECK

not:

A SAVING THROW

That means effects distinguishing checks from saves matter.


RETURNING

When the spell ends, the target returns to:

THE SPACE IT LEFT

If occupied:

NEAREST UNOCCUPIED SPACE


PART SIXTEEN — MELD INTO STONE

Level 3 Transmutation — Cleric, Druid, Ranger

Casting Time: Action or Ritual
Range: Touch
Components: V, S
Duration: 8 hours

You merge:

YOURSELF

and:

YOUR EQUIPMENT

into a stone object or surface large enough to contain you.

Nothing of your presence remains detectable by:

NONMAGICAL SENSES

 


WHILE INSIDE

You:

CAN'T SEE OUTSIDE

Wisdom (Perception) checks to hear outside are made with:

DISADVANTAGE

You still:

KNOW TIME IS PASSING

and may cast spells:

ON YOURSELF


MOVEMENT

Normally:

YOU CAN'T MOVE

But you can spend:

5 FEET OF MOVEMENT

to leave through the point where you entered.

That:

ENDS THE SPELL


DAMAGING THE STONE

Minor physical damage:

DOESN'T HARM YOU

Partial destruction or enough shape alteration that you no longer fit:

EXPELS YOU

and deals:

6D6 FORCE DAMAGE

Complete destruction—or transmuting the stone into another substance:

EXPELS YOU

and deals:

50 FORCE DAMAGE

You emerge:

PRONE

in the nearest unoccupied space to where you first entered.


PART SEVENTEEN — MENDING

Transmutation Cantrip — Bard, Cleric, Druid, Sorcerer, Wizard

Casting Time: 1 minute
Range: Touch
Components: V, S, M, two lodestones
Duration: Instantaneous

Mending repairs:

ONE BREAK OR TEAR

in an object.

Maximum size of the break:

1 FOOT IN ANY DIMENSION

 


EXAMPLES

It can repair things such as:

  • a broken chain link

  • a broken key

  • a torn cloak

  • a leaking wineskin

The repaired break leaves:

NO TRACE


MAGIC ITEMS

Mending can physically repair:

A MAGIC ITEM

But it can't restore:

LOST MAGIC

So a destroyed magical property isn't automatically recovered merely because the physical object has been fixed.


PART EIGHTEEN — MESSAGE

Transmutation Cantrip — Bard, Druid, Sorcerer, Wizard

Casting Time: Action
Range: 120 feet
Components: S, M, copper wire
Duration: 1 round

Point toward a creature and whisper.

Only the target hears the message.

The target can whisper back, and only:

YOU

hear the reply.


THROUGH SOLID OBJECTS

You can cast through a solid object if:

YOU ARE FAMILIAR WITH THE TARGET

and:

KNOW IT IS BEYOND THE BARRIER


WHAT BLOCKS MESSAGE?

The spell is blocked by:

MAGICAL SILENCE

or:

1 FOOT OF STONE, METAL, OR WOOD

or:

A THIN SHEET OF LEAD

So Message is useful—but it isn't:

UNLIMITED TELEPATHY


PART NINETEEN — METEOR SWARM

Level 9 Evocation — Sorcerer, Wizard

Casting Time: Action
Range: 1 mile
Components: V, S
Duration: Instantaneous

Choose:

FOUR DIFFERENT POINTS

you can see within:

ONE MILE

At each point appears a:

40-FOOT-RADIUS SPHERE

 


SAVING THROW

Every creature in a Sphere:

DEXTERITY SAVE

Failure:

20D6 FIRE

plus:

20D6 BLUDGEONING

Success:

HALF TOTAL DAMAGE


THAT IS 40D6

Average of 40d6:

140 DAMAGE

before Resistance, Immunity, successful saves, or other effects.


OVERLAPPING METEORS

A creature inside more than one fiery Sphere:

IS AFFECTED ONLY ONCE

So overlapping all four points doesn't multiply the damage against one creature.


OBJECTS

A nonmagical object in the area that isn't being worn or carried:

ALSO TAKES THE DAMAGE

If flammable:

IT STARTS BURNING


PART TWENTY — MIND BLANK

Level 8 Abjuration — Bard, Wizard

Casting Time: Action
Range: Touch
Components: V, S
Duration: 24 hours

Touch a willing creature.

For:

24 HOURS

it gains:

IMMUNITY TO PSYCHIC DAMAGE

and:

IMMUNITY TO CHARMED

 


MENTAL PROTECTION

The target is unaffected by effects that would:

SENSE ITS EMOTIONS

SENSE ITS ALIGNMENT

READ ITS THOUGHTS

MAGICALLY DETECT ITS LOCATION


EXTREME DIVINATION DEFENSE

No spell can:

GATHER INFORMATION ABOUT IT

OBSERVE IT REMOTELY

or:

CONTROL ITS MIND

The SRD explicitly says this protection applies even against:

WISH


NO CONCENTRATION

Mind Blank lasts:

24 HOURS

without Concentration.


PART TWENTY-ONE — MIND SPIKE

Level 2 Divination — Sorcerer, Warlock, Wizard

Casting Time: Action
Range: 120 feet
Components: S
Duration: Concentration, up to 1 hour

Target one visible creature.

It makes:

WISDOM SAVING THROW

Failure:

3D8 PSYCHIC DAMAGE

Success:

HALF DAMAGE

 


FAILED SAVE — PSYCHIC TRACKING

If the target fails, you always know:

ITS LOCATION

while both of you remain on:

THE SAME PLANE


HIDING DOESN'T WORK AGAINST YOU

While that tracking applies:

TARGET CAN'T BECOME HIDDEN FROM YOU

And if it has:

INVISIBLE

it receives:

NO BENEFIT FROM INVISIBLE AGAINST YOU


HIGHER SLOTS

For every level above 2:

+1D8 PSYCHIC DAMAGE

The tracking component doesn't become stronger.


PART TWENTY-TWO — MINOR ILLUSION

Illusion Cantrip — Bard, Sorcerer, Warlock, Wizard

Casting Time: Action
Range: 30 feet
Components: S, M, a bit of fleece
Duration: 1 minute

Choose:

SOUND

or:

IMAGE OF AN OBJECT

 


SOUND

Volume can range from:

A WHISPER

to:

A SCREAM

It can resemble:

  • a voice

  • a roar

  • drums

  • another sound

It can continue throughout the duration or occur at:

SEPARATE TIMES


IMAGE

Create an image of an object no larger than:

A 5-FOOT CUBE

It can't create:

SOUND

LIGHT

SMELL

or:

OTHER SENSORY EFFECTS


PHYSICAL INTERACTION

Things pass through the image.

That reveals:

IT IS AN ILLUSION


STUDY

Creature uses:

STUDY ACTION

then:

INTELLIGENCE (INVESTIGATION)

against your Spell Save DC.

Success:

ILLUSION BECOMES FAINT TO THAT CREATURE


RECASTING

Casting Minor Illusion again:

ENDS YOUR PREVIOUS MINOR ILLUSION


PART TWENTY-THREE — MIRAGE ARCANE

Level 7 Illusion — Bard, Druid, Wizard

Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days

Transform the sensory appearance of terrain covering up to:

ONE SQUARE MILE

 

This illusion can affect:

SIGHT

SOUND

SMELL

and even:

TOUCH


EXAMPLES

You might make:

  • a road seem like a swamp

  • a pond seem like grass

  • a precipice seem like a slope

  • rough land seem like a road


STRUCTURES

Unlike Hallucinatory Terrain:

MIRAGE ARCANE CAN ALTER THE APPEARANCE OF STRUCTURES

and can even:

ADD APPARENT STRUCTURES

It still doesn't:

ADD OR DISGUISE CREATURES


THE ILLUSION CAN AFFECT MOVEMENT

Because it includes tactile qualities, it can turn:

CLEAR GROUND INTO DIFFICULT TERRAIN

or:

DIFFICULT TERRAIN INTO CLEAR GROUND

and otherwise impede movement.

This is much more than a painted visual illusion.


REMOVED OBJECTS

A piece of illusory terrain taken outside the spell's area:

DISAPPEARS IMMEDIATELY


TRUESIGHT

A creature with Truesight sees:

THE TRUE TERRAIN

But the other elements of Mirage Arcane remain.

It can still:

PHYSICALLY INTERACT

with those illusory elements.


PART TWENTY-FOUR — MIRROR IMAGE

Level 2 Illusion — Bard, Sorcerer, Warlock, Wizard

Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute

Create:

THREE ILLUSORY DUPLICATES

in your space.

No Concentration is required.


WHEN AN ATTACK HITS YOU

Whenever a creature:

HITS YOU WITH AN ATTACK ROLL

roll:

1D6 FOR EACH DUPLICATE REMAINING

If:

ANY D6 IS 3 OR HIGHER

one duplicate is struck instead.

That duplicate:

IS DESTROYED


EXAMPLE — THREE DUPLICATES

Roll:

1, 2, 5

At least one die is:

3+

Therefore:

A DUPLICATE TAKES THE HIT

and disappears.

You now have:

TWO DUPLICATES


DUPLICATES AND OTHER EFFECTS

They otherwise ignore:

ALL OTHER DAMAGE

and:

ALL OTHER EFFECTS

The spell ends once:

ALL THREE ARE DESTROYED


WHO IGNORES MIRROR IMAGE?

A creature is unaffected by the spell if it has:

BLINDED

BLINDSIGHT

or:

TRUESIGHT


PART TWENTY-FIVE — MISLEAD

Level 5 Illusion — Bard, Warlock, Wizard

Casting Time: Action
Range: Self
Components: S
Duration: Concentration, up to 1 hour

Two things happen simultaneously:

YOU BECOME INVISIBLE

and:

AN ILLUSORY DOUBLE APPEARS WHERE YOU STOOD

 


YOUR INVISIBILITY ENDS IF YOU

MAKE AN ATTACK ROLL

DEAL DAMAGE

or:

CAST A SPELL

The double can remain even after your invisibility ends.


CONTROLLING THE DOUBLE

Use:

MAGIC ACTION

to move it up to:

TWICE YOUR SPEED

and make it:

  • gesture

  • speak

  • behave as you choose

It is:

INTANGIBLE

and:

INVULNERABLE


REMOTE SENSES

You can:

SEE THROUGH ITS EYES

and:

HEAR THROUGH ITS EARS

as though you were in its space.


PART TWENTY-SIX — MISTY STEP

Level 2 Conjuration — Sorcerer, Warlock, Wizard

Casting Time: Bonus Action
Range: Self
Components: V
Duration: Instantaneous

Teleport up to:

30 FEET

to:

AN UNOCCUPIED SPACE YOU CAN SEE

 


IMPORTANT REQUIREMENTS

Destination must be:

UNOCCUPIED

and:

VISIBLE TO YOU


NO MOVEMENT COST

Misty Step is:

TELEPORTATION

It doesn't say you spend 30 feet of your normal Speed.


BONUS ACTION

It uses your:

BONUS ACTION

So action economy matters.

And remember Lesson 73:

If Misty Step is cast by expending a spell slot, you have now expended your:

ONE SPELL SLOT FOR CASTING A SPELL ON THAT TURN

You could still cast a cantrip with an available Action if appropriate because a cantrip:

DOESN'T EXPEND A SPELL SLOT


PART TWENTY-SEVEN — MODIFY MEMORY

Level 5 Enchantment — Bard, Wizard

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

Choose a visible creature.

It makes:

WISDOM SAVING THROW

If you're fighting it:

IT HAS ADVANTAGE ON THE SAVE

 


FAILED SAVE

Target becomes:

CHARMED

and:

INCAPACITATED

It is unaware of its surroundings but:

CAN HEAR YOU


FRAGILE ENCHANTMENT

If the target:

TAKES ANY DAMAGE

or:

IS TARGETED BY ANOTHER SPELL

Modify Memory ends and:

NO MEMORIES ARE MODIFIED


WHAT MEMORY CAN YOU CHANGE?

At base level, an event must have:

HAPPENED WITHIN THE LAST 24 HOURS

and lasted:

NO MORE THAN 10 MINUTES


FOUR BROAD POSSIBILITIES

You can cause the creature to:

FORGET THE EVENT

REMEMBER IT WITH PERFECT CLARITY

REMEMBER DIFFERENT DETAILS

or:

REMEMBER A DIFFERENT EVENT


YOU MUST EXPLAIN THE MEMORY

You speak to the creature.

It must:

UNDERSTAND YOUR LANGUAGE

If the spell ends before you finish describing the modification:

MEMORY IS NOT CHANGED


MODIFIED MEMORY DOESN'T CONTROL PERSONALITY

A false memory doesn't automatically force behavior that contradicts the creature's:

NATURAL INCLINATIONS

ALIGNMENT

or:

BELIEFS

The GM can determine that an absurd memory is too nonsensical to influence the creature.


RESTORING THE REAL MEMORY

Either of these can restore it:

REMOVE CURSE

or:

GREATER RESTORATION


HIGHER SLOTS

Slot How Far Back You Can Alter
5 24 hours
6 7 days
7 30 days
8 365 days
9 Any time in the creature's past

PART TWENTY-EIGHT — MOONBEAM

Level 2 Evocation — Druid

Casting Time: Action
Range: 120 feet
Components: V, S, M, moonseed leaf
Duration: Concentration, up to 1 minute

A silvery beam creates a Cylinder:

5-FOOT RADIUS

40 FEET HIGH

The Cylinder contains:

DIM LIGHT

 


INITIAL DAMAGE

When it appears, creatures inside make:

CONSTITUTION SAVING THROW

Failure:

2D10 RADIANT DAMAGE

Success:

HALF DAMAGE


SHAPE-SHIFTERS

On a failed save, if the creature is currently shape-shifted:

IT REVERTS TO ITS TRUE FORM

and can't shape-shift again until:

IT LEAVES THE CYLINDER

A successful save causes:

HALF DAMAGE ONLY

so the reversion clause doesn't apply on that successful save.


REPEATED SAVES

A creature also saves when:

  • the area moves into its space

  • it enters the area

  • it ends its turn there

But only:

ONCE PER TURN


MOVING THE BEAM

On later turns:

MAGIC ACTION

moves the Cylinder up to:

60 FEET


HIGHER SLOTS

Each slot above 2:

+1D10 RADIANT DAMAGE


PART TWENTY-NINE — MOVE EARTH

Level 6 Transmutation — Druid, Sorcerer, Wizard

Casting Time: Action
Range: 120 feet
Components: V, S, M, miniature shovel
Duration: Concentration, up to 2 hours

Choose terrain up to:

40 FEET ON A SIDE

You can reshape:

DIRT

SAND

or:

CLAY

 


POSSIBLE CHANGES

You can:

  • raise ground

  • lower ground

  • create a trench

  • fill a trench

  • erect a wall

  • flatten a wall

  • form a pillar


TRANSFORMATION SPEED

Changes take:

10 MINUTES

to complete.

The terrain moves too slowly to normally trap or directly injure creatures simply through the earth's movement.


CONTINUING THE SPELL

At the end of every:

10 MINUTES

you spend concentrating, you can choose:

A NEW AREA WITHIN RANGE

to reshape.

 


STONE LIMIT

The spell can't manipulate:

NATURAL STONE

or:

STONE CONSTRUCTION

Rocks and structures shift as necessary to accommodate the altered terrain.

If this makes a structure unstable:

IT MIGHT COLLAPSE


PLANTS

The spell doesn't directly manipulate plant growth.

Moved earth simply:

CARRIES PLANTS WITH IT


PART THIRTY — NONDETECTION

Level 3 Abjuration — Bard, Ranger, Wizard

Casting Time: Action
Range: Touch
Components: V, S, M, diamond dust worth 25+ GP, consumed
Duration: 8 hours

Touch one of these:

WILLING CREATURE

PLACE

or:

OBJECT

A place or object can be no larger than:

10 FEET IN ANY DIMENSION

 


DIVINATION PROTECTION

For 8 hours, the target:

CAN'T BE TARGETED BY DIVINATION SPELLS

and:

CAN'T BE PERCEIVED THROUGH MAGICAL SCRYING SENSORS


NO CONCENTRATION

This protection lasts:

8 HOURS

without Concentration.


PART THIRTY-ONE — PASSWALL

Level 5 Transmutation — Wizard

Casting Time: Action
Range: 30 feet
Components: V, S, M, pinch of sesame seeds
Duration: 1 hour

Create a passage through a visible:

WOODEN

PLASTER

or:

STONE

surface.

Examples:

  • wall

  • floor

  • ceiling

 


MAXIMUM PASSAGE

Up to:

5 FEET WIDE

8 FEET HIGH

20 FEET DEEP


STRUCTURAL SAFETY

The passage itself creates:

NO INSTABILITY

in the surrounding structure.


WHEN IT CLOSES

Any creatures or objects still inside are:

SAFELY EJECTED

to an unoccupied space nearest the surface where the spell was cast.

So the spell doesn't normally:

CRUSH THEM INSIDE THE WALL


PART THIRTY-TWO — PASS WITHOUT TRACE

Level 2 Abjuration — Druid, Ranger

Casting Time: Action
Range: Self
Components: V, S, M, ashes from burned mistletoe
Duration: Concentration, up to 1 hour

You radiate a:

30-FOOT EMANATION

 

While inside it, you and creatures you choose receive:

+10 TO DEXTERITY (STEALTH) CHECKS

and:

LEAVE NO TRACKS


IMPORTANT — THE AURA MOVES WITH YOU

Its Range is:

SELF

and the effect is an:

EMANATION

So the concealment surrounds you as you move.


IT DOES NOT AUTOMATICALLY MAKE YOU HIDDEN

The spell gives:

+10 STEALTH

It doesn't say:

YOU AUTOMATICALLY SUCCEED AT HIDING

You still follow the hiding and Stealth rules.


PART THIRTY-THREE — PHANTASMAL FORCE

Level 2 Illusion — Bard, Sorcerer, Wizard

Casting Time: Action
Range: 60 feet
Components: V, S, M, bit of fleece
Duration: Concentration, up to 1 minute

Target one visible creature.

It makes:

INTELLIGENCE SAVING THROW

Failure:

You create a mental phantasm no larger than a:

10-FOOT CUBE

Only:

THE TARGET

perceives it.


THE PHANTASM FEELS REAL

It can include:

SOUND

TEMPERATURE

and:

OTHER STIMULI

The target treats it as real and:

RATIONALIZES ILLOGICAL RESULTS


EXAMPLE

The target sees an imaginary bridge.

It walks onto it.

It falls through.

Instead of concluding:

“THE BRIDGE WAS FAKE”

it may rationalize:

“THE BRIDGE COLLAPSED”

or another explanation consistent with believing the phantasm.


DISCOVERING IT

Target can take:

STUDY ACTION

and make:

INTELLIGENCE (INVESTIGATION)

against:

YOUR SPELL SAVE DC

Success:

SPELL ENDS


DAMAGING PHANTASMS

If the illusion represents something dangerous:

CREATURE

or:

HAZARD

then on each of your turns it can deal:

2D8 PSYCHIC DAMAGE

if the target is:

  • in the phantasm's area, or

  • within 5 feet of the phantasm

The target perceives the damage as:

A TYPE APPROPRIATE TO THE ILLUSION

But mechanically it is:

PSYCHIC DAMAGE


PART THIRTY-FOUR — PHANTASMAL KILLER

Level 4 Illusion — Bard, Wizard

Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute

Create a nightmare visible only to:

ONE TARGET CREATURE

Target makes:

WISDOM SAVE

 


FAILED INITIAL SAVE

Target takes:

4D10 PSYCHIC

and has:

DISADVANTAGE ON ABILITY CHECKS

and:

DISADVANTAGE ON ATTACK ROLLS

for the duration.


SUCCESSFUL INITIAL SAVE

Target takes:

HALF DAMAGE

and:

THE SPELL ENDS


REPEATED SAVES

At the end of each target turn:

WISDOM SAVE

Failure:

TAKE 4D10 PSYCHIC AGAIN

Success:

SPELL ENDS


HIGHER SLOTS

Every level above 4:

+1D10 DAMAGE


PART THIRTY-FIVE — PHANTOM STEED

Level 3 Illusion — Wizard

Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour

A:

LARGE QUASI-REAL HORSELIKE CREATURE

appears in an unoccupied space.

You decide:

ITS APPEARANCE

It comes equipped with:

SADDLE

BIT

BRIDLE

 


STAT BLOCK

It uses:

RIDING HORSE

except its Speed is:

100 FEET

and it can travel:

13 MILES IN ONE HOUR


RIDER

Either:

YOU

or:

A CREATURE YOU CHOOSE

can ride it.


WHEN IT ENDS

The steed fades gradually.

The rider receives:

1 MINUTE TO DISMOUNT


DAMAGE

If the steed takes:

ANY DAMAGE

the spell:

ENDS EARLY


RITUAL

Because Phantom Steed can be cast as a Ritual, a prepared caster can spend the extra Ritual casting time and create it:

WITHOUT EXPENDING A SPELL SLOT

subject to the Ritual rules learned earlier.


PART THIRTY-SIX — PLANAR ALLY

Level 6 Conjuration — Cleric

Casting Time: 10 minutes
Range: 60 feet
Components: V, S
Duration: Instantaneous

You ask a known being of cosmic power for:

ASSISTANCE

Examples include:

  • a god

  • a demon prince

  • another powerful extraplanar entity

The entity sends one loyal:

CELESTIAL

ELEMENTAL

or:

FIEND

 


REQUESTING A SPECIFIC CREATURE

If you know a creature's name, you can request it.

But:

THE GM MAY SEND A DIFFERENT CREATURE


VERY IMPORTANT — IT IS NOT AUTOMATICALLY YOUR SERVANT

When it arrives:

IT IS UNDER NO COMPULSION

to obey you.

You must:

NEGOTIATE


COMMUNICATION

You need to be able to:

COMMUNICATE WITH THE CREATURE

to bargain for its services.


PAYMENT

The SRD provides suggested prices.

Task measured in minutes

100 GP PER MINUTE

Task measured in hours

1,000 GP PER HOUR

Task measured in days

10,000 GP PER DAY

maximum discussed service duration:

10 DAYS


THESE PRICES AREN'T ABSOLUTE

The GM can adjust them.

For example:

  • an aligned task may cost less or nothing

  • a nonhazardous task might cost half

  • an extremely dangerous task might cost more

  • creatures rarely accept suicidal tasks

Payment needn't necessarily be:

COINS

It could involve:

TREASURE

DONATIONS

MAGIC ITEMS

A QUEST

or another bargain appropriate to the creature.


NO AGREEMENT?

If you can't agree on payment:

THE CREATURE RETURNS HOME IMMEDIATELY


PART THIRTY-SEVEN — PLANAR BINDING

Level 5 Abjuration — Bard, Cleric, Druid, Warlock, Wizard

Casting Time: 1 hour
Range: 60 feet
Components: V, S, M, jewel worth 1,000+ GP, consumed
Duration: 24 hours

Target one:

CELESTIAL

ELEMENTAL

FEY

or:

FIEND

 


THE CREATURE MUST REMAIN NEARBY

It must stay within:

60 FEET

for the spell's entire:

ONE-HOUR CASTING

The SRD notes that a common setup is to trap it first using the reversed form of:

MAGIC CIRCLE


SAVING THROW

At completion:

CHARISMA SAVING THROW

Failure:

BOUND TO SERVE YOU

for the duration.


SUMMONED CREATURES

If the target was summoned or created by another spell:

THAT SPELL'S DURATION IS EXTENDED

to match Planar Binding.


COMMANDS

A bound creature follows your commands:

TO THE BEST OF ITS ABILITY

But if it is:

HOSTILE

it tries to interpret or twist your commands to serve:

ITS OWN OBJECTIVES

So careful wording can matter.


HIGHER SLOTS

Slot Duration
5 24 hours
6 10 days
7 30 days
8 180 days
9 366 days

LONG CASTING RULE

Although the finished spell's Duration isn't Concentration, the:

ONE-HOUR CASTING PROCESS

uses the general rule for spells taking 1 minute or more.

During that casting you must:

TAKE THE MAGIC ACTION EACH TURN

and:

MAINTAIN CONCENTRATION

If that casting Concentration breaks:

SPELL FAILS

but:

SLOT IS NOT EXPENDED


PART THIRTY-EIGHT — PLANE SHIFT

Level 7 Conjuration — Cleric, Druid, Sorcerer, Warlock, Wizard

Casting Time: Action
Range: Touch
Components: V, S, M, forked metal rod worth 250+ GP and attuned to a plane
Duration: Instantaneous

You and up to:

EIGHT WILLING CREATURES

link hands in a circle.

You are transported to:

ANOTHER PLANE OF EXISTENCE

 


DESTINATION METHOD 1 — GENERAL LOCATION

You might specify something like:

A PARTICULAR CITY

or:

A PARTICULAR PALACE

on another plane.

The GM determines exactly where:

IN OR NEAR THAT DESTINATION

you appear.


DESTINATION METHOD 2 — TELEPORTATION CIRCLE

If you know the:

SIGIL SEQUENCE

of a Teleportation Circle on another plane, Plane Shift can take the group:

TO THAT CIRCLE

If there isn't enough space inside:

EXCESS CREATURES APPEAR IN NEAREST UNOCCUPIED SPACES


MATERIAL COMPONENT MATTERS

The rod must be:

ATTUNED TO THE DESTINATION PLANE

and worth:

250+ GP

The spell doesn't say the rod is consumed.


PART THIRTY-NINE — PLANT GROWTH

Level 3 Transmutation — Bard, Druid, Ranger

Plant Growth has two completely different casting modes.


MODE 1 — OVERGROWTH

Casting Time: Action
Range: 150 feet
Duration: Instantaneous

Choose a point.

Normal plants inside a:

100-FOOT-RADIUS SPHERE

become:

THICK AND OVERGROWN


MOVEMENT

A creature moving through the affected plants spends:

4 FEET OF MOVEMENT

for every:

1 FOOT MOVED

This is more severe than ordinary Difficult Terrain.


CUSTOMIZING THE AREA

You can exclude:

ONE OR MORE AREAS

of:

ANY SIZE

from the effect.

That allows you to create routes or safe zones through the vegetation.


MODE 2 — ENRICHMENT

Casting Time: 8 hours

All plants within:

HALF-MILE RADIUS

become enriched for:

365 DAYS

They produce:

TWICE THE NORMAL FOOD

when harvested.


ANNUAL LIMIT

Plants can benefit from:

ONLY ONE PLANT GROWTH PER YEAR


PART FORTY — POISON SPRAY

Necromancy Cantrip — Druid, Sorcerer, Warlock, Wizard

Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous

Make:

RANGED SPELL ATTACK

against one creature.

Hit:

1D12 POISON DAMAGE

 


IMPORTANT SRD 5.2.1 DETAIL

Poison Spray is:

AN ATTACK ROLL

in this SRD.

Do not import an older version that uses a different resolution mechanic.


CANTRIP UPGRADE

Character Level Damage
1–4 1d12
5–10 2d12
11–16 3d12
17+ 4d12

PART FORTY-ONE — POLYMORPH

Level 4 Transmutation — Bard, Druid, Sorcerer, Wizard

Casting Time: Action
Range: 60 feet
Components: V, S, M, caterpillar cocoon
Duration: Concentration, up to 1 hour

Choose a visible creature.

It makes:

WISDOM SAVING THROW

Failure:

TRANSFORMS INTO A BEAST

 


CHOOSING THE BEAST

Its Challenge Rating must be equal to or lower than:

TARGET'S CHALLENGE RATING

If the target has no CR, use:

TARGET'S LEVEL


GAME STATISTICS

The Beast stat block replaces the target's game statistics, but the target explicitly retains:

ALIGNMENT

PERSONALITY

CREATURE TYPE

HIT POINTS

and:

HIT POINT DICE

This is an extremely important SRD 5.2.1 rule.


THE BEAST'S HP DOES NOT REPLACE THE TARGET'S HP

Instead, the target receives:

TEMPORARY HIT POINTS

equal to the Beast form's Hit Points.


EXAMPLE

Wizard current HP:

31

Beast form Hit Points:

42

The Wizard retains:

31 ACTUAL HP

and gains:

42 TEMPORARY HP

from Polymorph.


WHEN THOSE TEMP HP REACH 0

The spell:

ENDS EARLY ON THAT TARGET

Any remaining Polymorph Temporary HP also disappear when:

THE SPELL ENDS


CREATURE TYPE IS RETAINED

This deserves special attention.

Suppose a:

HUMANOID

is Polymorphed into the physical form of a wolf.

Polymorph says the target retains:

CREATURE TYPE

So mechanically the target remains:

HUMANOID

rather than becoming Beast for rules that care about creature type.


ACTION LIMITS

The target's available actions are limited by:

THE ANATOMY OF THE BEAST

It can't:

SPEAK

or:

CAST SPELLS


EQUIPMENT

Its gear:

MELDS INTO THE NEW FORM

and the creature can't:

USE IT

or:

BENEFIT FROM IT

while transformed.


PART FORTY-TWO — POWER WORD HEAL

Level 9 Enchantment — Bard, Cleric

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

Choose a visible creature.

It regains:

ALL ITS HIT POINTS

 


CONDITION REMOVAL

Power Word Heal also ends:

CHARMED

FRIGHTENED

PARALYZED

POISONED

STUNNED


PRONE

If the target has:

PRONE

it can use:

ITS REACTION

to:

STAND UP

Notice:

Power Word Heal doesn't simply remove Prone automatically.

It grants the target:

AN OPPORTUNITY TO USE ITS REACTION


PART FORTY-THREE — POWER WORD KILL

Level 9 Enchantment — Bard, Sorcerer, Warlock, Wizard

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

Choose one visible creature.

Then check its:

CURRENT HIT POINTS

 


100 HP OR FEWER

The creature:

DIES

No attack roll.

No saving throw.


MORE THAN 100 HP

The spell is not wasted with no effect under SRD 5.2.1.

Instead the target takes:

12D12 PSYCHIC DAMAGE


EXAMPLE

Target has:

101 HP

It doesn't die automatically.

Roll:

12D12 PSYCHIC

If that damage then reduces it to 0 HP, normal consequences of reaching 0 HP apply.


IMPORTANT SRD 5.2.1 CHANGE

Do not import an older interpretation where:

MORE THAN 100 HP = NOTHING HAPPENS

The SRD 5.2.1 gives the:

12D12 PSYCHIC

fallback effect.


PART FORTY-FOUR — POWER WORD STUN

Level 8 Enchantment — Bard, Sorcerer, Warlock, Wizard

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

Choose a visible creature.


150 HP OR FEWER

Target gains:

STUNNED


MORE THAN 150 HP

It isn't Stunned.

Instead its:

SPEED BECOMES 0

until:

THE START OF YOUR NEXT TURN

So the spell still produces an effect.


ENDING STUNNED

If the target was Stunned, at the end of each of its turns:

CONSTITUTION SAVING THROW

Success:

STUNNED ENDS


PART FORTY-FIVE — PRAYER OF HEALING

Level 2 Abjuration — Cleric, Paladin

Casting Time: 10 minutes
Range: 30 feet
Components: V
Duration: Instantaneous

Choose up to:

FIVE CREATURES

They must remain within range for:

THE ENTIRE 10-MINUTE CASTING

 


TWO BENEFITS

Each target:

GAINS THE BENEFITS OF A SHORT REST

and:

REGAINS 2D8 HIT POINTS

This makes Prayer of Healing much more than simply a healing roll.


IMPORTANT

The spell takes:

10 MINUTES

It doesn't change the ordinary definition of a Short Rest into 10 minutes.

Rather, it explicitly grants the selected creatures:

THE BENEFITS OF A SHORT REST

through the spell.


LIMIT

After benefiting from Prayer of Healing:

THAT CREATURE CAN'T BENEFIT FROM IT AGAIN

until it finishes:

A LONG REST


HIGHER SLOTS

Every level above 2:

+1D8 HEALING


LONG CASTING

Because the spell takes:

10 MINUTES

the general long-casting rule applies.

During the casting, you must:

MAINTAIN CONCENTRATION

and continue taking the required:

MAGIC ACTIONS

If the casting is interrupted through broken Concentration:

THE SPELL FAILS

and the slot isn't expended.


PART FORTY-SIX — PRESTIDIGITATION

Transmutation Cantrip — Bard, Sorcerer, Warlock, Wizard

Casting Time: Action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

Prestidigitation produces one of several:

MINOR MAGICAL EFFECTS

 


SENSORY EFFECT

Create an instantaneous harmless effect such as:

  • sparks

  • a puff of wind

  • faint music

  • an unusual odor


FIRE PLAY

Instantly light or extinguish:

  • candle

  • torch

  • small campfire


CLEAN OR SOIL

Instantly clean or soil an object no larger than:

1 CUBIC FOOT


MINOR SENSATION

For one hour, chill, warm, or flavor up to:

1 CUBIC FOOT

of:

NONLIVING MATERIAL


MAGIC MARK

Make a:

  • color

  • mark

  • symbol

appear for:

1 HOUR


MINOR CREATION

Create a:

NONMAGICAL TRINKET

or:

ILLUSORY IMAGE

that fits in your hand.

It lasts until:

END OF YOUR NEXT TURN

A trinket created this way:

CAN'T DEAL DAMAGE

and:

HAS NO MONETARY VALUE


MULTIPLE EFFECTS

You can have up to:

THREE NON-INSTANTANEOUS EFFECTS

active simultaneously.


PART FORTY-SEVEN — PRISMATIC SPRAY

Level 7 Evocation — Bard, Sorcerer, Wizard

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

A burst of multicolored light fills a:

60-FOOT CONE

Every creature inside:

DEXTERITY SAVING THROW

Then for each target:

ROLL 1D8

to determine which ray hits it.


PRISMATIC RAYS

1 — RED

Failure:

12D6 FIRE

Success:

HALF


2 — ORANGE

Failure:

12D6 ACID

Success:

HALF


3 — YELLOW

Failure:

12D6 LIGHTNING

Success:

HALF


4 — GREEN

Failure:

12D6 POISON

Success:

HALF


5 — BLUE

Failure:

12D6 COLD

Success:

HALF


6 — INDIGO

Failure:

RESTRAINED

At the end of each turn:

CONSTITUTION SAVE

Track successes and failures.

Three successes

RESTRAINED ENDS

Three failures

PETRIFIED

until freed by an appropriate effect such as:

GREATER RESTORATION

Successes and failures:

DON'T HAVE TO BE CONSECUTIVE


7 — VIOLET

Failed initial Dexterity save:

BLINDED

At the start of your next turn, target makes:

WISDOM SAVE

Success:

BLINDED ENDS

Failure:

BLINDED ENDS

but the creature is:

TELEPORTED TO ANOTHER PLANE

chosen by:

THE GM


8 — SPECIAL

The target receives:

TWO RAYS

Roll twice again.

Any new:

8

is rerolled.

 


PART FORTY-EIGHT — PRISMATIC WALL

Level 9 Abjuration — Bard, Wizard

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 10 minutes

Create either:

A VERTICAL WALL

up to:

90 FEET LONG

30 FEET HIGH

1 INCH THICK

or:

A GLOBE

up to:

30 FEET IN DIAMETER

 


OCCUPIED SPACE

If you position it in a creature's space:

SPELL ENDS IMMEDIATELY WITHOUT EFFECT


LIGHT

It creates:

BRIGHT LIGHT — 100 FEET

then:

DIM LIGHT — ANOTHER 100 FEET


DESIGNATED CREATURES

You and creatures you designate when casting:

CAN PASS THROUGH

and:

CAN REMAIN NEAR IT

without harm.


BLINDING AURA

Another creature that can see the wall and:

  • moves within 20 feet of it, or

  • starts its turn within 20 feet

makes:

CONSTITUTION SAVE

Failure:

BLINDED FOR 1 MINUTE


THE SEVEN LAYERS

A creature entering the wall passes through its layers one by one.

Each layer can force:

DEXTERITY SAVING THROW

and has a specific way to destroy it.

The layers must be destroyed:

ONE AT A TIME

in order from:

RED TO VIOLET

The wall has:

AC 10

 


LAYER 1 — RED

Failure:

12D6 FIRE

Success:

HALF

It also blocks:

NONMAGICAL RANGED ATTACKS

Destroy with:

AT LEAST 25 COLD DAMAGE


LAYER 2 — ORANGE

Failure:

12D6 ACID

Success:

HALF

Blocks:

MAGICAL RANGED ATTACKS

Destroy with:

STRONG WIND

such as:

GUST OF WIND


LAYER 3 — YELLOW

Failure:

12D6 LIGHTNING

Success:

HALF

Destroy with:

AT LEAST 60 FORCE DAMAGE


LAYER 4 — GREEN

Failure:

12D6 POISON

Success:

HALF

Destroy using:

PASSWALL

or another spell of equal or greater level capable of opening a portal in:

A SOLID SURFACE


LAYER 5 — BLUE

Failure:

12D6 COLD

Success:

HALF

Destroy with:

AT LEAST 25 FIRE DAMAGE


LAYER 6 — INDIGO

Failure:

RESTRAINED

Then Constitution saves at the end of each turn.

Three successes:

CONDITION ENDS

Three failures:

PETRIFIED

This layer also prevents:

SPELLS FROM BEING CAST THROUGH IT

Destroy it with:

BRIGHT LIGHT CREATED BY DAYLIGHT


LAYER 7 — VIOLET

Failure:

BLINDED

Then at the start of your next turn:

WISDOM SAVE

Success:

CONDITION ENDS

Failure:

TELEPORTED TO ANOTHER PLANE

chosen by the GM.

Destroy this layer with:

DISPEL MAGIC


SPECIAL MAGIC INTERACTIONS

The SRD explicitly states:

ANTIMAGIC FIELD HAS NO EFFECT ON PRISMATIC WALL

And:

DISPEL MAGIC CAN AFFECT ONLY THE VIOLET LAYER

This is a strong example of:

A SPECIFIC SPELL RULE OVERRIDING GENERAL EXPECTATIONS


PART FORTY-NINE — PRIVATE SANCTUM

Level 4 Abjuration — Wizard

Casting Time: 10 minutes
Range: 120 feet
Components: V, S, M, thin sheet of lead
Duration: 24 hours

Create a magically secure Cube.

Minimum:

5 FEET PER SIDE

Maximum:

100 FEET PER SIDE

at base level.


CHOOSE ANY OF THESE SECURITY PROPERTIES

You decide which protections apply when casting.


SOUND BLOCK

Sound can't:

CROSS THE BOUNDARY


VISUAL BLOCK

The boundary appears dark and foggy and prevents:

VISION

including:

DARKVISION

through it.


DIVINATION SENSOR BLOCK

Sensors created by Divination spells can't:

APPEAR INSIDE

or:

PASS THROUGH THE BARRIER


DIVINATION TARGETING BLOCK

Creatures inside can't be:

TARGETED BY DIVINATION SPELLS


TELEPORTATION BLOCK

Nothing can:

TELEPORT INTO

or:

TELEPORT OUT OF

the area.


PLANAR BLOCK

Planar travel is:

BLOCKED

within the area.


PERMANENT SANCTUM

Cast Private Sanctum on:

THE SAME SPOT

every day for:

365 DAYS

and it lasts:

UNTIL DISPELLED


HIGHER SLOTS

Each slot level above 4 increases maximum Cube dimensions by:

100 FEET PER SIDE


PART FIFTY — PRODUCE FLAME

Conjuration Cantrip — Druid

Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: 10 minutes

A flame appears in your hand.


THE FLAME IS SAFE TO HOLD

It:

EMITS NO HEAT

and:

IGNITES NOTHING


LIGHT

It produces:

BRIGHT LIGHT — 20 FEET

and:

DIM LIGHT — ANOTHER 20 FEET


ATTACKING

While the spell continues:

MAGIC ACTION

lets you hurl fire at a creature or object within:

60 FEET

Make:

RANGED SPELL ATTACK

Hit:

1D8 FIRE DAMAGE


CANTRIP UPGRADE

Character Level Damage
1–4 1d8
5–10 2d8
11–16 3d8
17+ 4d8

RECASTING

Casting Produce Flame again:

ENDS THE PREVIOUS CASTING


PART FIFTY-ONE — PROGRAMMED ILLUSION

Level 6 Illusion — Bard, Wizard

Casting Time: Action
Range: 120 feet
Components: V, S, M, jade dust worth 25+ GP
Duration: Until dispelled

Create an illusion up to:

A 30-FOOT CUBE

It remains:

IMPERCEPTIBLE

until a trigger occurs.


PROGRAM THE PERFORMANCE

When casting, decide:

HOW IT BEHAVES

and:

WHAT SOUNDS IT MAKES

The scripted performance can last up to:

5 MINUTES


TRIGGER

The trigger can be as:

GENERAL

or:

DETAILED

as you like.

But it must depend on:

VISIBLE

or:

AUDIBLE

phenomena within:

30 FEET OF THE AREA


AFTER ACTIVATION

When triggered:

ILLUSION PERFORMS

Then disappears and becomes dormant for:

10 MINUTES

After that:

IT CAN TRIGGER AGAIN

Because the Duration is:

UNTIL DISPELLED

this can function repeatedly.


DISCOVERING THE ILLUSION

Physical interaction reveals its intangible nature.

A creature can also:

STUDY

and make:

INTELLIGENCE (INVESTIGATION)

against your Spell Save DC.

Success:

IT DISCERNS THE ILLUSION

and can see through it; its sounds seem:

HOLLOW


MATERIAL COMPONENT

Jade dust:

25+ GP

The spell does not state that it is consumed.

Therefore:

IT IS NOT CONSUMED BY THE SPELL


PART FIFTY-TWO — PROJECT IMAGE

Level 7 Illusion — Bard, Wizard

Casting Time: Action
Range: 500 miles
Components: V, S, M, statuette of yourself worth 5+ GP
Duration: Concentration, up to 1 day

Create an illusory copy of:

YOURSELF

at a location within:

500 MILES

that you have:

SEEN BEFORE

 


INTERVENING OBSTACLES

The illusion can appear there:

REGARDLESS OF INTERVENING OBSTACLES

So a mountain, wall, or other intervening geography doesn't itself prevent the image from being created at the known destination.


THE IMAGE

It:

LOOKS LIKE YOU

SOUNDS LIKE YOU

but is:

INTANGIBLE


DAMAGE

If the illusion takes:

ANY DAMAGE

it disappears and:

THE SPELL ENDS


REMOTE PERCEPTION

You can:

SEE THROUGH ITS EYES

and:

HEAR THROUGH ITS EARS

as though located in its space.


CONTROLLING IT

Take:

MAGIC ACTION

to move it up to:

60 FEET

and make it:

  • gesture

  • speak

  • behave as you wish

It perfectly mimics:

YOUR MANNERISMS


DISCERNING IT

Physical interaction reveals it.

A Study action followed by:

INTELLIGENCE (INVESTIGATION)

against your Spell Save DC can also reveal the deception.


PART FIFTY-THREE — PROTECTION FROM ENERGY

Level 3 Abjuration — Cleric, Druid, Ranger, Sorcerer, Wizard

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

Touch a willing creature.

Choose one:

ACID

COLD

FIRE

LIGHTNING

or:

THUNDER

The target gains:

RESISTANCE

to that damage type.


EXAMPLE

Choose:

FIRE

Enemy Fire attack deals:

31 FIRE DAMAGE

Resistance halves it, normally rounding down:

31 ÷ 2 = 15.5

15 FIRE DAMAGE


NOT EVERY DAMAGE TYPE

Protection from Energy doesn't list:

  • Force

  • Necrotic

  • Poison

  • Psychic

  • Radiant

  • Bludgeoning

  • Piercing

  • Slashing

Only the five types named by the spell are options.


PART FIFTY-FOUR — PROTECTION FROM EVIL AND GOOD

Level 1 Abjuration — Cleric, Druid, Paladin, Warlock, Wizard

Casting Time: Action
Range: Touch
Components: V, S, M, Holy Water worth 25+ GP, consumed
Duration: Concentration, up to 10 minutes

Protect one willing creature from creatures of these types:

ABERRATION

CELESTIAL

ELEMENTAL

FEY

FIEND

UNDEAD

 


ATTACK PROTECTION

Creatures of those types have:

DISADVANTAGE

on attacks against the target.


POSSESSION

Target can't be:

POSSESSED

by them.


CHARM AND FEAR

Target can't gain:

CHARMED

or:

FRIGHTENED

from them.


ALREADY AFFECTED?

If already possessed, Charmed, or Frightened by one of those creature types, the target has:

ADVANTAGE

on any new saving throw against the relevant effect.

Notice that the spell doesn't simply state:

ALL EXISTING EFFECTS END

Instead it provides the specific protection written in its description.


PART FIFTY-FIVE — PROTECTION FROM POISON

Level 2 Abjuration — Cleric, Druid, Paladin, Ranger

Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 hour

Touch a creature.

Immediately:

END POISONED

on it.


THEN FOR ONE HOUR

Target gains:

ADVANTAGE ON SAVING THROWS TO AVOID OR END POISONED

and:

RESISTANCE TO POISON DAMAGE


THREE DISTINCT EFFECTS

Protection from Poison therefore:

  1. removes an existing condition,

  2. improves future saves,

  3. reduces Poison damage.

Don't collapse those into a single vague concept of:

“POISON IMMUNITY”

The target does not gain Poison Immunity.


PART FIFTY-SIX — PURIFY FOOD AND DRINK

Level 1 Transmutation — Cleric, Druid, Paladin

Casting Time: Action or Ritual
Range: 10 feet
Components: V, S
Duration: Instantaneous

Choose a point within range.

Inside a:

5-FOOT-RADIUS SPHERE

the spell removes:

POISON

and:

ROT

from:

NONMAGICAL FOOD AND DRINK

 


IMPORTANT LIMIT

The spell specifically applies to:

NONMAGICAL FOOD AND DRINK

It is not a universal:

REMOVE POISON

spell for creatures.

For a poisoned creature, spells such as:

PROTECTION FROM POISON

or:

LESSER RESTORATION

may be more relevant depending on the problem.


RITUAL

Purify Food and Drink can be cast as:

A RITUAL

So when properly prepared, you can spend the additional Ritual casting time to avoid spending:

A SPELL SLOT


PART FIFTY-SEVEN — THREE DIFFERENT TYPES OF “MAGICAL PROTECTION”

This lesson contains several spells that all sound defensive but solve very different problems.

MAGE ARMOR

Changes:

BASE AC


MIND BLANK

Protects against:

PSYCHIC DAMAGE

CHARM

MIND READING

REMOTE DIVINATION

MENTAL CONTROL


NONDETECTION

Protects a creature, place, or object from:

DIVINATION TARGETING

and:

MAGICAL SCRYING SENSORS


PRIVATE SANCTUM

Protects:

AN AREA

against whichever selected security properties you choose.


PROTECTION FROM ENERGY

Grants Resistance against:

ONE OF FIVE ENERGY DAMAGE TYPES


PROTECTION FROM EVIL AND GOOD

Protects against:

SIX SPECIFIC CREATURE TYPES


PROTECTION FROM POISON

Removes:

POISONED

and provides continuing anti-poison defenses.

The lesson:

“PROTECTION” IS NOT A SINGLE GAME MECHANIC

Always read:

EXACTLY WHAT THE SPELL PROTECTS AGAINST


PART FIFTY-EIGHT — ILLUSIONS HAVE DIFFERENT LEVELS OF REALITY

Compare:

MINOR ILLUSION

A simple sound or visual image.

MAJOR IMAGE

Multisensory image with sound, smell, and temperature.

PHANTASMAL FORCE

Exists primarily:

IN ONE TARGET'S MIND

and can cause Psychic damage.

MIRAGE ARCANE

Can make illusory terrain:

TACTILE

and actually alter how movement through the area works.

PROGRAMMED ILLUSION

Can remain dormant:

UNTIL TRIGGERED

and repeat.

PROJECT IMAGE

Creates a remote illusory copy up to:

500 MILES AWAY

This demonstrates an essential spellcasting lesson:

“ILLUSION” DOES NOT MEAN “ONLY VISUAL”

Each spell determines:

WHICH SENSES

and:

WHICH GAME EFFECTS

its illusion can produce.


PART FIFTY-NINE — SPELLS THAT MANIPULATE LOCATION

Several M–P spells fundamentally change:

WHERE SOMETHING IS


MISTY STEP

30-FOOT TELEPORT

for yourself.


MAZE

Banishes a creature into:

A LABYRINTHINE DEMIPLANE


PLANE SHIFT

Moves a group to:

ANOTHER PLANE


PASSWALL

Creates:

A PHYSICAL PASSAGE

through a surface.


PROJECT IMAGE

Your body stays where it is, but an illusory version can appear:

UP TO 500 MILES AWAY


MAGNIFICENT MANSION

Creates access to:

AN EXTRADIMENSIONAL DWELLING

Not all magical movement is:

TELEPORTATION

and the differences matter.


PART SIXTY — SPELLS THAT CHANGE THE BATTLEFIELD

This lesson contains exceptional battlefield-control magic.

MOONBEAM

Creates a movable damaging Cylinder.

PLANT GROWTH

Can make movement cost:

FOUR TIMES NORMAL

MOVE EARTH

Reshapes huge areas of soil.

PRISMATIC WALL

Creates seven layers of magical defense.

MAGIC CIRCLE

Creates a protected—or inverted imprisoning—Cylinder.

PASS WITHOUT TRACE

Creates a mobile Stealth-enhancing Emanation.

Experienced spellcasters don't merely ask:

“HOW MUCH DAMAGE CAN I DEAL?”

They ask:

“HOW CAN I CHANGE THE BATTLEFIELD?”


PART SIXTY-ONE — SPELLS THAT DON'T REQUIRE CONCENTRATION

Many powerful M–P spells operate without Concentration.

Examples include:

MAGE ARMOR

MAGE HAND

MAGIC CIRCLE

MAGIC JAR

MAGIC MISSILE

MAGIC MOUTH

MAGIC WEAPON

MAGNIFICENT MANSION

MASS CURE WOUNDS

MASS HEAL

MASS HEALING WORD

MASS SUGGESTION

MELD INTO STONE

MENDING

MESSAGE

METEOR SWARM

MIND BLANK

MINOR ILLUSION

MIRAGE ARCANE

MIRROR IMAGE

MISTY STEP

NONDETECTION

PASSWALL

PHANTOM STEED

PLANAR ALLY

PLANAR BINDING

PLANE SHIFT

PLANT GROWTH

POISON SPRAY

POWER WORD HEAL

POWER WORD KILL

POWER WORD STUN

PRESTIDIGITATION

PRISMATIC SPRAY

PRISMATIC WALL

PRIVATE SANCTUM

PRODUCE FLAME

PROGRAMMED ILLUSION

PURIFY FOOD AND DRINK

Remember, however:

A spell with a casting time of:

1 MINUTE OR LONGER

still requires Concentration:

WHILE YOU ARE CASTING IT

under the general longer-casting rule.

That does not necessarily mean the completed spell has Concentration as its Duration.


PART SIXTY-TWO — SPELLS THAT DO REQUIRE CONCENTRATION

The M–P spells whose completed effects use Concentration include:

MAJOR IMAGE — normally

MAZE

MIND SPIKE

MISLEAD

MODIFY MEMORY

MOONBEAM

MOVE EARTH

PASS WITHOUT TRACE

PHANTASMAL FORCE

PHANTASMAL KILLER

POLYMORPH

PROJECT IMAGE

PROTECTION FROM ENERGY

PROTECTION FROM EVIL AND GOOD

And remember the specific Major Image exception:

LEVEL 4+ SLOT

turns it into:

UNTIL DISPELLED

with:

NO CONCENTRATION


PART SIXTY-THREE — MATERIAL COMPONENTS WORTH MONEY

Several spells here reinforce the material-component rules from Lessons 75–76.

Magic Circle

100+ GP

Consumed.

Magic Jar

500+ GP

Not stated as consumed.

Magic Mouth

10+ GP

Consumed.

Magnificent Mansion

15+ GP

Not consumed.

Nondetection

25+ GP

Consumed.

Planar Binding

1,000+ GP

Consumed.

Plane Shift

250+ GP

Not consumed.

Programmed Illusion

25+ GP

Not consumed.

Project Image

5+ GP

Not consumed.

The rule remains:

COSTLY DOES NOT AUTOMATICALLY MEAN CONSUMED

The spell must specifically tell you when the component is:

CONSUMED


PART SIXTY-FOUR — POWER WORDS USE HIT POINT THRESHOLDS

Power Word Kill and Power Word Stun teach an unusual mechanic.

You don't make:

AN ATTACK ROLL

and the initial effect doesn't ask the target for:

A SAVING THROW

Instead you compare its current HP against a:

THRESHOLD


POWER WORD KILL

100 HP or fewer

DIE

More than 100

12D12 PSYCHIC


POWER WORD STUN

150 HP or fewer

STUNNED

More than 150

SPEED 0 UNTIL START OF YOUR NEXT TURN

A player therefore benefits enormously from understanding how damaged the enemy appears—but the exact current HP of a monster is information the GM may or may not reveal directly.

The mechanical rule is clear.

How much information the characters possess in the fiction depends on:

THE GAME SITUATION

and:

THE GM'S DESCRIPTION


PART SIXTY-FIVE — POLYMORPH IS NOT “BECOME A NEW CHARACTER”

Polymorph changes most game statistics to those of:

A BEAST STAT BLOCK

But it has explicit retained elements:

ALIGNMENT

PERSONALITY

CREATURE TYPE

HIT POINTS

HIT POINT DICE

and its own:

TEMPORARY HIT POINT SYSTEM

So when resolving Polymorph:

READ THE SPELL

Don't assume the character simply erases its character sheet and becomes an ordinary Beast in every possible rules interaction.


COMMON BEGINNER MISTAKES

MISTAKE 1 — ADDING MAGE ARMOR TO ANOTHER BASE AC

Mage Armor establishes:

13 + DEXTERITY MODIFIER

It isn't normally a flat bonus added to another AC formula.


MISTAKE 2 — KEEPING MAGE ARMOR AFTER DONNING ARMOR

The spell:

ENDS


MISTAKE 3 — ATTACKING WITH MAGE HAND

Mage Hand:

CAN'T ATTACK


MISTAKE 4 — CARRYING ANY WEIGHT WITH MAGE HAND

Maximum:

10 POUNDS


MISTAKE 5 — ACTIVATING MAGIC ITEMS WITH MAGE HAND

The spell explicitly prevents it.


MISTAKE 6 — THINKING MAGIC CIRCLE ONLY KEEPS CREATURES OUT

You can:

REVERSE IT

to help keep them:

IN


MISTAKE 7 — APPLYING MAGIC CIRCLE TO EVERY CREATURE TYPE

It applies only to the creature types listed by the spell.


MISTAKE 8 — POSSESSING ANY CREATURE WITH MAGIC JAR

Target must be:

HUMANOID


MISTAKE 9 — POSSESSING SOMEONE PROTECTED BY MAGIC CIRCLE

Magic Jar explicitly prevents possession of creatures warded by:

MAGIC CIRCLE

or:

PROTECTION FROM EVIL AND GOOD


MISTAKE 10 — THINKING MAGIC JAR IS SAFE IF YOUR HOST DIES

It can result in:

YOUR OWN DEATH


MISTAKE 11 — ROLLING AN ATTACK FOR MAGIC MISSILE

The darts simply strike valid visible targets.


MISTAKE 12 — MAKING A SAVING THROW AGAINST MAGIC MISSILE

The spell doesn't call for one.


MISTAKE 13 — THINKING ALL MAGIC MISSILES MUST HIT ONE TARGET

You can divide them.


MISTAKE 14 — MAKING MAGIC MOUTH'S TRIGGER TELEPATHIC

Its trigger must depend on:

VISUAL OR AUDIBLE CONDITIONS

within 30 feet.


MISTAKE 15 — FORGETTING MAGIC MOUTH CAN REPEAT

You can choose a version that triggers:

AGAIN AND AGAIN


MISTAKE 16 — CONCENTRATING ON MAGIC WEAPON

It:

DOESN'T REQUIRE CONCENTRATION


MISTAKE 17 — CASTING MAGIC WEAPON ON AN ALREADY-MAGICAL WEAPON

The target must be:

NONMAGICAL


MISTAKE 18 — THINKING MAGNIFICENT MANSION'S SERVANTS CAN FIGHT

They:

CAN'T ATTACK

or directly harm creatures.


MISTAKE 19 — TAKING MANSION FURNITURE HOME

Created objects dissipate if:

REMOVED


MISTAKE 20 — DEALING DAMAGE WITH MAJOR IMAGE

Major Image:

CAN'T DEAL DAMAGE


MISTAKE 21 — FORGETTING LEVEL 4+ MAJOR IMAGE CHANGES ITS DURATION

It becomes:

UNTIL DISPELLED

and requires:

NO CONCENTRATION


MISTAKE 22 — HEALING ONLY ONE TARGET WITH MASS CURE WOUNDS

You can choose up to:

SIX


MISTAKE 23 — ROLLING 700 HP FOR MASS HEAL

There is no 700-point dice roll.

You simply allocate up to:

700 HP


MISTAKE 24 — FORGETTING MASS HEAL REMOVES CONDITIONS

It removes:

BLINDED

DEAFENED

POISONED

from creatures it heals.


MISTAKE 25 — USING OLD MASS HEALING WORD VALUES

SRD 5.2.1:

2D4 + SPELLCASTING MODIFIER


MISTAKE 26 — THINKING MASS SUGGESTION REQUIRES CONCENTRATION

It doesn't.


MISTAKE 27 — GIVING A MASS SUGGESTION LONGER THAN 25 WORDS

Maximum:

25 WORDS


MISTAKE 28 — MAKING AN OBVIOUSLY DAMAGING MASS SUGGESTION

The spell prohibits that.


MISTAKE 29 — GIVING MAZE AN INITIAL SAVING THROW

The spell:

DOES NOT CALL FOR ONE


MISTAKE 30 — USING A SAVING THROW TO ESCAPE MAZE

Escape uses:

DC 20 INTELLIGENCE (INVESTIGATION)

which is:

AN ABILITY CHECK


MISTAKE 31 — MOVING AROUND FREELY INSIDE MELD INTO STONE

You otherwise:

CAN'T MOVE


MISTAKE 32 — RESTORING MAGIC TO A BROKEN MAGIC ITEM WITH MENDING

Mending can fix physical damage but:

CAN'T RESTORE LOST MAGIC


MISTAKE 33 — USING MESSAGE THROUGH ANY AMOUNT OF MATERIAL

Certain barriers block it.


MISTAKE 34 — STACKING MULTIPLE METEOR SWARM SPHERES ON ONE CREATURE

A creature in multiple fiery Spheres:

IS AFFECTED ONLY ONCE


MISTAKE 35 — THINKING MIND BLANK REQUIRES CONCENTRATION

It lasts:

24 HOURS

without Concentration.


MISTAKE 36 — THINKING MIND SPIKE ALWAYS TRACKS THE TARGET

Tracking requires:

FAILED WISDOM SAVE


MISTAKE 37 — TRACKING MIND SPIKE ACROSS PLANES

The location effect works only while both creatures are:

ON THE SAME PLANE


MISTAKE 38 — MAKING MINOR ILLUSION PRODUCE SOUND AND IMAGE TOGETHER

Choose:

SOUND OR IMAGE


MISTAKE 39 — MAKING A MINOR ILLUSION IMAGE PRODUCE LIGHT OR SMELL

It can't.


MISTAKE 40 — THINKING MIRAGE ARCANE IS ONLY VISUAL

It includes:

TACTILE

effects and can alter movement through the area.


MISTAKE 41 — USING MIRROR IMAGE AGAINST BLINDSIGHT

A creature with:

BLINDSIGHT

is unaffected by Mirror Image.


MISTAKE 42 — CONCENTRATING ON MIRROR IMAGE

It requires:

NO CONCENTRATION


MISTAKE 43 — THINKING MISLEAD ENDS COMPLETELY WHEN YOU ATTACK

Your:

INVISIBILITY

ends.

The illusory double can remain while the spell continues.


MISTAKE 44 — TELEPORTING WITH MISTY STEP TO A SPACE YOU CAN'T SEE

Destination must be:

VISIBLE


MISTAKE 45 — TELEPORTING INTO AN OCCUPIED SPACE WITH MISTY STEP

Destination must be:

UNOCCUPIED


MISTAKE 46 — MODIFYING A MEMORY WHILE THE TARGET IS TAKING DAMAGE

Damage ends the spell before the memory modification is completed.


MISTAKE 47 — ASSUMING MODIFY MEMORY AUTOMATICALLY CONTROLS BEHAVIOR

A memory that contradicts the creature's nature may:

FAIL TO INFLUENCE IT


MISTAKE 48 — FORGETTING MOONBEAM'S ONCE-PER-TURN LIMIT

A creature makes the relevant save:

ONLY ONCE PER TURN


MISTAKE 49 — FORCING A SHAPE-SHIFTER TO REVERT ON A SUCCESSFUL MOONBEAM SAVE

Reversion occurs on:

FAILED SAVE


MISTAKE 50 — RESHAPING STONE WITH MOVE EARTH

The spell works on:

DIRT

SAND

CLAY

not natural stone or stone construction.


MISTAKE 51 — EXPECTING MOVE EARTH TO CRUSH CREATURES INSTANTLY

Its transformation takes:

10 MINUTES


MISTAKE 52 — THINKING NONDETECTION REQUIRES CONCENTRATION

It doesn't.


MISTAKE 53 — TRYING TO USE NONDETECTION ON AN ENORMOUS BUILDING

A place or object target is limited to:

10 FEET IN ANY DIMENSION


MISTAKE 54 — THINKING PASSWALL COLLAPSES THE STRUCTURE

The passage itself causes:

NO STRUCTURAL INSTABILITY


MISTAKE 55 — CRUSHING SOMEONE WHEN PASSWALL EXPIRES

Targets remaining inside are:

SAFELY EJECTED


MISTAKE 56 — THINKING PASS WITHOUT TRACE AUTOMATICALLY HIDES EVERYONE

It grants:

+10 STEALTH

and leaves no tracks.

You still follow the Stealth rules.


MISTAKE 57 — THINKING PHANTASMAL FORCE IS VISIBLE TO EVERYONE

Only:

THE TARGET

perceives the phantasm.


MISTAKE 58 — DEALING THE APPARENT DAMAGE TYPE WITH PHANTASMAL FORCE

Mechanically:

PSYCHIC DAMAGE


MISTAKE 59 — FORGETTING PHANTASMAL KILLER DEALS HALF DAMAGE ON THE INITIAL SUCCESS

It does, and then:

SPELL ENDS


MISTAKE 60 — USING A NORMAL HORSE SPEED FOR PHANTOM STEED

Its Speed is:

100 FEET


MISTAKE 61 — KEEPING PHANTOM STEED AFTER IT TAKES DAMAGE

Any damage:

ENDS THE SPELL EARLY


MISTAKE 62 — ASSUMING PLANAR ALLY MUST OBEY

It is:

UNDER NO COMPULSION


MISTAKE 63 — ASSUMING PLANAR ALLY'S PRICE IS ALWAYS FIXED

The GM can adjust payment according to:

TASK

DANGER

ETHOS

and:

CIRCUMSTANCES


MISTAKE 64 — CASTING PLANAR BINDING WHILE THE TARGET CAN SIMPLY WALK AWAY

It must remain within range for:

THE ENTIRE HOUR


MISTAKE 65 — FORGETTING PLANAR BINDING'S JEWEL IS CONSUMED

It is:

1,000+ GP

and:

CONSUMED


MISTAKE 66 — ASSUMING PLANE SHIFT PROVIDES PERFECT ARRIVAL FOR A GENERAL DESTINATION

Exact arrival point is determined by:

THE GM


MISTAKE 67 — CALLING PLANT GROWTH ORDINARY DIFFICULT TERRAIN

Overgrowth costs:

4 FEET PER 1 FOOT

That is a specific rule.


MISTAKE 68 — STACKING ENRICHMENT ON THE SAME PLANTS REPEATEDLY

A plant can benefit only:

ONCE PER YEAR


MISTAKE 69 — MAKING A CONSTITUTION SAVE AGAINST POISON SPRAY

SRD 5.2.1 uses:

RANGED SPELL ATTACK


MISTAKE 70 — REPLACING A POLYMORPHED TARGET'S ACTUAL HP WITH BEAST HP

SRD 5.2.1:

TARGET RETAINS ITS HIT POINTS

and gains Beast HP as:

TEMPORARY HIT POINTS


MISTAKE 71 — CHANGING CREATURE TYPE WITH POLYMORPH

The spell explicitly says the target retains:

CREATURE TYPE


MISTAKE 72 — CASTING SPELLS WHILE POLYMORPHED

The transformed target:

CAN'T CAST SPELLS


MISTAKE 73 — THINKING POWER WORD KILL DOES NOTHING ABOVE 100 HP

It deals:

12D12 PSYCHIC


MISTAKE 74 — THINKING POWER WORD STUN DOES NOTHING ABOVE 150 HP

Target receives:

SPEED 0

until the start of your next turn.


MISTAKE 75 — MAKING A SAVE BEFORE POWER WORD KILL'S HP CHECK

The spell doesn't call for one.


MISTAKE 76 — THINKING PRAYER OF HEALING IS JUST 2D8 HEALING

Targets also gain:

BENEFITS OF A SHORT REST


MISTAKE 77 — USING PRAYER OF HEALING REPEATEDLY ON THE SAME CREATURE BEFORE A LONG REST

Each creature can benefit only:

ONCE PER LONG REST


MISTAKE 78 — MAINTAINING MORE THAN THREE NON-INSTANT PRESTIDIGITATION EFFECTS

Maximum:

THREE


MISTAKE 79 — GIVING A PRESTIDIGITATION TRINKET MONETARY VALUE

It has:

NO MONETARY WORTH


MISTAKE 80 — APPLYING THE SAME PRISMATIC SPRAY RAY TO EVERYONE

Roll:

1D8 FOR EACH TARGET


MISTAKE 81 — LETTING AN 8 ON PRISMATIC SPRAY CREATE ANOTHER 8

Special ray says:

REROLL ANY 8

on the two new rolls.


MISTAKE 82 — DESTROYING PRISMATIC WALL WITH ONE DISPEL MAGIC

Dispel Magic affects only:

THE VIOLET LAYER


MISTAKE 83 — SUPPRESSING PRISMATIC WALL WITH ANTIMAGIC FIELD

The spell explicitly says:

ANTIMAGIC FIELD HAS NO EFFECT ON IT


MISTAKE 84 — THINKING PRIVATE SANCTUM AUTOMATICALLY USES EVERY SECURITY OPTION

You:

CHOOSE

which properties it provides when casting.


MISTAKE 85 — THINKING PRIVATE SANCTUM BECOMES PERMANENT AFTER ONE CASTING

It requires casting it on the same spot for:

365 DAYS


MISTAKE 86 — THINKING PRODUCE FLAME BURNS YOUR HAND

The flame:

EMITS NO HEAT

while held.


MISTAKE 87 — USING PRODUCE FLAME'S ATTACK WITHOUT A SPELL ATTACK ROLL

Hurling it requires:

RANGED SPELL ATTACK


MISTAKE 88 — THINKING PROGRAMMED ILLUSION FIRES ONLY ONCE

After performing, it becomes dormant for:

10 MINUTES

then can trigger again.


MISTAKE 89 — CONSUMING PROGRAMMED ILLUSION'S JADE DUST

The spell specifies a cost but:

DOES NOT SAY IT IS CONSUMED


MISTAKE 90 — CREATING PROJECT IMAGE SOMEWHERE YOU HAVE NEVER SEEN

The destination must be a location:

YOU HAVE SEEN BEFORE


MISTAKE 91 — MAKING PROJECT IMAGE PHYSICAL

It is:

INTANGIBLE


MISTAKE 92 — USING PROTECTION FROM ENERGY FOR NECROTIC DAMAGE

Necrotic isn't one of the five selectable types.


MISTAKE 93 — THINKING PROTECTION FROM EVIL AND GOOD MEANS “ANY EVIL CREATURE”

The spell uses:

CREATURE TYPES

not alignment labels.


MISTAKE 94 — THINKING PROTECTION FROM POISON GRANTS IMMUNITY

It grants:

RESISTANCE TO POISON DAMAGE

and Advantage on relevant saves.


MISTAKE 95 — USING PURIFY FOOD AND DRINK ON A POISONED CHARACTER

Its targets are:

NONMAGICAL FOOD AND DRINK


QUICK RECAP

The M–P spells expand spellcasting far beyond direct damage.

You learned how to:

CREATE MAGICAL ARMOR

with Mage Armor.

MANIPULATE OBJECTS REMOTELY

with Mage Hand.

WARD OR IMPRISON SUPERNATURAL CREATURES

with Magic Circle.

POSSESS A HUMANOID BODY

with Magic Jar.

STRIKE AUTOMATICALLY WITH FORCE DARTS

with Magic Missile.

CREATE TRIGGERED SPEECH

with Magic Mouth.

ENCHANT A NONMAGICAL WEAPON

with Magic Weapon.

CREATE AN EXTRADIMENSIONAL PALACE

with Magnificent Mansion.

BUILD MULTISENSORY ILLUSIONS

with Major Image.

HEAL ENTIRE GROUPS

with Mass Cure Wounds, Mass Heal, and Mass Healing Word.

INFLUENCE TWELVE CREATURES FOR DAYS OR MONTHS

with Mass Suggestion.

BANISH A CREATURE INTO A MAZE

with Maze.

HIDE INSIDE STONE

with Meld into Stone.

REPAIR OBJECTS

with Mending.

WHISPER AT A DISTANCE

with Message.

DEVASTATE A HUGE AREA

with Meteor Swarm.

PROTECT A MIND FROM EVEN EXTREME MAGIC

with Mind Blank.

PSYCHICALLY TRACK PREY

with Mind Spike.

CREATE SIMPLE OR WORLD-SCALE ILLUSIONS

with Minor Illusion and Mirage Arcane.

DUPLICATE YOUR APPEARANCE

with Mirror Image, Mislead, and Project Image.

TELEPORT

with Misty Step and Plane Shift.

ALTER MEMORIES

with Modify Memory.

BURN SHAPE-SHIFTERS WITH MOONLIGHT

with Moonbeam.

RESHAPE THE EARTH

with Move Earth.

HIDE FROM DIVINATION

with Nondetection.

WALK THROUGH WALLS

with Passwall.

CONCEAL AN ENTIRE PARTY

with Pass without Trace.

DAMAGE THROUGH BELIEF ITSELF

with Phantasmal Force and Phantasmal Killer.

SUMMON SUPERNATURAL TRANSPORT

with Phantom Steed.

NEGOTIATE WITH PLANAR BEINGS

with Planar Ally.

BIND PLANAR CREATURES

with Planar Binding.

OVERGROW OR ENRICH PLANT LIFE

with Plant Growth.

ATTACK WITH TOXIC MAGIC

with Poison Spray.

TRANSFORM CREATURES

with Polymorph.

HEAL, KILL, OR STUN WITH A SINGLE POWER WORD

with the Power Word spells.

CREATE SHORT-REST RECOVERY THROUGH MAGIC

with Prayer of Healing.

PERFORM MINOR EVERYDAY MAGIC

with Prestidigitation.

UNLEASH RANDOMIZED RAINBOW DESTRUCTION

with Prismatic Spray.

CREATE ONE OF THE GAME'S MOST COMPLEX MAGICAL DEFENSES

with Prismatic Wall.

BUILD A MAGICAL SECURITY ZONE

with Private Sanctum.

CARRY AND HURL SUPERNATURAL FIRE

with Produce Flame.

CREATE AUTOMATED ILLUSIONS

with Programmed Illusion.

RESIST ELEMENTAL ENERGY

with Protection from Energy.

WARD AGAINST SUPERNATURAL CREATURE TYPES

with Protection from Evil and Good.

RESIST AND REMOVE POISON

with Protection from Poison.

and:

CLEANSE FOOD AND DRINK

with Purify Food and Drink.


PRIME HERO CHALLENGE

A level 15 Wizard has:

Intelligence:

20

Modifier:

+5

Proficiency Bonus:

+5

Therefore:

Spell Save DC:

8 + 5 + 5 =

18

Spell Attack Bonus:

5 + 5 =

+10

Resolve the following situations.


CHALLENGE 1 — MAGE ARMOR

Dexterity modifier:

+4

Mage Armor AC:

13 + 4 =

17

The Wizard then dons actual armor.

What happens?

MAGE ARMOR ENDS


CHALLENGE 2 — MAGIC MISSILE

Cast with:

LEVEL 4 SLOT

Base darts:

3

Additional slot levels above 1:

3

Total:

6 DARTS

Each deals:

1D4 + 1 FORCE


CHALLENGE 3 — MAZE

An enemy is sent into Maze.

Does it immediately make a Wisdom Saving Throw?

NO

To escape it later uses:

STUDY ACTION

and:

DC 20 INTELLIGENCE (INVESTIGATION)


CHALLENGE 4 — MIND SPIKE

Enemy succeeds on its Wisdom save.

It takes:

HALF PSYCHIC DAMAGE

Do you gain the tracking effect?

NO

The location-tracking clause requires:

FAILED SAVE


CHALLENGE 5 — MIRROR IMAGE

You have three duplicates.

An enemy hits you.

Roll three d6:

1, 2, 4

Is the real you hit?

NO

At least one die rolled:

3 OR HIGHER

So:

ONE DUPLICATE IS DESTROYED INSTEAD


CHALLENGE 6 — MOONBEAM

A Polymorphed creature fails its Constitution save inside Moonbeam.

It takes:

RADIANT DAMAGE

and:

REVERTS TO TRUE FORM

It can't shape-shift again until:

IT LEAVES THE CYLINDER


CHALLENGE 7 — POLYMORPH

A character has:

50 CURRENT HP

The chosen Beast stat block has:

35 HP

What happens?

The character keeps:

50 ACTUAL HP

and receives:

35 TEMPORARY HP

When those 35 Temp HP are exhausted:

POLYMORPH ENDS EARLY


CHALLENGE 8 — POWER WORD KILL

Enemy has:

99 HP

Result:

IT DIES

Another enemy has:

101 HP

Result:

12D12 PSYCHIC DAMAGE

not automatic death.


CHALLENGE 9 — POWER WORD STUN

Enemy has:

149 HP

Result:

STUNNED

Enemy has:

151 HP

Result:

SPEED 0

until:

START OF YOUR NEXT TURN


CHALLENGE 10 — PRISMATIC SPRAY

You roll:

8

for one target.

What happens?

Roll:

TWICE MORE

The target receives:

TWO RAYS

If either new roll is another 8:

REROLL IT


CHALLENGE 11 — PROTECTION FROM ENERGY

Ally has Fire Resistance from the spell.

It takes:

37 FIRE DAMAGE

Resistance normally halves:

37 ÷ 2 = 18.5

Round down:

18 FIRE DAMAGE


CHALLENGE 12 — PLANT GROWTH

A creature wants to move:

20 FEET

through Overgrowth.

Movement cost is:

4 × 20 =

80 FEET OF MOVEMENT

If its available movement isn't sufficient:

IT CAN'T COMPLETE THAT FULL 20-FOOT PATH THAT TURN


CHALLENGE 13 — PRAYER OF HEALING

Five allies remain within 30 feet for the full casting.

They gain:

BENEFITS OF A SHORT REST

plus:

2D8 HP

Can the same creatures receive Prayer of Healing again an hour later if they haven't finished a Long Rest?

NO


CHALLENGE 14 — PLANAR ALLY

A Celestial appears.

Does it automatically obey your order to enter a dragon's lair?

NO

It is under:

NO COMPULSION

You must:

NEGOTIATE


CHALLENGE 15 — PRIVATE SANCTUM

You cast it once.

Duration:

24 HOURS

You want a permanent version.

You must cast it:

ON THE SAME SPOT

every day for:

365 DAYS

Then:

IT LASTS UNTIL DISPELLED


LESSON 83 — KEY TAKEAWAYS

The M–P spells reveal something crucial about advanced spellcasting:

MAGIC IS NOT JUST DAMAGE

A spell can manipulate:

ARMOR CLASS

LOCATION

MEMORY

CREATURE TYPE INTERACTIONS

TEMPORARY HIT POINTS

TERRAIN

PLANES

DIVINATION

LIGHT

STEALTH

SOCIAL NEGOTIATION

POSSESSION

FOOD

POISON

ILLUSORY REALITY

EXTRADIMENSIONAL SPACE

and:

THE VERY CONDITIONS UNDER WHICH OTHER MAGIC WORKS

Several of the most important SRD 5.2.1 differences also appear here.

Remember especially:

MAGIC WEAPON DOES NOT REQUIRE CONCENTRATION

MASS SUGGESTION DOES NOT REQUIRE CONCENTRATION

MAZE HAS NO INITIAL SAVING THROW

POISON SPRAY USES A RANGED SPELL ATTACK

POLYMORPH RETAINS THE TARGET'S ACTUAL HP AND CREATURE TYPE

POLYMORPH USES BEAST HP AS TEMPORARY HP

POWER WORD KILL DEALS 12D12 PSYCHIC ABOVE 100 HP

POWER WORD STUN STILL REDUCES SPEED ABOVE 150 HP

PRAYER OF HEALING GRANTS SHORT-REST BENEFITS

PRISMATIC WALL IS NOT SUPPRESSED BY ANTIMAGIC FIELD

and:

PROTECTION FROM EVIL AND GOOD CARES ABOUT CREATURE TYPES, NOT WHETHER SOMETHING IS MORALLY “EVIL” OR “GOOD”

The central skill remains:

READ THE SPELL THAT IS ACTUALLY IN FRONT OF YOU

not the version you remember from an older ruleset.


NEXT LESSON

LESSON 84 — SPELL COMPENDIUM R–S

The next lesson continues through:

R

and:

S

including some of the game's most recognizable spells for:

RESURRECTION

RADIANT DAMAGE

RAYS

REGENERATION

REMOVING CURSES

REVIVING THE DEAD

SCRYING

SHIELDS

SILENCE

SLEEP

SLOWING ENEMIES

SPIRITUAL MAGIC

STONE

SUNLIGHT

SUMMONING

and:

SYMBOLS

We will continue systematically through every SRD 5.2.1 spell from:

R THROUGH S

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.