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:
-
cast Shocking Grasp,
-
hit,
-
move away,
-
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:
-
move the weapon up to 20 feet,
-
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.