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:
-
removes an existing condition,
-
improves future saves,
-
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.