Secret Lesson 84

Spell Compendium R–S

Lesson 83 carried us through the spell catalogue from:

M–P

Now we continue alphabetically through:

R

and:

S

This is one of the densest portions of the SRD 5.2.1 spell catalogue. It contains resurrection magic, defensive wards, illusions, battlefield control, summoning, magical communication, transformation, radiant magic, environmental devastation, and some of the most recognizable spells in the game.

The rules below are based directly on the SRD 5.2.1 spell descriptions.


PART ONE — COMPLETE R–S SPELL INDEX

R SPELLS

Spell Level School Classes
Raise Dead 5 Necromancy Bard, Cleric, Paladin
Ray of Enfeeblement 2 Necromancy Warlock, Wizard
Ray of Frost Cantrip Evocation Sorcerer, Wizard
Ray of Sickness 1 Necromancy Sorcerer, Wizard
Regenerate 7 Transmutation Bard, Cleric, Druid
Reincarnate 5 Necromancy Druid
Remove Curse 3 Abjuration Cleric, Paladin, Warlock, Wizard
Resilient Sphere 4 Abjuration Wizard
Resistance Cantrip Abjuration Cleric, Druid
Resurrection 7 Necromancy Bard, Cleric
Reverse Gravity 7 Transmutation Druid, Sorcerer, Wizard
Revivify 3 Necromancy Cleric, Druid, Paladin, Ranger
Rope Trick 2 Transmutation Wizard

S SPELLS

Spell Level School Classes
Sacred Flame Cantrip Evocation Cleric
Sanctuary 1 Abjuration Cleric
Scorching Ray 2 Evocation Sorcerer, Wizard
Scrying 5 Divination Bard, Cleric, Druid, Warlock, Wizard
Searing Smite 1 Evocation Paladin
Secret Chest 4 Conjuration Wizard
See Invisibility 2 Divination Bard, Sorcerer, Wizard
Seeming 5 Illusion Bard, Sorcerer, Wizard
Sending 3 Divination Bard, Cleric, Wizard
Sequester 7 Transmutation Wizard
Shapechange 9 Transmutation Druid, Wizard
Shatter 2 Evocation Bard, Sorcerer, Wizard
Shield 1 Abjuration Sorcerer, Wizard
Shield of Faith 1 Abjuration Cleric, Paladin
Shillelagh Cantrip Transmutation Druid
Shining Smite 2 Transmutation Paladin
Shocking Grasp Cantrip Evocation Sorcerer, Wizard
Silence 2 Illusion Bard, Cleric, Ranger
Silent Image 1 Illusion Bard, Sorcerer, Wizard
Simulacrum 7 Illusion Wizard
Sleep 1 Enchantment Bard, Sorcerer, Wizard
Sleet Storm 3 Conjuration Druid, Sorcerer, Wizard
Slow 3 Transmutation Bard, Sorcerer, Wizard
Sorcerous Burst Cantrip Evocation Sorcerer
Spare the Dying Cantrip Necromancy Cleric, Druid
Speak with Animals 1 Divination Bard, Druid, Ranger, Warlock
Speak with Dead 3 Necromancy Bard, Cleric, Wizard
Speak with Plants 3 Transmutation Bard, Druid, Ranger
Spider Climb 2 Transmutation Sorcerer, Warlock, Wizard
Spike Growth 2 Transmutation Druid, Ranger
Spirit Guardians 3 Conjuration Cleric
Spiritual Weapon 2 Evocation Cleric
Starry Wisp Cantrip Evocation Bard, Druid
Stinking Cloud 3 Conjuration Bard, Sorcerer, Wizard
Stone Shape 4 Transmutation Cleric, Druid, Wizard
Stoneskin 4 Transmutation Druid, Ranger, Sorcerer, Wizard
Storm of Vengeance 9 Conjuration Druid
Suggestion 2 Enchantment Bard, Sorcerer, Warlock, Wizard
Summon Dragon 5 Conjuration Wizard
Sunbeam 6 Evocation Cleric, Druid, Sorcerer, Wizard
Sunburst 8 Evocation Cleric, Druid, Sorcerer, Wizard
Symbol 7 Abjuration Bard, Cleric, Druid, Wizard

PART TWO — RAISE DEAD

Level 5 Necromancy — Bard, Cleric, Paladin

Casting Time: 1 hour
Range: Touch
Components: V, S, M, a diamond worth 500+ GP, consumed
Duration: Instantaneous

Raise Dead can return a creature to life if:

IT HAS BEEN DEAD NO LONGER THAN 10 DAYS

and:

IT WASN'T UNDEAD WHEN IT DIED

The creature returns with:

1 HIT POINT

The spell also neutralizes poisons that affected it when it died.


MORTAL WOUNDS

Raise Dead closes:

MORTAL WOUNDS

but does not restore:

MISSING BODY PARTS

This creates an important limitation.

If the creature lacks a body part or organ essential to survival—for example, its head—the spell:

AUTOMATICALLY FAILS


RETURNING FROM DEATH HAS A COST

The revived creature takes:

−4 TO D20 TESTS

Every time it finishes a:

LONG REST

the penalty improves by:

1

So:

  • immediately after resurrection: −4

  • after one Long Rest: −3

  • after two: −2

  • after three: −1

  • after four: 0


PART THREE — RAY OF ENFEEBLEMENT

Level 2 Necromancy — Warlock, Wizard

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

Choose a creature within range.

It makes:

CONSTITUTION SAVING THROW

 


SUCCESSFUL SAVE

The creature still suffers a brief effect.

It has:

DISADVANTAGE ON ITS NEXT ATTACK ROLL

until the start of your next turn.


FAILED SAVE

The effect is considerably stronger.

For the spell's duration, the target has:

DISADVANTAGE ON STRENGTH-BASED D20 TESTS

and subtracts:

1D8

from:

ALL ITS DAMAGE ROLLS


REPEATED SAVES

At the end of each of its turns:

CONSTITUTION SAVE

Success:

SPELL ENDS


IMPORTANT

The −1d8 applies to:

ALL DAMAGE ROLLS

not merely Strength-based weapon damage.

The Strength restriction belongs to:

THE D20 TEST DISADVANTAGE

not the damage reduction.


PART FOUR — RAY OF FROST

Evocation Cantrip — Sorcerer, Wizard

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

Make a:

RANGED SPELL ATTACK

Hit:

1D8 COLD DAMAGE

and the target's Speed is reduced by:

10 FEET

until:

THE START OF YOUR NEXT TURN

 


CANTRIP UPGRADE

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

The Speed reduction remains:

10 FEET

The spell description increases the:

DAMAGE

not the slowing effect.


PART FIVE — RAY OF SICKNESS

Level 1 Necromancy — Sorcerer, Wizard

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

Make a:

RANGED SPELL ATTACK

On a hit:

2D8 POISON DAMAGE

and the target gains:

POISONED

until:

THE END OF YOUR NEXT TURN

 


HIGHER-LEVEL CASTING

For every slot level above 1:

+1D8 POISON DAMAGE

Level 2:

3D8

Level 3:

4D8

Level 5:

6D8

The Poisoned duration doesn't increase.


PART SIX — REGENERATE

Level 7 Transmutation — Bard, Cleric, Druid

Casting Time: 1 minute
Range: Touch
Components: V, S, M, a prayer wheel
Duration: 1 hour

Touch a creature.

It immediately regains:

4D8 + 15 HIT POINTS

Then, for the spell's duration:

1 HP AT THE START OF EACH OF ITS TURNS

 


SEVERED BODY PARTS

Any severed body parts:

REGROW AFTER 2 MINUTES

This makes Regenerate fundamentally different from lower-level resurrection spells that might return someone to life without restoring missing anatomy.


NO CONCENTRATION AFTER COMPLETION

The spell's Duration is:

1 HOUR

not Concentration.

However, its Casting Time is:

1 MINUTE

so the general rules for longer spellcasting apply while you are actually casting it.


PART SEVEN — REINCARNATE

Level 5 Necromancy — Druid

Casting Time: 1 hour
Range: Touch
Components: V, S, M, rare oils worth 1,000+ GP, consumed
Duration: Instantaneous

Reincarnate targets:

A DEAD HUMANOID

or even:

A PIECE OF ONE

provided the creature has been dead no longer than:

10 DAYS

The spell forms:

A NEW BODY

and calls the creature's soul into it.


DETERMINE THE NEW SPECIES

Roll:

1D10

d10 New Species
1 Roll again
2 Dragonborn
3 Dwarf
4 Elf
5 Gnome
6 Goliath
7 Halfling
8 Human
9 Orc
10 Tiefling

Alternatively:

THE GM MAY CHOOSE ANOTHER PLAYABLE SPECIES


WHAT DOES THE CHARACTER KEEP?

The reincarnated creature:

REMEMBERS ITS FORMER LIFE

and retains its previous capabilities except for:

SPECIES TRAITS

It loses the traits of its former species and gains:

THE TRAITS OF THE NEW SPECIES

It also makes any choices offered by that species description.


EXAMPLE

A Human Fighter dies.

Reincarnate produces:

ELF

The character remains the same adventurer in terms of class, memories, and other retained capabilities.

But:

HUMAN SPECIES TRAITS ARE LOST

and:

ELF SPECIES TRAITS ARE GAINED


PART EIGHT — REMOVE CURSE

Level 3 Abjuration — Cleric, Paladin, Warlock, Wizard

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

Touch:

ONE CREATURE

or:

ONE OBJECT

All curses affecting that target:

END

 


CURSED MAGIC ITEMS ARE A SPECIAL CASE

If the object is:

A CURSED MAGIC ITEM

Remove Curse does not erase the curse from the item.

Instead:

THE ITEM REMAINS CURSED

but the spell breaks:

THE OWNER'S ATTUNEMENT

so the item can be:

REMOVED

or:

DISCARDED

This distinction is extremely important.


PART NINE — RESILIENT SPHERE

Level 4 Abjuration — Wizard

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

A magical sphere encloses:

ONE LARGE OR SMALLER CREATURE OR OBJECT

An unwilling creature makes:

DEXTERITY SAVING THROW

Success:

NOT ENCLOSED

Failure:

ENCLOSED

 


NOTHING PASSES THROUGH

The barrier prevents passage in either direction by:

PHYSICAL OBJECTS

ENERGY

and:

SPELL EFFECTS

The creature inside can still:

BREATHE


DAMAGE

The sphere itself is:

IMMUNE TO ALL DAMAGE

A creature inside can't be damaged by attacks or effects originating outside.

Likewise, a creature inside can't damage:

ANYTHING OUTSIDE


MOVING THE SPHERE

The sphere is:

WEIGHTLESS

An enclosed creature can use:

AN ACTION

to push against the inside and roll it up to:

HALF ITS SPEED

Other creatures can also:

PICK UP AND MOVE THE SPHERE


DISINTEGRATE

A Disintegrate spell targeting the globe:

DESTROYS IT

without harming:

THE CREATURE OR OBJECT INSIDE


PART TEN — RESISTANCE

Abjuration Cantrip — Cleric, Druid

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

Touch a willing creature and choose one damage type:

ACID

BLUDGEONING

COLD

FIRE

LIGHTNING

NECROTIC

PIERCING

POISON

RADIANT

SLASHING

or:

THUNDER

When it takes damage of that type:

REDUCE THE TOTAL DAMAGE BY 1D4

 


ONCE PER TURN

A creature can benefit from Resistance:

ONLY ONCE PER TURN


EXAMPLE

Chosen type:

FIRE

Incoming Fire damage:

17

Resistance roll:

1d4 = 3

Damage taken:

17 − 3 =

14 FIRE DAMAGE


IMPORTANT

Resistance the spell does not grant the game mechanic:

RESISTANCE TO THE DAMAGE TYPE

Despite its name.

It instead explicitly reduces damage by:

1D4

These are different mechanics.


PART ELEVEN — RESURRECTION

Level 7 Necromancy — Bard, Cleric

Casting Time: 1 hour
Range: Touch
Components: V, S, M, diamond worth 1,000+ GP, consumed
Duration: Instantaneous

Resurrection can restore a creature that has been dead for as long as:

ONE CENTURY

provided it:

DIDN'T DIE OF OLD AGE

and:

WASN'T UNDEAD WHEN IT DIED

It returns with:

ALL ITS HIT POINTS

 


BODY RESTORATION

Unlike Raise Dead, Resurrection:

RESTORES MISSING BODY PARTS

It also:

CLOSES MORTAL WOUNDS

and:

NEUTRALIZES POISONS

that affected the creature when it died.


THE RESURRECTION PENALTY

The returned creature gets:

−4 TO D20 TESTS

Each Long Rest reduces the penalty by:

1

until it reaches:

0


REVIVING SOMEONE DEAD FOR A YEAR OR MORE

If the creature has been dead for:

365 DAYS OR LONGER

the spell also severely taxes the caster.

Until you finish a:

LONG REST

you:

CAN'T CAST SPELLS

and have:

DISADVANTAGE ON D20 TESTS

This additional cost applies to:

THE CASTER

not the revived target.


PART TWELVE — REVERSE GRAVITY

Level 7 Transmutation — Druid, Sorcerer, Wizard

Casting Time: Action
Range: 100 feet
Components: V, S, M, lodestone and iron filings
Duration: Concentration, up to 1 minute

Create a Cylinder:

50-FOOT RADIUS

100 FEET HIGH

Gravity inside it:

REVERSES

 


UNANCHORED CREATURES AND OBJECTS

Anything not anchored to the ground:

FALLS UPWARD


SAVING THROW

A creature that can reach a fixed object may make:

DEXTERITY SAVING THROW

to grab it and avoid falling upward.


HITTING A CEILING

If a creature encounters a ceiling or anchored object while falling upward:

TREAT THE COLLISION LIKE A NORMAL DOWNWARD FALL


REACHING THE TOP

If it reaches the top without striking anything:

IT HOVERS THERE

until the spell ends.


WHEN THE SPELL ENDS

Normal gravity returns.

Affected creatures and objects then:

FALL DOWNWARD

So Reverse Gravity can potentially create:

TWO DIFFERENT FALLS

one upward during the spell and another downward when it ends.


PART THIRTEEN — REVIVIFY

Level 3 Necromancy — Cleric, Druid, Paladin, Ranger

Casting Time: Action
Range: Touch
Components: V, S, M, diamond worth 300+ GP, consumed
Duration: Instantaneous

Touch a creature that died:

WITHIN THE LAST MINUTE

It returns to life with:

1 HIT POINT

 


LIMITATIONS

Revivify can't return someone who:

DIED OF OLD AGE

and doesn't restore:

MISSING BODY PARTS


THE CRITICAL CLOCK

The spell is one of the fastest resurrection spells to cast:

ONE ACTION

But its window is extremely short:

ONE MINUTE

This makes immediate access to the spell and its:

300+ GP DIAMOND

potentially crucial after a fatal encounter.


PART FOURTEEN — ROPE TRICK

Level 2 Transmutation — Wizard

Casting Time: Action
Range: Touch
Components: V, S, M, a segment of rope
Duration: 1 hour

Touch a rope.

One end rises until the rope hangs vertically or reaches a ceiling.

At its upper end appears an:

INVISIBLE 3-FOOT-BY-5-FOOT PORTAL

leading to:

AN EXTRADIMENSIONAL SPACE

 


CAPACITY

The space holds up to:

EIGHT MEDIUM OR SMALLER CREATURES


THE ROPE

The rope can be:

PULLED INTO THE SPACE

or:

DROPPED OUT OF IT


PROTECTION

Attacks, spells, and other effects:

CAN'T PASS INTO OR OUT OF THE SPACE

Creatures inside can nevertheless:

SEE THROUGH THE PORTAL


WHEN THE SPELL ENDS

Anything remaining inside:

DROPS OUT


PART FIFTEEN — SACRED FLAME

Evocation Cantrip — Cleric

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

Choose a creature you can see.

It makes:

DEXTERITY SAVING THROW

Failure:

1D8 RADIANT DAMAGE

 


COVER EXCEPTION

The target gains no benefit from:

HALF COVER

or:

THREE-QUARTERS COVER

for this saving throw.

This is a specific spell rule.


CANTRIP UPGRADE

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

PART SIXTEEN — SANCTUARY

Level 1 Abjuration — Cleric

Casting Time: Bonus Action
Range: 30 feet
Components: V, S, M, a shard of mirror glass
Duration: 1 minute

Ward one creature.

A creature attempting to target it with:

AN ATTACK ROLL

or:

A DAMAGING SPELL

must first make:

WISDOM SAVING THROW

 


FAILED SAVE

The attacker must:

CHOOSE ANOTHER TARGET

or:

LOSE THE ATTACK OR SPELL


AREAS OF EFFECT

Sanctuary does not protect the creature from:

AREAS OF EFFECT


WHEN DOES SANCTUARY END?

The ward ends if its target:

MAKES AN ATTACK ROLL

CASTS A SPELL

or:

DEALS DAMAGE


IMPORTANT

Sanctuary does not require:

CONCENTRATION


PART SEVENTEEN — SCORCHING RAY

Level 2 Evocation — Sorcerer, Wizard

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

Create:

THREE FIERY RAYS

Each ray requires its own:

RANGED SPELL ATTACK

 


TARGETING

You can aim the rays at:

ONE TARGET

or divide them among:

MULTIPLE TARGETS


DAMAGE

Every ray that hits deals:

2D6 FIRE DAMAGE


HIGHER SLOTS

For each slot level above 2:

+1 RAY

Level 3

4 RAYS

Level 4

5 RAYS

Level 9

10 RAYS


PART EIGHTEEN — SCRYING

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

Casting Time: 10 minutes
Range: Self
Components: V, S, M, a focus worth 1,000+ GP
Duration: Concentration, up to 10 minutes

Scrying allows you to remotely see and hear a creature on:

THE SAME PLANE OF EXISTENCE

The target makes:

WISDOM SAVING THROW

But that save is modified by:

HOW WELL YOU KNOW IT

and:

WHAT CONNECTION YOU POSSESS

 


KNOWLEDGE MODIFIER

Knowledge Save Modifier
Secondhand +5
Firsthand +0
Extensive −5

A positive modifier makes the target's save:

EASIER

A negative modifier makes it:

HARDER


PHYSICAL CONNECTION

Connection Save Modifier
Picture or likeness −2
Garment or possession −4
Body part, hair, or nail −10

EXAMPLE

Your Spell Save DC:

18

You know the target extensively:

−5

You possess a lock of its hair:

−10

Those modifiers apply to:

THE TARGET'S SAVING THROW

not your Spell Save DC.


SUCCESSFUL SAVE

The target isn't affected.

You can't use Scrying on it again for:

24 HOURS


FAILED SAVE

An:

INVISIBLE, INTANGIBLE SENSOR

appears within:

10 FEET OF THE TARGET

You see and hear through it as though:

YOU WERE THERE

The sensor follows the target, remaining within:

10 FEET


CAN SOMEONE SEE THE SENSOR?

If something has a way to see it, the sensor resembles:

A LUMINOUS ORB

roughly:

FIST-SIZED


SCRYING A LOCATION

Instead of a creature, you can target:

A LOCATION YOU HAVE SEEN

The sensor appears there and:

DOESN'T MOVE


PART NINETEEN — SEARING SMITE

Level 1 Evocation — Paladin

Casting Time: Bonus Action, immediately after hitting with a Melee weapon or Unarmed Strike
Range: Self
Components: V
Duration: 1 minute

After you hit:

THE TARGET TAKES +1D6 FIRE DAMAGE

Then the burning can continue.


START OF EACH TARGET TURN

The target takes:

1D6 FIRE DAMAGE

then makes:

CONSTITUTION SAVING THROW

Failure

SPELL CONTINUES

Success

SPELL ENDS


HIGHER SLOTS

All damage increases by:

+1D6 PER SLOT LEVEL ABOVE 1

So at level 2:

Initial hit:

+2D6 FIRE

Each later burning instance:

2D6 FIRE


IMPORTANT SRD 5.2.1 DETAIL

Searing Smite's Duration is:

1 MINUTE

It does:

NOT REQUIRE CONCENTRATION


PART TWENTY — SECRET CHEST

Level 4 Conjuration — Wizard

Casting Time: Action
Range: Touch
Components: V, S, M, a special chest worth 5,000+ GP and a Tiny replica worth 50+ GP
Duration: Until dispelled

The primary chest measures:

3 × 2 × 2 FEET

and can hold up to:

12 CUBIC FEET OF NONLIVING MATERIAL

You send the chest and its contents to:

THE ETHEREAL PLANE

 


RECALLING IT

Take:

A MAGIC ACTION

while touching the Tiny replica.

The chest appears on the ground in:

AN UNOCCUPIED SPACE WITHIN 5 FEET


SENDING IT BACK

Take another:

MAGIC ACTION

while touching:

THE CHEST

and:

THE REPLICA

It returns to:

THE ETHEREAL PLANE


ENDING THE SPELL

The spell ends if:

YOU CAST SECRET CHEST AGAIN

or:

THE TINY REPLICA IS DESTROYED

If the spell ends while the large chest remains on the Ethereal Plane:

IT STAYS THERE

for you—or someone else—to find.


PART TWENTY-ONE — SEE INVISIBILITY

Level 2 Divination — Bard, Sorcerer, Wizard

Casting Time: Action
Range: Self
Components: V, S, M, a pinch of talc
Duration: 1 hour

For one hour, creatures and objects with:

INVISIBLE

appear to you:

AS IF VISIBLE

You can also:

SEE INTO THE ETHEREAL PLANE

Objects and creatures there appear:

GHOSTLY

 


NO CONCENTRATION

See Invisibility lasts:

ONE HOUR

without using Concentration.


PART TWENTY-TWO — SEEMING

Level 5 Illusion — Bard, Sorcerer, Wizard

Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 8 hours

Give an illusory appearance to:

EACH CREATURE OF YOUR CHOICE

that you can see within range.

An unwilling target can make:

CHARISMA SAVING THROW

Success:

UNAFFECTED

 


SAME OR DIFFERENT DISGUISES

You may give everyone:

THE SAME APPEARANCE

or:

DIFFERENT APPEARANCES


WHAT CAN CHANGE?

The illusion can alter the apparent:

BODY

and:

EQUIPMENT

A target may appear up to:

1 FOOT SHORTER OR TALLER

and appear:

HEAVIER OR LIGHTER

But it must retain:

THE SAME BASIC ARRANGEMENT OF LIMBS


PHYSICAL INSPECTION

The disguise isn't physically real.

If you create an illusory hat:

OBJECTS PASS THROUGH IT


STUDYING THE DISGUISE

A creature can use:

STUDY ACTION

and make:

INTELLIGENCE (INVESTIGATION)

against:

YOUR SPELL SAVE DC

Success:

IT REALIZES THE TARGET IS DISGUISED


PART TWENTY-THREE — SENDING

Level 3 Divination — Bard, Cleric, Wizard

Casting Time: Action
Range: Unlimited
Components: V, S, M, copper wire
Duration: Instantaneous

Send a message of:

25 WORDS OR FEWER

to either:

  • a creature you have met, or

  • a creature described to you by someone who has met it

 


THE TARGET HEARS IT MENTALLY

If it knows you:

IT RECOGNIZES YOU AS THE SENDER

It may answer:

IMMEDIATELY

in the same manner.

The spell ensures the target:

UNDERSTANDS THE MEANING


ACROSS PLANES

Sending can cross:

ANY DISTANCE

and even:

PLANES OF EXISTENCE

However, if the recipient is on a different plane:

5% CHANCE OF FAILURE

You know when:

DELIVERY FAILS


BLOCKING FUTURE MESSAGES

After receiving your message, the creature can block your future Sending spells for:

8 HOURS

If you try during that period:

YOU LEARN YOU ARE BLOCKED

and:

THE SPELL FAILS


PART TWENTY-FOUR — SEQUESTER

Level 7 Transmutation — Wizard

Casting Time: Action
Range: Touch
Components: V, S, M, gem dust worth 5,000+ GP, consumed
Duration: Until dispelled

Touch:

AN OBJECT

or:

A WILLING CREATURE

The target becomes:

INVISIBLE

and can't be:

TARGETED BY DIVINATION SPELLS

DETECTED BY MAGIC

or:

VIEWED REMOTELY WITH MAGIC

 


CREATURE TARGET

If the target is a creature, it enters:

SUSPENDED ANIMATION

It has:

UNCONSCIOUS

doesn't:

AGE

and doesn't require:

FOOD

WATER

or:

AIR


PROGRAMMED ENDING

You can specify a condition for Sequester to end.

It can be essentially anything you choose, but the condition must:

OCCUR OR BE VISIBLE WITHIN 1 MILE OF THE TARGET

The SRD gives examples involving enormous periods of time or major future events.


DAMAGE ENDS IT

Sequester also ends if:

THE TARGET TAKES ANY DAMAGE


PART TWENTY-FIVE — SHAPECHANGE

Level 9 Transmutation — Druid, Wizard

Casting Time: Action
Range: Self
Components: V, S, M, jade circlet worth 1,500+ GP
Duration: Concentration, up to 1 hour

Shapechange lets you transform yourself into another creature.

The new form must:

HAVE CR NO HIGHER THAN YOUR LEVEL OR CR

You must:

HAVE SEEN THAT KIND OF CREATURE BEFORE

And it can't be:

A CONSTRUCT

or:

AN UNDEAD

 


CHANGING AGAIN

While the spell continues:

MAGIC ACTION

lets you transform into another eligible form.


TEMPORARY HIT POINTS

When you initially cast Shapechange, gain:

TEMPORARY HP EQUAL TO THE FIRST FORM'S HP

Those Temp HP vanish if any remain when:

THE SPELL ENDS

Notice the wording:

THE INITIAL CASTING PROVIDES THE TEMP HP

Changing form later doesn't say you receive a new Temp HP pool.


WHICH STATISTICS DO YOU KEEP?

Most statistics are replaced by the chosen stat block.

But you retain:

CREATURE TYPE

ALIGNMENT

PERSONALITY

INTELLIGENCE

WISDOM

CHARISMA

HIT POINTS

HIT DICE

PROFICIENCIES

ABILITY TO COMMUNICATE

and, if you possess it:

SPELLCASTING


EQUIPMENT

When you transform, choose whether your equipment:

DROPS TO THE GROUND

or:

CHANGES SIZE AND SHAPE TO FIT YOUR NEW FORM

This is far more flexible than Polymorph and represents true:

HIGH-LEVEL TRANSFORMATION MAGIC


PART TWENTY-SIX — SHATTER

Level 2 Evocation — Bard, Sorcerer, Wizard

Casting Time: Action
Range: 60 feet
Components: V, S, M, a chip of mica
Duration: Instantaneous

Choose a point.

Every creature inside a:

10-FOOT-RADIUS SPHERE

makes:

CONSTITUTION SAVING THROW

Failure:

3D8 THUNDER DAMAGE

Success:

HALF DAMAGE

 


CONSTRUCTS

A Construct has:

DISADVANTAGE

on the saving throw.


OBJECTS

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

ALSO TAKES THE DAMAGE


HIGHER SLOTS

Every slot level above 2:

+1D8 THUNDER DAMAGE


PART TWENTY-SEVEN — SHIELD

Level 1 Abjuration — Sorcerer, Wizard

Casting Time: Reaction, when an attack roll hits you or you are targeted by Magic Missile
Range: Self
Components: V, S
Duration: 1 round

Shield gives:

+5 AC

until:

THE START OF YOUR NEXT TURN

Importantly, that AC bonus applies to:

THE TRIGGERING ATTACK

 


EXAMPLE

Current AC:

15

Enemy hits with:

18

You cast Shield.

New AC:

15 + 5 =

20

The triggering 18 no longer reaches your AC.

Therefore:

THE ATTACK MISSES


MAGIC MISSILE

If Shield is cast in response to Magic Missile:

YOU TAKE NO DAMAGE FROM MAGIC MISSILE


PART TWENTY-EIGHT — SHIELD OF FAITH

Level 1 Abjuration — Cleric, Paladin

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

Choose one creature.

It receives:

+2 AC

for the duration.


EXAMPLE

Armor Class:

18

Shield of Faith:

+2

New AC:

20


PART TWENTY-NINE — SHILLELAGH

Transmutation Cantrip — Druid

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

Choose a:

CLUB

or:

QUARTERSTAFF

you are holding.

For the duration, you may use your:

SPELLCASTING ABILITY

instead of Strength for:

MELEE ATTACK ROLLS

and:

DAMAGE ROLLS

with it.


DAMAGE DIE

The weapon's damage die becomes:

D8


DAMAGE TYPE

When the attack deals damage, choose:

FORCE

or:

THE WEAPON'S NORMAL DAMAGE TYPE


SPELL ENDS EARLY IF

YOU CAST SHILLELAGH AGAIN

or:

YOU LET GO OF THE WEAPON


CANTRIP UPGRADE

Character Level Damage Die
1–4 d8
5–10 d10
11–16 d12
17+ 2d6

This is unusual for a cantrip.

It doesn't merely add more dice to an independent spell attack.

It changes:

THE WEAPON'S DAMAGE DIE


PART THIRTY — SHINING SMITE

Level 2 Transmutation — Paladin

Casting Time: Bonus Action, immediately after hitting with a Melee weapon or Unarmed Strike
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The triggering hit deals an extra:

2D6 RADIANT DAMAGE

 


THEN THE TARGET SHINES

Until the spell ends:

BRIGHT LIGHT — 5-FOOT RADIUS

Attack rolls against the target have:

ADVANTAGE

and the creature:

CAN'T BENEFIT FROM INVISIBLE


HIGHER SLOTS

Every slot above 2:

+1D6 RADIANT DAMAGE


PART THIRTY-ONE — SHOCKING GRASP

Evocation Cantrip — Sorcerer, Wizard

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

Make a:

MELEE SPELL ATTACK

Hit:

1D8 LIGHTNING DAMAGE

and the target can't make:

OPPORTUNITY ATTACKS

until:

THE START OF ITS NEXT TURN

 


CANTRIP UPGRADE

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

TACTICAL APPLICATION

A spellcaster standing beside an enemy might:

  1. cast Shocking Grasp,

  2. hit,

  3. move away,

  4. avoid that target's Opportunity Attack.

This doesn't prevent:

EVERY REACTION

It specifically prevents:

OPPORTUNITY ATTACKS

from that target for the stated duration.


PART THIRTY-TWO — SILENCE

Level 2 Illusion — Bard, Cleric, Ranger

Casting Time: Action or Ritual
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes

Create a:

20-FOOT-RADIUS SPHERE

No sound can:

BE CREATED WITHIN IT

or:

PASS THROUGH IT

 


THUNDER IMMUNITY

A creature or object entirely inside the Sphere has:

IMMUNITY TO THUNDER DAMAGE


DEAFENED

A creature entirely inside has:

DEAFENED


VERBAL SPELLS

Casting a spell containing:

VERBAL COMPONENT

is:

IMPOSSIBLE

inside the Silence area.

This is a direct mechanical way to interfere with many spells.


RITUAL

Silence can also be cast as:

A RITUAL

under the normal Ritual rules.


PART THIRTY-THREE — SILENT IMAGE

Level 1 Illusion — Bard, Sorcerer, Wizard

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

Create a visual illusion no larger than:

A 15-FOOT CUBE

It can depict:

  • an object

  • a creature

  • another visible phenomenon

 


PURELY VISUAL

Silent Image provides no:

SOUND

SMELL

or:

OTHER SENSORY EFFECTS


MOVING IT

Take:

MAGIC ACTION

to move the image anywhere within range.

You can alter its appearance during movement so the motion looks:

NATURAL


PHYSICAL INTERACTION

Physical objects pass through the illusion.

This reveals:

ITS ILLUSORY NATURE


STUDY ACTION

A creature can study it and make:

INTELLIGENCE (INVESTIGATION)

against:

YOUR SPELL SAVE DC

Success:

IT DISCERNS THE ILLUSION

and can:

SEE THROUGH IT


PART THIRTY-FOUR — SIMULACRUM

Level 7 Illusion — Wizard

Casting Time: 12 hours
Range: Touch
Components: V, S, M, powdered ruby worth 1,500+ GP, consumed
Duration: Until dispelled

Simulacrum creates a magical duplicate of:

ONE BEAST

or:

ONE HUMANOID

The original must remain within:

10 FEET OF YOU

for the entire:

12-HOUR CASTING

 


ICE OR SNOW

At completion, you touch:

THE ORIGINAL CREATURE

and:

A SAME-SIZED PILE OF ICE OR SNOW

The pile transforms into:

THE SIMULACRUM


ITS STATISTICS

It uses the original creature's game statistics at the moment the spell is cast, except:

CREATURE TYPE BECOMES CONSTRUCT

MAXIMUM HP IS HALVED

and:

IT CAN'T CAST SIMULACRUM


ATTITUDE

It is:

FRIENDLY TO YOU

and creatures you designate.

It:

OBEYS YOUR COMMANDS

and in combat:

ACTS ON YOUR TURN


IT CAN'T DEVELOP NORMALLY

The simulacrum:

CAN'T GAIN LEVELS

and:

CAN'T TAKE SHORT OR LONG RESTS


REPAIRING IT

Normal resting doesn't restore its HP.

Instead, while you take a:

LONG REST

you can repair it.

Cost:

100 GP OF COMPONENTS PER HIT POINT RESTORED

It must remain within:

5 FEET OF YOU

for the repair.


0 HP

At 0 HP:

IT REVERTS TO SNOW

and:

MELTS AWAY


ONLY ONE CREATED BY YOUR CASTINGS

If you cast Simulacrum again:

ANY SIMULACRUM YOU CREATED WITH THIS SPELL IS DESTROYED


PART THIRTY-FIVE — SLEEP

Level 1 Enchantment — Bard, Sorcerer, Wizard

Casting Time: Action
Range: 60 feet
Components: V, S, M, sand or rose petals
Duration: Concentration, up to 1 minute

Choose creatures inside a:

5-FOOT-RADIUS SPHERE

Each chosen creature makes:

WISDOM SAVING THROW

 


FIRST FAILED SAVE

The creature gains:

INCAPACITATED

until:

THE END OF ITS NEXT TURN

Then it makes:

ANOTHER WISDOM SAVE


SECOND FAILED SAVE

The creature becomes:

UNCONSCIOUS

for the remaining duration.


WAKING UP

The effect ends on a target if:

IT TAKES DAMAGE

or if a creature within 5 feet spends:

AN ACTION

to shake it out of the spell.


CREATURES THAT DON'T SLEEP

Creatures that don't sleep—elves are the SRD example—automatically succeed.

So do creatures with:

IMMUNITY TO EXHAUSTION


IMPORTANT SRD 5.2.1 DETAIL

Sleep is resolved with:

WISDOM SAVING THROWS

It does not use a pool of Hit Points to determine who falls asleep.


PART THIRTY-SIX — SLEET STORM

Level 3 Conjuration — Druid, Sorcerer, Wizard

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

Create a Cylinder:

20-FOOT RADIUS

40 FEET TALL

 


VISIBILITY

The area is:

HEAVILY OBSCURED


FLAMES

Exposed flames inside:

ARE DOUSED


GROUND

The ground is:

DIFFICULT TERRAIN


FALLING

Whenever a creature:

ENTERS THE CYLINDER FOR THE FIRST TIME ON A TURN

or:

STARTS ITS TURN THERE

it makes:

DEXTERITY SAVING THROW

Failure:

PRONE

and:

LOSES CONCENTRATION


IMPORTANT

The spell doesn't tell the creature to make a normal Concentration saving throw.

On a failed Dexterity save it simply:

LOSES CONCENTRATION

That is stronger and more direct.


PART THIRTY-SEVEN — SLOW

Level 3 Transmutation — Bard, Sorcerer, Wizard

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

Choose up to:

SIX CREATURES

inside a:

40-FOOT CUBE

Each makes:

WISDOM SAVING THROW

Failure:

SLOWED BY THE SPELL

 


EFFECT 1 — SPEED

SPEED HALVED


EFFECT 2 — DEFENSE

−2 AC

and:

−2 DEXTERITY SAVING THROWS


EFFECT 3 — REACTIONS

NO REACTIONS


EFFECT 4 — ACTION ECONOMY

On its turn, the creature can take:

AN ACTION

or:

A BONUS ACTION

but:

NOT BOTH


EFFECT 5 — EXTRA ATTACKS

If it takes the Attack action:

ONLY ONE ATTACK


EFFECT 6 — SOMATIC SPELLS

If it casts a spell with a:

SOMATIC COMPONENT

there is:

A 25% CHANCE THE SPELL FAILS

because its gestures are too slow.


ENDING THE SPELL

At the end of each target's turns:

WISDOM SAVING THROW

Success:

EFFECT ENDS ON THAT CREATURE


PART THIRTY-EIGHT — SORCEROUS BURST

Evocation Cantrip — Sorcerer

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

Make a:

RANGED SPELL ATTACK

against a creature or object.

Hit:

1D8 DAMAGE

Choose the damage type:

ACID

COLD

FIRE

LIGHTNING

POISON

PSYCHIC

or:

THUNDER

 


EXPLODING D8s

Whenever you roll:

AN 8

on a d8 for this spell, you can roll:

ANOTHER D8

and add it to the damage.

That new die can itself potentially roll:

ANOTHER 8


LIMIT

The maximum number of these extra d8s you can add during one casting equals:

YOUR SPELLCASTING ABILITY MODIFIER


EXAMPLE

Charisma modifier:

+4

Initial damage roll at level 5:

2D8

You roll:

8 + 3

The 8 allows another die.

Extra:

8

That extra 8 permits another:

D8

assuming you haven't reached your maximum number of additional dice.


CANTRIP UPGRADE

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

PART THIRTY-NINE — SPARE THE DYING

Necromancy Cantrip — Cleric, Druid

Casting Time: Action
Range: 15 feet
Components: V, S
Duration: Instantaneous

Choose a creature that:

HAS 0 HIT POINTS

and:

ISN'T DEAD

It becomes:

STABLE

 


RANGE UPGRADE

Unlike many offensive cantrips, its upgrade affects:

RANGE

Character Level Range
1–4 15 ft
5–10 30 ft
11–16 60 ft
17+ 120 ft

IMPORTANT

Stable does not mean:

CONSCIOUS

and it does not automatically mean:

1 HP

It means:

STABLE AT 0 HP

according to the 0 HP rules learned earlier.


PART FORTY — SPEAK WITH ANIMALS

Level 1 Divination — Bard, Druid, Ranger, Warlock

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

You can:

UNDERSTAND BEASTS

and:

SPEAK VERBALLY WITH BEASTS

 


SOCIAL INTERACTION

You may use:

ANY INFLUENCE ACTION SKILL OPTION

with them.

This does not make Beasts:

AUTOMATICALLY FRIENDLY

It allows meaningful communication.


WHAT DO BEASTS KNOW?

Most Beasts have limited interest in subjects beyond:

SURVIVAL

and:

COMPANIONSHIP

At minimum, however, they can communicate information about nearby:

LOCATIONS

and:

MONSTERS

that they perceived during:

THE PAST DAY


PART FORTY-ONE — SPEAK WITH DEAD

Level 3 Necromancy — Bard, Cleric, Wizard

Casting Time: Action
Range: 10 feet
Components: V, S, M, burning incense
Duration: 10 minutes

Choose a corpse with:

A MOUTH

The spell fails if the creature:

WAS UNDEAD WHEN IT DIED

or if this corpse has been targeted by Speak with Dead within:

THE PAST 10 DAYS

 


QUESTIONS

You may ask:

UP TO FIVE QUESTIONS


WHAT DOES IT KNOW?

Only what the creature knew:

WHILE ALIVE

including the languages it knew.


ANSWERS

They are often:

BRIEF

CRYPTIC

or:

REPETITIVE


IS IT FORCED TO TELL THE TRUTH?

Not necessarily.

If you were antagonistic toward it or it recognizes you as an enemy:

IT IS UNDER NO COMPULSION TO BE TRUTHFUL


YOU ARE NOT RESTORING THE PERSON TO LIFE

The spell doesn't return:

THE SOUL

Instead it animates enough of the corpse's spirit to answer.

Therefore it can't:

LEARN NEW INFORMATION

UNDERSTAND EVENTS SINCE DEATH

or:

SPECULATE ABOUT THE FUTURE


PART FORTY-TWO — SPEAK WITH PLANTS

Level 3 Transmutation — Bard, Druid, Ranger

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

Create an immobile:

30-FOOT EMANATION

Plants inside gain limited:

SENTIENCE

and:

ANIMATION

so they can communicate and follow:

SIMPLE COMMANDS

 


INFORMATION

You can ask them about events in the area from:

THE PAST DAY

including:

  • creatures that passed through

  • weather

  • other circumstances


TERRAIN MANIPULATION

You can turn Difficult Terrain caused by plant growth into:

ORDINARY TERRAIN

for the spell's duration.

Or ordinary terrain containing plants into:

DIFFICULT TERRAIN


CAN PLANTS WALK AROUND?

No.

The spell doesn't allow ordinary plants to:

UPROOT THEMSELVES

and travel.

But they can move:

BRANCHES

TENDRILS

and:

STALKS


PLANT CREATURES

You can communicate with a Plant creature in the area as though:

YOU SHARED A COMMON LANGUAGE


PART FORTY-THREE — SPIDER CLIMB

Level 2 Transmutation — Sorcerer, Warlock, Wizard

Casting Time: Action
Range: Touch
Components: V, S, M, bitumen and a spider
Duration: Concentration, up to 1 hour

Touch one willing creature.

It can move:

UP WALLS

DOWN WALLS

ACROSS VERTICAL SURFACES

and:

ALONG CEILINGS

while leaving:

ITS HANDS FREE

 


CLIMB SPEED

It gains:

CLIMB SPEED EQUAL TO ITS SPEED


HIGHER SLOTS

Each slot above 2 allows:

+1 TARGET


PART FORTY-FOUR — SPIKE GROWTH

Level 2 Transmutation — Druid, Ranger

Casting Time: Action
Range: 150 feet
Components: V, S, M, seven thorns
Duration: Concentration, up to 10 minutes

Choose a point.

The ground in a:

20-FOOT-RADIUS SPHERE

becomes covered in spikes and thorns.

It is:

DIFFICULT TERRAIN

 


DAMAGE FROM MOVEMENT

Whenever a creature moves:

INTO

or:

WITHIN

the area:

2D4 PIERCING DAMAGE PER 5 FEET TRAVELED


EXAMPLE

A creature moves:

20 FEET

through Spike Growth.

20 ÷ 5 =

4 DAMAGE INSTANCES

Each:

2D4

Total:

8D4 PIERCING DAMAGE


CAMOUFLAGED

The transformation looks:

NATURAL

A creature that couldn't see the area when you cast the spell must:

TAKE THE SEARCH ACTION

and succeed on:

WISDOM (PERCEPTION OR SURVIVAL)

against your:

SPELL SAVE DC

to recognize the hazard before entering.


PART FORTY-FIVE — SPIRIT GUARDIANS

Level 3 Conjuration — Cleric

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

Protective spirits surround you in a:

15-FOOT EMANATION

 


APPEARANCE

If you're:

GOOD OR NEUTRAL

the spirits can appear:

ANGELIC

or:

FEY

If you're:

EVIL

they appear:

FIENDISH


EXEMPTING CREATURES

When you cast the spell, designate creatures:

UNAFFECTED BY IT


SPEED

Every other creature has its Speed:

HALVED

while inside the Emanation.


WHEN DOES A SAVE OCCUR?

A creature makes a Wisdom save when:

THE EMANATION ENTERS ITS SPACE

or:

IT ENTERS THE EMANATION

or:

IT ENDS ITS TURN THERE

But:

ONLY ONCE PER TURN


DAMAGE

Failure:

Good or Neutral caster

3D8 RADIANT

Evil caster

3D8 NECROTIC

Success:

HALF DAMAGE


HIGHER SLOTS

Every slot above 3:

+1D8 DAMAGE


PART FORTY-SIX — SPIRITUAL WEAPON

Level 2 Evocation — Cleric

Casting Time: Bonus Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

Create a floating spectral force resembling:

A WEAPON OF YOUR CHOICE

When it appears, immediately make:

ONE MELEE SPELL ATTACK

against a creature within:

5 FEET OF THE WEAPON

 


DAMAGE

Hit:

1D8 + SPELLCASTING ABILITY MODIFIER

Force damage.


LATER TURNS

Use:

BONUS ACTION

to:

  1. move the weapon up to 20 feet,

  2. make another melee spell attack against a creature within 5 feet.


HIGHER SLOTS

Its damage increases by:

+1D8 FOR EVERY SLOT LEVEL ABOVE 2

So:

Level 2

1D8 + MODIFIER

Level 3

2D8 + MODIFIER

Level 4

3D8 + MODIFIER

Level 5

4D8 + MODIFIER


IMPORTANT SRD 5.2.1 RULE

Spiritual Weapon:

REQUIRES CONCENTRATION


PART FORTY-SEVEN — STARRY WISP

Evocation Cantrip — Bard, Druid

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

Make a:

RANGED SPELL ATTACK

Hit:

1D8 RADIANT DAMAGE

 


REVEALING LIGHT

Until the end of your next turn, the target:

EMITS DIM LIGHT IN A 10-FOOT RADIUS

and:

CAN'T BENEFIT FROM INVISIBLE


CANTRIP UPGRADE

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

PART FORTY-EIGHT — STINKING CLOUD

Level 3 Conjuration — Bard, Sorcerer, Wizard

Casting Time: Action
Range: 90 feet
Components: V, S, M, a rotten egg
Duration: Concentration, up to 1 minute

Create a:

20-FOOT-RADIUS SPHERE

of nauseating gas.

The cloud is:

HEAVILY OBSCURED

 


WIND

A strong wind, such as one created by:

GUST OF WIND

disperses it.


STARTING A TURN INSIDE

Creature makes:

CONSTITUTION SAVE

Failure:

POISONED

until:

THE END OF THE CURRENT TURN


SPECIAL POISONED EFFECT

While Poisoned by this spell, the creature:

CAN'T TAKE AN ACTION

or:

A BONUS ACTION

The spell doesn't say it loses:

ITS REACTION


PART FORTY-NINE — STONE SHAPE

Level 4 Transmutation — Cleric, Druid, Wizard

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

Touch either:

A MEDIUM OR SMALLER STONE OBJECT

or:

A SECTION OF STONE NO MORE THAN 5 FEET IN ANY DIMENSION

You can reshape it however you like within the spell's limitations.


EXAMPLES

You might make:

A WEAPON

A STATUE

A COFFER

A SMALL PASSAGE THROUGH A 5-FOOT-THICK WALL

or:

SEAL A STONE DOOR


MECHANICAL COMPLEXITY

An object can contain up to:

TWO HINGES

and:

A LATCH

But:

FINER MECHANICAL DETAIL ISN'T POSSIBLE


PART FIFTY — STONESKIN

Level 4 Transmutation — Druid, Ranger, Sorcerer, Wizard

Casting Time: Action
Range: Touch
Components: V, S, M, diamond dust worth 100+ GP, consumed
Duration: Concentration, up to 1 hour

Touch one willing creature.

It gains Resistance to:

BLUDGEONING

PIERCING

and:

SLASHING

damage.


IMPORTANT

The SRD 5.2.1 spell does not restrict that Resistance to:

NONMAGICAL DAMAGE

The spell says:

BLUDGEONING, PIERCING, AND SLASHING

So follow that wording.


PART FIFTY-ONE — STORM OF VENGEANCE

Level 9 Conjuration — Druid

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

Create a colossal storm cloud with:

300-FOOT RADIUS

 


INITIAL EFFECT — TURN 1

Every creature beneath the cloud when it appears:

CONSTITUTION SAVE

Failure:

2D6 THUNDER DAMAGE

and:

DEAFENED FOR THE SPELL'S DURATION


TURN 2 — ACID RAIN

Every creature and object beneath the cloud:

4D6 ACID DAMAGE

No saving throw is stated for this stage.


TURN 3 — LIGHTNING

Choose:

SIX DIFFERENT CREATURES OR OBJECTS

Each is struck by one bolt.

Each target:

DEXTERITY SAVE

Failure:

10D6 LIGHTNING

Success:

HALF


TURN 4 — HAIL

Every creature beneath:

2D6 BLUDGEONING DAMAGE


TURNS 5–10 — FREEZING RAIN

Every creature beneath:

1D6 COLD DAMAGE


CONTINUING ENVIRONMENT

Until the spell ends, the affected area is:

DIFFICULT TERRAIN

HEAVILY OBSCURED

Ranged attacks with weapons are:

IMPOSSIBLE

and:

STRONG WIND

blows through the area.


PART FIFTY-TWO — SUGGESTION

Level 2 Enchantment — Bard, Sorcerer, Warlock, Wizard

Casting Time: Action
Range: 30 feet
Components: V, M, a drop of honey
Duration: Concentration, up to 8 hours

Choose one creature you can see that can:

HEAR YOU

and:

UNDERSTAND YOU

Describe a course of activity using:

25 WORDS OR FEWER

 


THE SUGGESTION MUST BE ACHIEVABLE

It also can't involve something that would:

OBVIOUSLY DEAL DAMAGE

to the target or its allies.


SAVING THROW

Target makes:

WISDOM SAVING THROW

Success:

NO EFFECT

Failure:

CHARMED

for the duration or until:

YOU OR YOUR ALLIES DEAL DAMAGE TO IT


FOLLOWING THE SUGGESTION

The target pursues the suggested course:

TO THE BEST OF ITS ABILITY

If the activity is completed before eight hours:

THE SPELL ENDS FOR THAT TARGET


EXAMPLE

A valid fictional suggestion could be:

“Leave this chamber, return to the village, and wait there until sunset.”

Provided that command is achievable and doesn't obviously require damaging the creature or its allies, the spell can attempt to impose it.

Whether the target fails its save is:

A RULE

How the exact instruction plays out in the fiction is:

GAMEPLAY


PART FIFTY-THREE — SUMMON DRAGON

Level 5 Conjuration — Wizard

Casting Time: Action
Range: 60 feet
Components: V, S, M, dragon-engraved object worth 500+ GP
Duration: Concentration, up to 1 hour

A:

DRACONIC SPIRIT

appears in an unoccupied space you can see.

It uses the spell's:

DRACONIC SPIRIT STAT BLOCK

 


WHEN DOES IT DISAPPEAR?

When:

IT REACHES 0 HP

or:

THE SPELL ENDS


ALLY

The spirit is an ally of:

YOU

and:

YOUR ALLIES


INITIATIVE

It shares:

YOUR INITIATIVE COUNT

but takes its turn:

IMMEDIATELY AFTER YOURS


COMMANDS

You issue verbal commands:

NO ACTION REQUIRED

If you give none:

IT DODGES

and moves to:

AVOID DANGER


DRACONIC SPIRIT BASICS

Size

LARGE DRAGON

AC

14 + SPELL LEVEL

HP

50 + 10 FOR EACH SPELL LEVEL ABOVE 5

Speed

30 FEET

Fly

60 FEET

Swim

30 FEET


RESISTANCES

It has Resistance to:

ACID

COLD

FIRE

LIGHTNING

POISON


IMMUNITIES

CHARMED

FRIGHTENED

POISONED


SHARED RESISTANCE

When summoned, choose one of the spirit's Resistances.

You gain Resistance to that same damage type until:

THE SPELL ENDS


MULTIATTACK

It makes Rend attacks equal to:

HALF THE SPELL'S LEVEL, ROUNDED DOWN

and also uses:

BREATH WEAPON


EXAMPLE — LEVEL 5 SLOT

Half of 5:

2.5

Round down:

2 REND ATTACKS

plus:

BREATH WEAPON


REND

Melee attack bonus:

YOUR SPELL ATTACK MODIFIER

Reach:

10 FEET

Damage:

1D6 + 4 + SPELL LEVEL PIERCING

At spell level 5:

1d6 + 4 + 5 =

1D6 + 9 PIERCING


BREATH WEAPON

A:

30-FOOT CONE

Targets make:

DEXTERITY SAVING THROW

using:

YOUR SPELL SAVE DC

Failure:

2D6 DAMAGE

Success:

HALF

The damage type is one the spirit has Resistance to, chosen when appropriate under the spell.


HIGHER SLOTS

Using a higher-level slot increases the spell's effective level for:

THE STAT BLOCK

So it can increase:

  • AC

  • HP

  • number of Rend attacks at certain levels

  • Rend damage


PART FIFTY-FOUR — SUNBEAM

Level 6 Evocation — Cleric, Druid, Sorcerer, Wizard

Casting Time: Action
Range: Self
Components: V, S, M, magnifying glass
Duration: Concentration, up to 1 minute

When cast, launch a:

5-FOOT-WIDE

60-FOOT-LONG LINE

Every creature in it makes:

CONSTITUTION SAVING THROW

 


FAILED SAVE

6D8 RADIANT DAMAGE

and:

BLINDED

until:

THE START OF YOUR NEXT TURN


SUCCESSFUL SAVE

HALF DAMAGE

and no Blinded condition from that instance.


REPEATED BEAMS

Until the spell ends, use:

MAGIC ACTION

to create:

ANOTHER LINE OF RADIANCE

This makes Sunbeam a spell whose initial casting can produce:

MULTIPLE ATTACK WAVES OVER SEVERAL TURNS


SUNLIGHT

A radiant mote above you creates:

BRIGHT LIGHT — 30 FEET

and:

DIM LIGHT — ANOTHER 30 FEET

This light counts as:

SUNLIGHT

That word can matter whenever another rule specifically interacts with sunlight.


PART FIFTY-FIVE — SUNBURST

Level 8 Evocation — Cleric, Druid, Sorcerer, Wizard

Casting Time: Action
Range: 150 feet
Components: V, S, M, a piece of sunstone
Duration: Instantaneous

Choose a point.

A massive:

60-FOOT-RADIUS SPHERE

erupts with brilliant sunlight.

Every creature there makes:

CONSTITUTION SAVING THROW

 


FAILED SAVE

12D6 RADIANT DAMAGE

and:

BLINDED FOR 1 MINUTE


SUCCESSFUL SAVE

HALF DAMAGE

with no Blinded condition from the spell.


REPEATED SAVE AGAINST BLINDED

A creature Blinded by Sunburst makes:

CONSTITUTION SAVE

at the end of each of its turns.

Success:

BLINDED ENDS


DARKNESS

Sunburst also:

DISPELS DARKNESS IN ITS AREA CREATED BY ANY SPELL

Notice how broad that specific rule is.

It doesn't specify:

ONLY LOWER-LEVEL DARKNESS SPELLS

It says Darkness in the area that was:

CREATED BY ANY SPELL


PART FIFTY-SIX — SYMBOL

Level 7 Abjuration — Bard, Cleric, Druid, Wizard

Casting Time: 1 minute
Range: Touch
Components: V, S, M, powdered diamond worth 1,000+ GP, consumed
Duration: Until dispelled or triggered

Symbol creates a magical glyph carrying:

ONE OF SIX POWERFUL EFFECTS

You can inscribe it on:

A SURFACE

or inside:

A CLOSABLE OBJECT

such as a book or chest.


SIZE

The glyph can cover an area no larger than:

10 FEET IN DIAMETER


OBJECT LIMITATION

If inscribed inside an object, that object must:

REMAIN IN PLACE

If moved more than:

10 FEET

from where the spell was cast:

THE GLYPH BREAKS

and:

THE SPELL ENDS WITHOUT TRIGGERING


DETECTING IT

The glyph is:

NEARLY IMPERCEPTIBLE

Seeing it requires:

WISDOM (PERCEPTION)

against:

YOUR SPELL SAVE DC


SETTING THE TRIGGER

You determine what activates it.

Possible trigger concepts include:

  • touching it

  • stepping on it

  • removing an object covering it

  • approaching within a chosen distance

  • opening a container

  • seeing the glyph

You can also refine the trigger according to:

CREATURE TYPE

or exempt creatures according to conditions such as:

A PASSWORD


WHEN TRIGGERED

The glyph glows and creates:

DIM LIGHT

inside a:

60-FOOT-RADIUS SPHERE

for:

10 MINUTES


WHO IS TARGETED?

A creature is targeted when:

  • it is in the Sphere when the glyph activates,

  • it enters the Sphere for the first time on a turn,

  • it ends its turn there.

A creature is targeted:

ONLY ONCE PER TURN


SYMBOL OPTION 1 — DEATH

Target:

CONSTITUTION SAVE

Failure:

10D10 NECROTIC DAMAGE

Success:

HALF


SYMBOL OPTION 2 — DISCORD

Target:

WISDOM SAVE

Failure:

for:

1 MINUTE

the creature:

ARGUES WITH OTHER CREATURES

is incapable of:

MEANINGFUL COMMUNICATION

and has:

DISADVANTAGE ON ATTACK ROLLS

and:

DISADVANTAGE ON ABILITY CHECKS


SYMBOL OPTION 3 — FEAR

Target:

WISDOM SAVE

Failure:

FRIGHTENED FOR 1 MINUTE

While Frightened this way, it must move at least:

30 FEET AWAY FROM THE GLYPH

on each of its turns:

IF ABLE


SYMBOL OPTION 4 — PAIN

Target:

CONSTITUTION SAVE

Failure:

INCAPACITATED FOR 1 MINUTE


SYMBOL OPTION 5 — SLEEP

Target:

WISDOM SAVE

Failure:

UNCONSCIOUS FOR 10 MINUTES

The creature awakens if:

IT TAKES DAMAGE

or if someone spends:

AN ACTION

to shake it awake.


SYMBOL OPTION 6 — STUNNING

Target:

WISDOM SAVE

Failure:

STUNNED FOR 1 MINUTE

The spell does not state a repeating saving throw for these Symbol conditions.

Follow:

THE EFFECT ACTUALLY WRITTEN


PART FIFTY-SEVEN — THREE DIFFERENT WAYS TO RETURN THE DEAD

This lesson contains several resurrection spells, and their differences are essential.


REVIVIFY

Spell Level

3

Time Dead

1 MINUTE

Returning HP

1

Missing Parts Restored?

NO

Material

300+ GP DIAMOND, CONSUMED


RAISE DEAD

Spell Level

5

Time Dead

10 DAYS

Returning HP

1

Missing Parts Restored?

NO

Recovery Penalty

−4 TO D20 TESTS, IMPROVING BY 1 PER LONG REST

Material

500+ GP DIAMOND, CONSUMED


RESURRECTION

Spell Level

7

Time Dead

100 YEARS

Returning HP

ALL HP

Missing Parts Restored?

YES

Recovery Penalty

−4 TO D20 TESTS, IMPROVING BY 1 PER LONG REST

Additional Caster Cost If Dead 365+ Days

CAN'T CAST SPELLS UNTIL LONG REST

and:

DISADVANTAGE ON D20 TESTS

Material

1,000+ GP DIAMOND, CONSUMED


REINCARNATE

Spell Level

5

Time Dead

10 DAYS

Target

DEAD HUMANOID OR PIECE OF ONE

Result

ENTIRELY NEW BODY

possibly of:

ANOTHER SPECIES


DIFFERENT SPELLS SOLVE DIFFERENT DEATH PROBLEMS

Don't treat every resurrection spell as:

“REVIVE CHARACTER”

Read:

  • time limit

  • body requirements

  • creature restrictions

  • material cost

  • restored HP

  • side effects


PART FIFTY-EIGHT — THREE DIFFERENT DEFENSIVE SPELLS

SHIELD

A Reaction.

Protects:

YOURSELF

with:

+5 AC

for one round.


SHIELD OF FAITH

A Bonus Action.

Protects:

A CREATURE WITHIN 60 FEET

with:

+2 AC

Requires:

CONCENTRATION


SANCTUARY

Doesn't directly increase AC.

Instead attackers may need:

WISDOM SAVES

to target the warded creature with attack rolls or damaging spells.

This demonstrates again:

“DEFENSIVE SPELL” IS NOT ONE MECHANIC


PART FIFTY-NINE — REVEALING INVISIBLE CREATURES

Several spells in this lesson interact with invisibility very differently.


SEE INVISIBILITY

You personally:

SEE INVISIBLE CREATURES AS VISIBLE

for one hour.


SHINING SMITE

The target:

CAN'T BENEFIT FROM INVISIBLE

while the spell continues.


STARRY WISP

A hit prevents the target from benefiting from Invisible until:

THE END OF YOUR NEXT TURN


SEQUESTER

Does the opposite:

MAKES THE TARGET INVISIBLE

and also protects it from several magical detection methods.

Always read the exact interaction.


PART SIXTY — CONTROL THROUGH THE ENVIRONMENT

The R–S spells include several powerful ways to control where enemies can safely move.

REVERSE GRAVITY

Changes the direction of falling.

SLEET STORM

Creates Difficult Terrain, heavy obscuration, Prone risk, and Concentration loss.

SPIKE GROWTH

Punishes movement with:

2D4 PER 5 FEET

SPIRIT GUARDIANS

Halves enemy Speed within its Emanation and repeatedly threatens damage.

STINKING CLOUD

Creates heavy obscuration and can remove actions and Bonus Actions.

STORM OF VENGEANCE

Transforms an enormous region with escalating weather effects.

At advanced levels, battlefield control can matter as much as:

RAW DAMAGE


PART SIXTY-ONE — SPELLS WITH UNUSUAL ACTION ECONOMY

Several spells reinforce Lesson 73.


SHIELD

REACTION


SANCTUARY

BONUS ACTION


SHIELD OF FAITH

BONUS ACTION


SHILLELAGH

BONUS ACTION


SPIRITUAL WEAPON

BONUS ACTION

and later Bonus Actions to move and attack.


SEARING SMITE

BONUS ACTION AFTER A HIT


SHINING SMITE

BONUS ACTION AFTER A HIT

The casting time isn't merely descriptive.

It determines:

WHEN THE SPELL CAN ACTUALLY FIT INTO YOUR TURN


PART SIXTY-TWO — COSTLY MATERIAL COMPONENTS

This section contains several major examples.

Raise Dead

500+ GP — CONSUMED

Reincarnate

1,000+ GP — CONSUMED

Resurrection

1,000+ GP — CONSUMED

Revivify

300+ GP — CONSUMED

Scrying

1,000+ GP FOCUS — NOT STATED AS CONSUMED

Secret Chest

5,000+ GP CHEST + 50+ GP REPLICA — NOT STATED AS CONSUMED

Sequester

5,000+ GP GEM DUST — CONSUMED

Simulacrum

1,500+ GP RUBY — CONSUMED

Stoneskin

100+ GP DIAMOND DUST — CONSUMED

Summon Dragon

500+ GP DRAGON-ENGRAVED OBJECT — NOT STATED AS CONSUMED

Symbol

1,000+ GP DIAMOND POWDER — CONSUMED

Again:

EXPENSIVE DOES NOT AUTOMATICALLY MEAN CONSUMED

The spell must say so.


COMMON BEGINNER MISTAKES

MISTAKE 1 — USING RAISE DEAD AFTER MORE THAN 10 DAYS

Its limit is:

10 DAYS


MISTAKE 2 — RESTORING A MISSING HEAD WITH RAISE DEAD

It:

DOESN'T RESTORE MISSING BODY PARTS

and may fail if the missing part is necessary for survival.


MISTAKE 3 — FORGETTING RAISE DEAD'S −4 PENALTY

The revived creature receives:

−4 TO D20 TESTS

until Long Rests gradually remove it.


MISTAKE 4 — THINKING RAY OF ENFEEBLEMENT DOES NOTHING ON A SUCCESSFUL SAVE

A successful initial save still gives:

DISADVANTAGE ON THE NEXT ATTACK ROLL

for the spell's stated short duration.


MISTAKE 5 — APPLYING RAY OF ENFEEBLEMENT'S −1D8 ONLY TO STRENGTH DAMAGE

It applies to:

ALL DAMAGE ROLLS

while the failed-save effect persists.


MISTAKE 6 — INCREASING RAY OF FROST'S SLOWING WITH LEVEL

Its damage scales.

The Speed reduction stays:

10 FEET


MISTAKE 7 — MAKING A SAVE AGAINST RAY OF SICKNESS

The spell begins with:

RANGED SPELL ATTACK


MISTAKE 8 — CONCENTRATING ON REGENERATE AFTER IT IS CAST

Its completed Duration is:

1 HOUR

without Concentration.


MISTAKE 9 — REINCARNATING ANY CREATURE TYPE

The target must be:

A DEAD HUMANOID

or piece of one.


MISTAKE 10 — KEEPING THE OLD SPECIES TRAITS AFTER REINCARNATE

You lose them and gain:

THE NEW SPECIES TRAITS


MISTAKE 11 — REMOVING THE CURSE FROM A CURSED MAGIC ITEM WITH REMOVE CURSE

The curse stays on:

THE ITEM

The spell instead breaks:

THE OWNER'S ATTUNEMENT


MISTAKE 12 — ATTACKING THROUGH RESILIENT SPHERE

Nothing passes through its barrier in either direction as specified by the spell.


MISTAKE 13 — THINKING RESISTANCE THE CANTRIP GRANTS DAMAGE RESISTANCE

It reduces the chosen damage by:

1D4

It doesn't grant the Resistance damage mechanic.


MISTAKE 14 — USING RESISTANCE AGAINST FORCE DAMAGE

Force isn't one of its selectable damage types.


MISTAKE 15 — BENEFITING FROM RESISTANCE MULTIPLE TIMES ON THE SAME TURN

Maximum:

ONCE PER TURN


MISTAKE 16 — USING RESURRECTION ON OLD-AGE DEATH

The spell can't revive someone who:

DIED OF OLD AGE


MISTAKE 17 — FORGETTING THE CASTER PENALTY FOR A 365-DAY-OLD DEATH

The caster becomes severely taxed until:

LONG REST


MISTAKE 18 — THINKING REVERSE GRAVITY JUST MAKES CREATURES FLOAT

They:

FALL UPWARD

unless able to anchor themselves through the spell's rule.


MISTAKE 19 — FORGETTING THEY FALL AGAIN WHEN REVERSE GRAVITY ENDS

Normal gravity returns.


MISTAKE 20 — USING REVIVIFY AFTER SEVERAL MINUTES

Its window is:

ONE MINUTE


MISTAKE 21 — RESTORING MISSING BODY PARTS WITH REVIVIFY

It does:

NOT


MISTAKE 22 — SHOOTING SPELLS OUT OF ROPE TRICK

Attacks, spells, and other effects can't pass:

INTO OR OUT OF THE EXTRADIMENSIONAL SPACE


MISTAKE 23 — GIVING SACRED FLAME'S TARGET HALF-COVER BENEFITS

It receives no benefit from Half or Three-Quarters Cover for:

THAT SAVE


MISTAKE 24 — THINKING SANCTUARY PROTECTS AGAINST FIREBALL'S AREA

It doesn't protect from:

AREAS OF EFFECT


MISTAKE 25 — ATTACKING WHILE EXPECTING SANCTUARY TO REMAIN

Making an attack roll:

ENDS SANCTUARY


MISTAKE 26 — ROLLING ONE ATTACK FOR ALL SCORCHING RAYS

Each ray has:

ITS OWN ATTACK ROLL


MISTAKE 27 — FORGETTING SCRYING'S SAVE MODIFIERS

Knowledge and physical connection can dramatically alter:

THE TARGET'S SAVE


MISTAKE 28 — SCRYING SOMEONE ON ANOTHER PLANE

Creature Scrying requires the target on:

THE SAME PLANE


MISTAKE 29 — CONCENTRATING ON SEARING SMITE

SRD 5.2.1 Searing Smite:

DOES NOT REQUIRE CONCENTRATION


MISTAKE 30 — MAKING SEARING SMITE'S REPEATED DAMAGE AUTOMATIC FOREVER

Each turn after the damage:

CONSTITUTION SAVE

can end it.


MISTAKE 31 — PUTTING LIVING CREATURES INSIDE SECRET CHEST AS CARGO

Its stated capacity is for:

NONLIVING MATERIAL


MISTAKE 32 — THINKING SEE INVISIBILITY REQUIRES CONCENTRATION

It doesn't.


MISTAKE 33 — MAKING SEEMING PHYSICALLY CHANGE A CREATURE

It is:

AN ILLUSION


MISTAKE 34 — SENDING MORE THAN 25 WORDS

Maximum:

25 WORDS


MISTAKE 35 — THINKING SENDING ALWAYS WORKS BETWEEN PLANES

There is:

5% FAILURE CHANCE


MISTAKE 36 — IGNORING THE RECIPIENT'S ABILITY TO BLOCK SENDING

It can block you for:

8 HOURS


MISTAKE 37 — THINKING A SEQUESTERED CREATURE NEEDS FOOD

It doesn't need:

FOOD, WATER, OR AIR

and doesn't age.


MISTAKE 38 — CHANGING INTO ANY CR WITH SHAPECHANGE

CR must be no higher than:

YOUR LEVEL OR CR


MISTAKE 39 — USING SHAPECHANGE TO BECOME A CONSTRUCT OR UNDEAD

Those types are prohibited.


MISTAKE 40 — RECEIVING NEW TEMP HP EVERY TIME SHAPECHANGE CHANGES FORM

The spell gives the Temp HP from:

THE FIRST FORM WHEN CAST


MISTAKE 41 — MAKING A CONSTRUCT ROLL SHATTER NORMALLY

Constructs have:

DISADVANTAGE ON THE SAVE


MISTAKE 42 — APPLYING SHIELD ONLY TO FUTURE ATTACKS

Its +5 AC includes:

THE TRIGGERING ATTACK


MISTAKE 43 — ROLLING DAMAGE FOR MAGIC MISSILE THROUGH SHIELD

Shield says you take:

NO DAMAGE FROM MAGIC MISSILE


MISTAKE 44 — THINKING SHIELD OF FAITH IS +2 TO SAVING THROWS

It gives:

+2 AC


MISTAKE 45 — USING STRENGTH AUTOMATICALLY WITH SHILLELAGH

You may use:

SPELLCASTING ABILITY

instead.


MISTAKE 46 — KEEPING SHILLELAGH AFTER LETTING GO OF THE WEAPON

The spell:

ENDS


MISTAKE 47 — CONCENTRATING ON SHILLELAGH

It does:

NOT REQUIRE CONCENTRATION


MISTAKE 48 — FORGETTING SHINING SMITE REQUIRES CONCENTRATION

It does.


MISTAKE 49 — THINKING SHOCKING GRASP REMOVES ALL REACTIONS

It specifically prevents:

OPPORTUNITY ATTACKS


MISTAKE 50 — CASTING A VERBAL SPELL INSIDE SILENCE

It is:

IMPOSSIBLE


MISTAKE 51 — MAKING SILENT IMAGE PRODUCE SOUND

It is:

PURELY VISUAL


MISTAKE 52 — TREATING A SIMULACRUM AS A NORMAL RESTING CHARACTER

It can't take:

SHORT OR LONG RESTS


MISTAKE 53 — HEALING SIMULACRUM NORMALLY

Its spell gives a specific repair method:

100 GP PER HP

during your Long Rest.


MISTAKE 54 — CREATING MULTIPLE SIMULACRA BY RECASTING THE SPELL

Your previous simulacrum from this spell is:

DESTROYED


MISTAKE 55 — USING THE OLD HP-POOL METHOD FOR SLEEP

SRD 5.2.1 Sleep uses:

WISDOM SAVING THROWS


MISTAKE 56 — PUTTING A TARGET STRAIGHT TO UNCONSCIOUS WITH ONE FAILED SLEEP SAVE

First failure:

INCAPACITATED

Then a second failed save produces:

UNCONSCIOUS


MISTAKE 57 — MAKING A CONCENTRATION SAVE AFTER FAILING SLEET STORM'S DEX SAVE

The spell directly says:

LOSE CONCENTRATION


MISTAKE 58 — LETTING A SLOWED CREATURE TAKE BOTH ACTION AND BONUS ACTION

It chooses:

ONE OR THE OTHER


MISTAKE 59 — MAKING MULTIPLE ATTACKS WITH THE ATTACK ACTION UNDER SLOW

Maximum:

ONE ATTACK


MISTAKE 60 — FORGETTING SLOW'S SOMATIC SPELL FAILURE CHANCE

It is:

25%


MISTAKE 61 — THINKING SORCEROUS BURST HAS A FIXED DAMAGE TYPE

You choose from:

SEVEN DAMAGE TYPES


MISTAKE 62 — FORGETTING SORCEROUS BURST'S EXPLODING 8s

An 8 can generate:

AN ADDITIONAL D8

within the stated limit.


MISTAKE 63 — THINKING SPARE THE DYING RESTORES 1 HP

It makes the target:

STABLE AT 0 HP


MISTAKE 64 — THINKING SPEAK WITH ANIMALS CHARMS BEASTS

It enables:

COMMUNICATION

not automatic friendship.


MISTAKE 65 — EXPECTING SPEAK WITH DEAD TO KNOW WHAT HAPPENED AFTER DEATH

It can't.


MISTAKE 66 — ASSUMING SPEAK WITH DEAD FORCES TRUTHFUL ANSWERS

It doesn't always do so.


MISTAKE 67 — MAKING ORDINARY PLANTS WALK WITH SPEAK WITH PLANTS

They can't:

UPROOT THEMSELVES AND TRAVEL


MISTAKE 68 — REQUIRING HANDS TO CLIMB WITH SPIDER CLIMB

It explicitly leaves:

THE HANDS FREE


MISTAKE 69 — DEALING SPIKE GROWTH DAMAGE ONLY ON ENTRY

Damage applies while moving:

INTO OR WITHIN

the area.


MISTAKE 70 — DEALING SPIKE GROWTH DAMAGE ONLY ONCE PER TURN

Its damage is based on:

EVERY 5 FEET TRAVELED

not a once-per-turn trigger.


MISTAKE 71 — MAKING SPIRIT GUARDIANS DAMAGE A CREATURE REPEATEDLY ON THE SAME TURN

Maximum save frequency:

ONCE PER TURN


MISTAKE 72 — FORGETTING SPIRITUAL WEAPON REQUIRES CONCENTRATION

In SRD 5.2.1:

IT DOES


MISTAKE 73 — USING AN ACTION EACH TURN FOR SPIRITUAL WEAPON

Its later movement and attacks use:

BONUS ACTION


MISTAKE 74 — THINKING STARRY WISP ONLY DEALS DAMAGE

It also interferes with:

INVISIBLE


MISTAKE 75 — ALLOWING NORMAL VISION THROUGH STINKING CLOUD

It is:

HEAVILY OBSCURED


MISTAKE 76 — REMOVING A CREATURE'S REACTION WITH STINKING CLOUD

Its special restriction says:

NO ACTION OR BONUS ACTION

It does not itself say:

NO REACTION


MISTAKE 77 — BUILDING COMPLICATED CLOCKWORK WITH STONE SHAPE

Fine mechanical detail is:

NOT POSSIBLE


MISTAKE 78 — LIMITING STONESKIN TO NONMAGICAL WEAPONS

SRD 5.2.1 doesn't make that restriction.


MISTAKE 79 — MAKING A SAVE AGAINST EVERY STORM OF VENGEANCE DAMAGE STAGE

Some stages specify saves.

Others:

DO NOT


MISTAKE 80 — FORGETTING STORM OF VENGEANCE'S BATTLEFIELD EFFECTS

The area becomes:

DIFFICULT TERRAIN

HEAVILY OBSCURED

with strong wind, and ranged weapon attacks are impossible.


MISTAKE 81 — GIVING A 40-WORD SUGGESTION

Maximum:

25 WORDS


MISTAKE 82 — SUGGESTING OBVIOUS SELF-DAMAGE

The suggested activity can't obviously deal damage to:

THE TARGET OR ITS ALLIES


MISTAKE 83 — COMMANDING SUMMON DRAGON WITH A BONUS ACTION EVERY TURN

Verbal commands require:

NO ACTION


MISTAKE 84 — LETTING SUMMON DRAGON ACT BEFORE YOU

It acts:

IMMEDIATELY AFTER YOUR TURN

on the same Initiative count.


MISTAKE 85 — FORGETTING SUMMON DRAGON SHARES A RESISTANCE WITH YOU

Choose one of the spirit's Resistances.

You gain it until:

THE SPELL ENDS


MISTAKE 86 — CASTING SUNBEAM ONLY ONCE

The initial casting produces a beam, and later:

MAGIC ACTIONS

can produce new ones.


MISTAKE 87 — FORGETTING SUNBEAM'S LIGHT COUNTS AS SUNLIGHT

It explicitly does.


MISTAKE 88 — GIVING SUNBURST'S BLINDNESS NO FOLLOW-UP SAVE

Affected creatures repeat:

CONSTITUTION SAVES AT END OF THEIR TURNS


MISTAKE 89 — LIMITING SUNBURST'S DARKNESS DISPERSION BY SPELL LEVEL

Its description says Darkness in the area created by:

ANY SPELL


MISTAKE 90 — MOVING A SYMBOL-INSCRIBED OBJECT FAR AWAY

If moved more than:

10 FEET

the glyph breaks and ends without triggering.


MISTAKE 91 — THINKING SYMBOL TRIGGERS ONLY ONCE AND INSTANTLY DISAPPEARS

After activation its dangerous area persists for:

10 MINUTES


MISTAKE 92 — APPLYING SYMBOL TO A CREATURE MORE THAN ONCE PER TURN

A creature is targeted:

ONLY ONCE PER TURN


QUICK RECAP

Lesson 84 introduced one of the broadest collections of magical effects in the course.

You can:

RETURN THE DEAD

with:

  • Revivify

  • Raise Dead

  • Resurrection

  • Reincarnate

WEAKEN ENEMIES

with:

  • Ray of Enfeeblement

  • Ray of Frost

  • Ray of Sickness

  • Slow

PROTECT CREATURES

with:

  • Resilient Sphere

  • Resistance

  • Sanctuary

  • Shield

  • Shield of Faith

  • Stoneskin

MANIPULATE GRAVITY AND SPACE

with:

  • Reverse Gravity

  • Rope Trick

  • Secret Chest

OBSERVE AND COMMUNICATE ACROSS DISTANCE

with:

  • Scrying

  • Sending

  • Speak with Animals

  • Speak with Dead

  • Speak with Plants

REVEAL OR CONCEAL

with:

  • See Invisibility

  • Seeming

  • Sequester

  • Shining Smite

  • Starry Wisp

TRANSFORM

with:

  • Reincarnate

  • Shapechange

  • Shillelagh

  • Stone Shape

CONTROL BATTLEFIELDS

with:

  • Sleet Storm

  • Slow

  • Spike Growth

  • Spirit Guardians

  • Stinking Cloud

  • Storm of Vengeance

  • Symbol

SUMMON

with:

  • Simulacrum

  • Summon Dragon

CHANNEL RADIANT POWER

with:

  • Sacred Flame

  • Shining Smite

  • Starry Wisp

  • Spirit Guardians

  • Sunbeam

  • Sunburst

and:

MANIPULATE MINDS

with:

  • Sleep

  • Suggestion

  • Symbol


PRIME HERO CHALLENGE

A level 13 Wizard has:

Intelligence:

20

Modifier:

+5

Proficiency Bonus:

+5

Therefore:

Spell Save DC:

8 + 5 + 5 =

18

Spell Attack Bonus:

5 + 5 =

+10

Resolve these situations.


CHALLENGE 1 — RAY OF ENFEEBLEMENT

Enemy fails its Constitution save.

It rolls damage:

17

Ray of Enfeeblement's d8:

6

Modified damage:

17 − 6 =

11

It also has:

DISADVANTAGE ON STRENGTH-BASED D20 TESTS


CHALLENGE 2 — RESISTANCE

An ally has Resistance against Lightning from the cantrip.

Incoming Lightning:

24

Resistance roll:

1D4 = 4

Damage:

24 − 4 =

20

If it takes more Lightning damage later during:

THE SAME TURN

it doesn't benefit again from this casting on that turn.


CHALLENGE 3 — REVIVIFY

Ally died:

45 SECONDS AGO

Valid?

YES

Ally died:

90 SECONDS AGO

Valid?

NO

The spell's limit is:

ONE MINUTE


CHALLENGE 4 — SANCTUARY

Enemy tries to attack your warded ally.

It must first:

MAKE A WISDOM SAVE

It fails and has no alternative valid target.

Result:

ATTACK IS LOST


CHALLENGE 5 — SCORCHING RAY

Cast with:

LEVEL 5 SLOT

Base rays:

3

Additional slot levels above 2:

3

Total:

6 RAYS

Each requires:

ITS OWN RANGED SPELL ATTACK

and each hit:

2D6 FIRE


CHALLENGE 6 — SHIELD

Wizard AC:

14

Enemy hits with:

18

Shield raises AC to:

19

Result:

TRIGGERING ATTACK MISSES


CHALLENGE 7 — SHILLELAGH

Level 11 Druid.

Shillelagh weapon die becomes:

D12

The Druid may use:

SPELLCASTING ABILITY

instead of Strength for attack and damage.


CHALLENGE 8 — SPIKE GROWTH

Enemy moves:

30 FEET

through the area.

30 ÷ 5:

6

Damage:

6 × 2d4 =

12D4 PIERCING DAMAGE


CHALLENGE 9 — SPIRITUAL WEAPON

Cleric casts it with:

LEVEL 4 SLOT

Base:

1D8 + MODIFIER

Two slot levels above 2 add:

+2D8

Total:

3D8 + SPELLCASTING ABILITY MODIFIER


CHALLENGE 10 — SLEEP

Enemy fails first Wisdom save.

It becomes:

INCAPACITATED

not yet:

UNCONSCIOUS

At the end of its next turn:

SECOND WISDOM SAVE

Failure:

UNCONSCIOUS


CHALLENGE 11 — SLEET STORM

A Wizard concentrating on Fly starts its turn in Sleet Storm.

It fails the Sleet Storm Dexterity save.

Result:

PRONE

and:

FLY CONCENTRATION IS LOST

No normal Constitution Concentration save is called for by this Sleet Storm effect.


CHALLENGE 12 — SLOW

A slowed Fighter normally has:

THREE ATTACKS

with its Attack action.

While affected by Slow:

ONE ATTACK


CHALLENGE 13 — SUMMON DRAGON

Cast at:

LEVEL 6

AC:

14 + 6 =

20

HP:

50 + 10 =

60

Rend attacks:

6 ÷ 2 =

3 REND ATTACKS

plus:

BREATH WEAPON


CHALLENGE 14 — SUNBURST

Creature fails initial Constitution save.

Damage:

12D6 RADIANT

and:

BLINDED

At the end of each turn:

CONSTITUTION SAVE

Success:

BLINDED ENDS


CHALLENGE 15 — SYMBOL

A creature starts outside the activated Symbol area.

During its turn it enters the:

60-FOOT-RADIUS SPHERE

It is targeted.

Later on that same turn, it leaves and re-enters.

Is it targeted again?

NO

The spell limits a creature to:

ONCE PER TURN


LESSON 84 — KEY TAKEAWAYS

The R–S section shows just how broad spellcasting becomes at higher levels.

A spell may change:

LIFE AND DEATH

GRAVITY

ARMOR CLASS

MOVEMENT

SPECIES

VISIBILITY

TERRAIN

CONCENTRATION

COMMUNICATION

CREATURE BEHAVIOR

WEATHER

PLANAR STORAGE

SENSORY INFORMATION

or even:

THE BODY YOU INHABIT

Several SRD 5.2.1 details are especially important:

SLEEP USES WISDOM SAVING THROWS

SPIRITUAL WEAPON REQUIRES CONCENTRATION

SEARING SMITE DOES NOT REQUIRE CONCENTRATION

STONESKIN RESISTS ALL BLUDGEONING, PIERCING, AND SLASHING DAMAGE AS WRITTEN

SLEET STORM CAN DIRECTLY CAUSE LOSS OF CONCENTRATION

RESISTANCE REDUCES DAMAGE BY 1D4 RATHER THAN GRANTING DAMAGE RESISTANCE

REINCARNATE CAN CHANGE THE CHARACTER'S SPECIES TRAITS

RAISE DEAD DOES NOT RESTORE MISSING BODY PARTS

RESURRECTION DOES RESTORE MISSING BODY PARTS

SHAPECHANGE RETAINS THE CASTER'S ACTUAL HIT POINTS AND MANY PERSONAL STATISTICS

SUMMON DRAGON USES A SCALING DRACONIC SPIRIT STAT BLOCK

and:

SYMBOL CAN CREATE A TEN-MINUTE 60-FOOT-RADIUS HAZARD AFTER IT TRIGGERS

As always:

READ THE EXACT SRD 5.2.1 SPELL DESCRIPTION

A familiar spell name doesn't tell you everything the current spell actually does.


NEXT LESSON

LESSON 85 — SPELL COMPENDIUM T–Z

The next lesson completes the entire alphabetical SRD 5.2.1 spell catalogue.

We will cover the spells beginning with:

T

through:

Z

including magic for:

TELEKINESIS

TELEPATHY

TELEPORTATION

TIME MANIPULATION

TRUE SEEING

TRUE RESURRECTION

TSUNAMIS

VAMPIRIC MAGIC

WALLS OF FORCE, FIRE, ICE, AND STONE

WATER

WEATHER

WISH

WIND

and:

ZONES OF TRUTH

Lesson 85 will therefore bring the five-part Spell Compendium to its conclusion.

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.