Secret Lesson 85

Spell Compendium T–Z

Lesson 84 carried us through the spell catalogue from:

R–S

Now we reach the final alphabetical section of the SRD 5.2.1 spell catalogue:

T–Z

This lesson completes the entire Spell Compendium begun in Lesson 79.

Here we encounter some of the most reality-altering magic in the game:

TELEKINESIS

TELEPATHY

TELEPORTATION

TIME MANIPULATION

TRANSFORMATION

RESURRECTION

MAGICAL WALLS

WEATHER AND WIND

and finally:

WISH

All spell mechanics below are drawn from the SRD 5.2.1 spell descriptions.


PART ONE — COMPLETE T–Z SPELL INDEX

T SPELLS

Spell Level School Classes
Telekinesis 5 Transmutation Sorcerer, Wizard
Telepathic Bond 5 Divination Bard, Wizard
Teleport 7 Conjuration Bard, Sorcerer, Wizard
Teleportation Circle 5 Conjuration Bard, Sorcerer, Warlock, Wizard
Thaumaturgy Cantrip Transmutation Cleric
Thunderwave 1 Evocation Bard, Druid, Sorcerer, Wizard
Time Stop 9 Transmutation Sorcerer, Wizard
Tiny Hut 3 Evocation Bard, Wizard
Tongues 3 Divination Bard, Cleric, Sorcerer, Warlock, Wizard
Transport via Plants 6 Conjuration Druid
Tree Stride 5 Conjuration Druid, Ranger
True Polymorph 9 Transmutation Bard, Warlock, Wizard
True Resurrection 9 Necromancy Cleric, Druid
True Seeing 6 Divination Bard, Cleric, Sorcerer, Warlock, Wizard
True Strike Cantrip Divination Bard, Sorcerer, Warlock, Wizard
Tsunami 8 Conjuration Druid

U SPELLS

Spell Level School Classes
Unseen Servant 1 Conjuration Bard, Warlock, Wizard

V SPELLS

Spell Level School Classes
Vampiric Touch 3 Necromancy Sorcerer, Warlock, Wizard
Vicious Mockery Cantrip Enchantment Bard
Vitriolic Sphere 4 Evocation Sorcerer, Wizard

W SPELLS

Spell Level School Classes
Wall of Fire 4 Evocation Druid, Sorcerer, Wizard
Wall of Force 5 Evocation Wizard
Wall of Ice 6 Evocation Wizard
Wall of Stone 5 Evocation Druid, Sorcerer, Wizard
Wall of Thorns 6 Conjuration Druid
Warding Bond 2 Abjuration Cleric, Paladin
Water Breathing 3 Transmutation Druid, Ranger, Sorcerer, Wizard
Water Walk 3 Transmutation Cleric, Druid, Ranger, Sorcerer
Web 2 Conjuration Sorcerer, Wizard
Weird 9 Illusion Warlock, Wizard
Wind Walk 6 Transmutation Druid
Wind Wall 3 Evocation Druid, Ranger
Wish 9 Conjuration Sorcerer, Wizard
Word of Recall 6 Conjuration Cleric

Z SPELLS

Spell Level School Classes
Zone of Truth 2 Enchantment Bard, Cleric, Paladin

There are no X- or Y-named spells in the SRD 5.2.1 spell catalogue.


PART TWO — TELEKINESIS

Level 5 Transmutation — Sorcerer, Wizard

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

Telekinesis lets you manipulate:

CREATURES

and:

OBJECTS

with thought alone.

When you cast it, and again as a:

MAGIC ACTION

on later turns, choose one creature or object you can see within 60 feet. You may keep affecting the same target or switch targets; switching releases the previous one.


TELEKINESIS AGAINST A CREATURE

The creature must be:

HUGE OR SMALLER

It makes:

STRENGTH SAVING THROW

Success

It resists that use.

Failure

You may move it:

UP TO 30 FEET

in any direction, while keeping it within the spell's range.

It also gains:

RESTRAINED

until:

THE END OF YOUR NEXT TURN

If suspended in the air, it remains there temporarily.

At the end of your next turn it falls unless you use the effect on it again and it fails its save.


TELEKINESIS AGAINST AN OBJECT

A Huge or smaller object that isn't:

WORN

or:

CARRIED

is moved automatically up to:

30 FEET

in any direction within the spell's range.

If somebody is wearing or carrying the object, that creature instead makes:

STRENGTH SAVING THROW

Failure allows you to:

PULL THE OBJECT AWAY

and move it.

Telekinesis can also provide fine manipulation of objects rather than only brute-force movement.


IMPORTANT

Telekinesis is not an attack roll.

Against creatures, its core contest is:

STRENGTH SAVE VS YOUR SPELL SAVE DC


PART THREE — TELEPATHIC BOND

Level 5 Divination — Bard, Wizard

Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M, two eggs
Duration: 1 hour

Choose up to:

EIGHT WILLING CREATURES

within range.

They become psychically linked to:

EVERY OTHER TARGET

 


LANGUAGE

The creatures don't need to:

SHARE A LANGUAGE

to communicate through the bond.

But a creature unable to communicate in:

ANY LANGUAGE

isn't affected.


DISTANCE AFTER CASTING

Once linked, the creatures can communicate:

ACROSS ANY DISTANCE

However:

THE BOND DOESN'T CROSS PLANES

So two bonded adventurers on opposite sides of a continent can communicate.

One on the Material Plane and another on a different plane cannot.


RITUAL CASTING

Telepathic Bond has:

RITUAL

so an eligible caster can potentially avoid spending a spell slot by using the Ritual rules.


PART FOUR — TELEPORT

Level 7 Conjuration — Bard, Sorcerer, Wizard

Casting Time: Action
Range: 10 feet
Components: V
Duration: Instantaneous

Teleport can transport:

YOU + UP TO EIGHT WILLING CREATURES

that you can see within range.

Alternatively, it can transport:

ONE LARGE OR SMALLER OBJECT

you can see, provided an unwilling creature isn't holding or carrying it.


DESTINATION

The destination must:

BE KNOWN TO YOU

and:

BE ON THE SAME PLANE OF EXISTENCE

But arrival isn't always guaranteed to be precise.

Your familiarity determines the result.


TELEPORTATION OUTCOME TABLE

Familiarity Mishap Similar Area Off Target On Target
Permanent Circle 01–00
Linked Object 01–00
Very Familiar 01–05 06–13 14–24 25–00
Seen Casually 01–33 34–43 44–53 54–00
Viewed Once or Described 01–43 44–53 54–73 74–00
False Destination 01–50 51–00

The GM rolls:

1D100

 


PERMANENT CIRCLE

If you know the sigil sequence of a permanent teleportation circle:

ARRIVAL IS AUTOMATICALLY ON TARGET


LINKED OBJECT

If you possess an object taken from the desired destination within:

THE LAST SIX MONTHS

the teleport is also:

AUTOMATICALLY ON TARGET


VERY FAMILIAR

Examples include somewhere:

  • you visit often,

  • you have studied carefully,

  • or you can actually see when casting.

Still:

A MISHAP IS POSSIBLE


MISHAP

Every teleporting creature—or the transported object—takes:

3D10 FORCE DAMAGE

Then the GM:

ROLLS AGAIN

Multiple Mishaps can occur.


SIMILAR AREA

You arrive at a place that is:

VISUALLY OR THEMATICALLY SIMILAR

to the intended destination.


OFF TARGET

You arrive:

2D12 MILES AWAY

in a random direction determined with:

1D8

d8 Direction
1 East
2 Southeast
3 South
4 Southwest
5 West
6 Northwest
7 North
8 Northeast

FALSE DESTINATION

This represents somewhere that:

DOESN'T ACTUALLY EXIST

You cannot achieve an On Target result for such a location.


PART FIVE — TELEPORTATION CIRCLE

Level 5 Conjuration — Bard, Sorcerer, Warlock, Wizard

Casting Time: 1 minute
Range: 10 feet
Components: V, M, rare inks worth 50+ GP, consumed
Duration: 1 round

During casting you draw:

A 5-FOOT-RADIUS CIRCLE

on the ground.

It links your position to a:

PERMANENT TELEPORTATION CIRCLE

on the same plane whose:

SIGIL SEQUENCE YOU KNOW

 


THE PORTAL

The portal remains until:

THE END OF YOUR NEXT TURN

Any creature entering it appears:

WITHIN 5 FEET OF THE DESTINATION CIRCLE

or in the nearest unoccupied space if necessary.


LEARNING SIGIL SEQUENCES

When you first gain the ability to cast the spell, you learn:

TWO MATERIAL PLANE DESTINATIONS

chosen by the GM.

You can learn additional sequences during adventures.

Studying a new sequence for:

1 MINUTE

is enough to commit it to memory.


MAKING YOUR OWN PERMANENT CIRCLE

Cast Teleportation Circle in:

THE SAME LOCATION

every day for:

365 DAYS

and the circle becomes permanent.


LONG CASTING

Its Casting Time is:

1 MINUTE

so the longer-casting rules from Lesson 73 apply while you perform the casting.


PART SIX — THAUMATURGY

Transmutation Cantrip — Cleric

Casting Time: Action
Range: 30 feet
Components: V
Duration: Up to 1 minute

Thaumaturgy creates minor supernatural effects.

You can maintain up to:

THREE OF ITS 1-MINUTE EFFECTS AT ONCE

by casting it repeatedly.


ALTERED EYES

Change the appearance of your eyes for:

1 MINUTE


BOOMING VOICE

Your voice becomes up to:

THREE TIMES AS LOUD

for 1 minute.

You also have:

ADVANTAGE ON CHARISMA (INTIMIDATION) CHECKS

during that time.


FIRE PLAY

Cause flames to:

  • flicker

  • brighten

  • dim

  • change color

for:

1 MINUTE


INVISIBLE HAND

Instantly cause an:

UNLOCKED DOOR OR WINDOW

to fly open or slam shut.


PHANTOM SOUND

Create an instantaneous sound from a point in range.


TREMORS

Create harmless ground tremors for:

1 MINUTE

Thaumaturgy is therefore mainly:

UTILITY + PRESENTATION + SOCIAL SUPPORT

rather than direct combat damage.


PART SEVEN — THUNDERWAVE

Level 1 Evocation — Bard, Druid, Sorcerer, Wizard

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

Thunderwave affects each creature in a:

15-FOOT CUBE

originating from you.

Targets make:

CONSTITUTION SAVING THROWS

 


FAILED SAVE

2D8 THUNDER DAMAGE

and:

PUSHED 10 FEET AWAY FROM YOU


SUCCESSFUL SAVE

HALF DAMAGE

with no push.


OBJECTS

Unsecured objects entirely inside the Cube are also:

PUSHED 10 FEET AWAY


SOUND

The spell creates a boom audible from:

300 FEET

So Thunderwave is not subtle.


HIGHER SLOTS

Each slot level above 1:

+1D8 THUNDER DAMAGE


PART EIGHT — TIME STOP

Level 9 Transmutation — Sorcerer, Wizard

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

Time stops for:

EVERYONE EXCEPT YOU

You immediately take:

1D4 + 1 TURNS IN A ROW

while no time passes for other creatures.


DURING THOSE TURNS

You can:

MOVE

and:

TAKE ACTIONS

normally.

But there are crucial restrictions.


TIME STOP ENDS IF YOU AFFECT SOMEONE ELSE

The spell ends if:

  • one of your actions during the stopped time affects another creature, or

  • an effect you create affects another creature, or

  • an effect affects an object somebody else is wearing or carrying.


DISTANCE LIMIT

Time Stop also ends if you move more than:

1,000 FEET

from the place where you cast it.


IMPORTANT

Time Stop isn't:

“GET 1D4 + 1 FREE ATTACK TURNS”

Attacking someone would affect another creature and therefore end the stopped-time sequence.

The spell is especially suited to actions that:

AFFECT ONLY YOU OR THE ENVIRONMENT WITHOUT YET AFFECTING OTHERS

subject to the exact rules of whatever effects you create.


PART NINE — TINY HUT

Level 3 Evocation — Bard, Wizard

Casting Time: 1 minute or Ritual
Range: Self
Components: V, S, M, a crystal bead
Duration: 8 hours

A stationary:

10-FOOT EMANATION

appears around you.

If the Emanation can't completely encapsulate the creatures inside its area at the time of casting:

THE SPELL FAILS

 


WHO CAN PASS THROUGH?

Creatures and objects inside when you cast Tiny Hut:

CAN PASS THROUGH FREELY

Everything else:

IS BARRED FROM PASSING THROUGH


SPELLS

Spells of:

LEVEL 3 OR LOWER

can't be cast through the Emanation.

Their effects also can't:

EXTEND INTO IT

from outside.


ENVIRONMENT

Inside is:

COMFORTABLE

and:

DRY

regardless of outside weather.


LIGHT

You can command the interior to have:

DIM LIGHT

or:

DARKNESS

No action is required.


VISIBILITY

From outside:

OPAQUE

From inside:

TRANSPARENT


LEAVING

If:

YOU LEAVE THE EMANATION

the spell ends early.

It also ends if:

YOU CAST TINY HUT AGAIN


PART TEN — TONGUES

Level 3 Divination — Bard, Cleric, Sorcerer, Warlock, Wizard

Casting Time: Action
Range: Touch
Components: V, M, miniature ziggurat
Duration: 1 hour

The touched creature can understand:

ANY SPOKEN OR SIGNED LANGUAGE

that it hears or sees.


OTHER PEOPLE UNDERSTAND THE TARGET TOO

When the target communicates through:

SPEECH

or:

SIGN

any creature that knows at least one language can understand the target, provided it can:

HEAR THE SPEECH

or:

SEE THE SIGNING


NO CONCENTRATION

Tongues lasts:

ONE HOUR

without occupying Concentration.


PART ELEVEN — TRANSPORT VIA PLANTS

Level 6 Conjuration — Druid

Casting Time: Action
Range: 10 feet
Components: V, S
Duration: 1 minute

Choose a:

LARGE OR LARGER INANIMATE PLANT

within range.

It becomes magically linked to another plant:

ANY DISTANCE AWAY

provided both are on:

THE SAME PLANE

and you have previously:

SEEN OR TOUCHED THE DESTINATION PLANT

 


USING THE LINK

Any creature can step into the first plant and emerge from the other by spending:

5 FEET OF MOVEMENT

This is not limited only to:

YOU

or:

YOUR ALLIES

The spell says:

ANY CREATURE


PART TWELVE — TREE STRIDE

Level 5 Conjuration — Druid, Ranger

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

Tree Stride lets you enter one living tree and emerge from another.

The destination must be:

THE SAME KIND OF TREE

within:

500 FEET

Both trees must be:

LIVING

and at least:

AS LARGE AS YOU

 


MOVEMENT COST

Enter the first tree:

5 FEET OF MOVEMENT

You instantly know the locations of eligible trees within:

500 FEET

Emerging from the chosen destination costs another:

5 FEET


NO MOVEMENT LEFT?

If you have no movement remaining when you enter:

YOU REAPPEAR WITHIN 5 FEET OF THE TREE YOU ENTERED


FREQUENCY

You can use this transportation:

ONCE PER TURN

and must end:

EVERY TURN OUTSIDE A TREE


PART THIRTEEN — TRUE POLYMORPH

Level 9 Transmutation — Bard, Warlock, Wizard

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

True Polymorph can perform three major transformations:

CREATURE → CREATURE

OBJECT → CREATURE

CREATURE → OBJECT

An unwilling creature may make:

WISDOM SAVING THROW

to resist.


MAKING IT LAST

Normally the transformation lasts for the spell's duration or until the target:

DIES

or:

IS DESTROYED

But if you maintain Concentration for the full:

ONE HOUR

the transformation lasts:

UNTIL DISPELLED

This is one of True Polymorph's defining features.


CREATURE INTO CREATURE

The new form's Challenge Rating must be:

EQUAL TO OR LOWER THAN THE TARGET'S CR OR LEVEL

Most game statistics are replaced by:

THE NEW FORM'S STAT BLOCK

But the target retains:

HIT POINTS

HIT POINT DICE

ALIGNMENT

PERSONALITY


TEMPORARY HIT POINTS

The target receives Temp HP equal to:

THE NEW FORM'S HIT POINTS

Any remaining Temp HP vanish when:

THE SPELL ENDS

Unlike ordinary Polymorph, this description doesn't say the transformation ends simply because those Temporary Hit Points are depleted.

Follow the exact spell description.


SPEAKING AND SPELLCASTING

The creature is limited by:

THE NEW FORM'S ANATOMY

and can't:

SPEAK

or:

CAST SPELLS


EQUIPMENT

Its gear:

MELDS INTO THE NEW FORM

and can't be used or provide benefits while transformed.


OBJECT INTO CREATURE

The new creature:

  • can't be larger than the object,

  • must have CR 9 or lower.

It is:

FRIENDLY TO YOU AND YOUR ALLIES

In combat, it acts:

IMMEDIATELY AFTER YOU

and obeys:

YOUR COMMANDS


AFTER ONE HOUR

If the spell continues beyond the first hour:

YOU NO LONGER CONTROL IT

Its later attitude can depend on:

HOW YOU TREATED IT


CREATURE INTO OBJECT

The creature and its worn/carried equipment become an object no larger than:

THE CREATURE'S SIZE

Its statistics become:

THE OBJECT'S STATISTICS

After returning to normal, it has:

NO MEMORY OF TIME SPENT AS THE OBJECT


PART FOURTEEN — TRUE RESURRECTION

Level 9 Necromancy — Cleric, Druid

Casting Time: 1 hour
Range: Touch
Components: V, S, M, diamonds worth 25,000+ GP, consumed
Duration: Instantaneous

True Resurrection can return a creature dead for no longer than:

200 YEARS

provided it didn't die from:

OLD AGE

 


RETURNING CONDITION

The creature returns with:

ALL ITS HIT POINTS


IT ALSO

CLOSES ALL WOUNDS

NEUTRALIZES POISON

CURES MAGICAL CONTAGIONS

LIFTS CURSES THAT AFFECTED IT WHEN IT DIED

and replaces:

DAMAGED OR MISSING ORGANS AND LIMBS


UNDEAD TARGET

If the creature was:

UNDEAD

it is restored to:

ITS NON-UNDEAD FORM


NO BODY LEFT?

True Resurrection can create:

A NEW BODY

If the original no longer exists, speak:

THE CREATURE'S NAME

It appears in an unoccupied space within:

10 FEET OF YOU


COMPARE THE RESURRECTION LADDER

Spell Maximum Time Dead Body Restoration
Revivify 1 minute No missing parts
Raise Dead 10 days No missing parts
Reincarnate 10 days Creates a new body
Resurrection 100 years Restores missing parts
True Resurrection 200 years Can even create a new body

True Resurrection represents the highest resurrection magic contained in the SRD spell list.


PART FIFTEEN — TRUE SEEING

Level 6 Divination — Bard, Cleric, Sorcerer, Warlock, Wizard

Casting Time: Action
Range: Touch
Components: V, S, M, mushroom powder worth 25+ GP, consumed
Duration: 1 hour

Touch one willing creature.

It gains:

TRUESIGHT 120 FEET

for one hour.


WHAT DOES TRUESIGHT DO?

Within its range, Truesight allows vision through several kinds of deception.

It can perceive through:

NORMAL AND MAGICAL DARKNESS

It sees:

INVISIBLE CREATURES AND OBJECTS

Visual illusions appear:

TRANSPARENT

and the creature automatically succeeds on saving throws against them.

It can discern:

TRUE FORMS OF MAGICALLY TRANSFORMED CREATURES OR OBJECTS

and see into:

THE ETHEREAL PLANE

 


PART SIXTEEN — TRUE STRIKE

Divination Cantrip — Bard, Sorcerer, Warlock, Wizard

Casting Time: Action
Range: Self
Components: S, M, a proficient weapon worth at least 1 CP
Duration: Instantaneous

True Strike is now an:

IMMEDIATE WEAPON ATTACK

made as part of casting the spell.


ATTACK ABILITY

Instead of Strength or Dexterity, use:

YOUR SPELLCASTING ABILITY

for both:

ATTACK ROLL

and:

DAMAGE ROLL


DAMAGE TYPE

If the attack deals damage, choose between:

THE WEAPON'S NORMAL DAMAGE TYPE

or:

RADIANT


CANTRIP UPGRADE

Additional Radiant damage:

Character Level Extra Radiant Damage
1–4
5–10 1d6
11–16 2d6
17+ 3d6

The additional damage is Radiant even if you choose to retain:

THE WEAPON'S NORMAL DAMAGE TYPE

for the weapon's regular damage.


PART SEVENTEEN — TSUNAMI

Level 8 Conjuration — Druid

Casting Time: 1 minute
Range: 1 mile
Components: V, S
Duration: Concentration, up to 6 rounds

You create an enormous wall of water.

Maximum dimensions:

300 FEET LONG

300 FEET HIGH

50 FEET THICK

 


WHEN IT APPEARS

Every creature in the wall makes:

STRENGTH SAVING THROW

Failure:

6D10 BLUDGEONING

Success:

HALF


THE MOVING WALL

At the start of each of your later turns:

THE WALL MOVES 50 FEET AWAY FROM YOU

and carries creatures inside it.


CREATURES HIT BY THE MOVING WALL

A Huge or smaller creature:

  • already inside it, or

  • whose space it enters

must make:

STRENGTH SAVE

Failure:

5D10 BLUDGEONING

A creature can take this moving-wall damage:

ONLY ONCE PER ROUND


THE TSUNAMI WEAKENS

At the end of each of your turns:

Height:

−50 FEET

Later damage:

−1D10

When its height becomes:

0 FEET

the spell ends.


ESCAPING

A creature inside can try to swim.

To move at all, it must succeed on:

STRENGTH (ATHLETICS)

against:

YOUR SPELL SAVE DC

Failure:

IT CAN'T MOVE

If it gets out:

IT FALLS TO THE GROUND


PART EIGHTEEN — UNSEEN SERVANT

Level 1 Conjuration — Bard, Warlock, Wizard

Casting Time: Action or Ritual
Range: 60 feet
Components: V, S, M, a bit of string and wood
Duration: 1 hour

Create an:

INVISIBLE

MINDLESS

SHAPELESS

MEDIUM FORCE

 


SERVANT STATISTICS

AC: 10
HP: 1
Strength: 2

It:

CAN'T ATTACK

At 0 HP:

SPELL ENDS


COMMANDING IT

Once on each of your turns, use:

BONUS ACTION

to mentally command it.

It can move:

UP TO 15 FEET

and:

INTERACT WITH AN OBJECT


SIMPLE TASKS

Examples include:

  • fetching

  • cleaning

  • mending

  • folding clothing

  • lighting fires

  • serving food

  • pouring drinks

After receiving a task it works until finished and then:

WAITS


DISTANCE LIMIT

If you command it to perform something that would take it more than:

60 FEET AWAY FROM YOU

the spell ends.


PART NINETEEN — VAMPIRIC TOUCH

Level 3 Necromancy — Sorcerer, Warlock, Wizard

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

Make a:

MELEE SPELL ATTACK

against a creature within reach.

Hit:

3D6 NECROTIC DAMAGE

You regain HP equal to:

HALF THE NECROTIC DAMAGE DEALT

 


EXAMPLE

Damage dealt:

18 NECROTIC

Healing:

18 ÷ 2 =

9 HP


REPEAT ATTACKS

While maintaining the spell, use:

MAGIC ACTION

on later turns to attack again.

You can attack:

THE SAME TARGET

or:

A DIFFERENT TARGET


HIGHER SLOTS

Every slot level above 3:

+1D6 NECROTIC DAMAGE


PART TWENTY — VICIOUS MOCKERY

Enchantment Cantrip — Bard

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

Target one creature you can:

SEE

or:

HEAR

within range.

It makes:

WISDOM SAVING THROW

 


FAILED SAVE

1D6 PSYCHIC DAMAGE

and:

DISADVANTAGE ON ITS NEXT ATTACK ROLL

provided that attack occurs before:

THE END OF ITS NEXT TURN


SUCCESSFUL SAVE

No damage or additional effect.


CANTRIP UPGRADE

Level Damage
1–4 1d6
5–10 2d6
11–16 3d6
17+ 4d6

PART TWENTY-ONE — VITRIOLIC SPHERE

Level 4 Evocation — Sorcerer, Wizard

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

A ball of acid explodes in a:

20-FOOT-RADIUS SPHERE

Every creature there makes:

DEXTERITY SAVING THROW

 


FAILED SAVE

Immediate:

10D4 ACID

Then at the end of the target's next turn:

+5D4 ACID


SUCCESSFUL SAVE

The creature takes:

HALF THE INITIAL DAMAGE ONLY

It doesn't take the delayed 5d4.


HIGHER SLOTS

For every slot level above 4:

+2D4 TO THE INITIAL DAMAGE

The delayed damage remains:

5D4

unless another rule says otherwise.


PART TWENTY-TWO — WALL OF FIRE

Level 4 Evocation — Druid, Sorcerer, Wizard

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

Create either:

  • a wall up to 60 feet long, 20 feet high, 1 foot thick, or

  • a ring up to 20 feet in diameter, 20 feet high, 1 foot thick.

The wall is:

OPAQUE

 


INITIAL APPEARANCE

Every creature in the wall's area:

DEXTERITY SAVE

Failure:

5D8 FIRE

Success:

HALF


CHOOSE THE DANGEROUS SIDE

When casting, choose:

ONE SIDE

That side deals 5d8 Fire to a creature that:

  • ends its turn inside the wall,

  • ends its turn within 10 feet of that side,

  • or enters the wall for the first time on a turn.

The opposite side:

DEALS NO DAMAGE

from that continuing effect.


HIGHER SLOTS

+1D8 PER SLOT LEVEL ABOVE 4


PART TWENTY-THREE — WALL OF FORCE

Level 5 Evocation — Wizard

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

Wall of Force creates an:

INVISIBLE BARRIER

You can form:

  • a hemisphere,

  • a globe up to 10-foot radius,

  • or ten contiguous 10-by-10-foot panels.

Thickness:

1/4 INCH

 


CREATURE IN ITS SPACE

If the wall cuts through a creature's space when created:

YOU CHOOSE WHICH SIDE IT IS PUSHED TO


NOTHING PHYSICAL PASSES

NOTHING CAN PHYSICALLY PASS THROUGH THE WALL


DAMAGE

The wall is:

IMMUNE TO ALL DAMAGE


DISPEL MAGIC?

NO

Wall of Force can't be dispelled with:

DISPEL MAGIC


DISINTEGRATE?

YES

Disintegrate:

DESTROYS IT INSTANTLY


ETHEREAL PLANE

Wall of Force extends into:

THE ETHEREAL PLANE

and blocks ethereal travel through it.

This is one of the game's clearest examples of:

A SPECIFIC SPELL WITH VERY SPECIFIC COUNTERS


PART TWENTY-FOUR — WALL OF ICE

Level 6 Evocation — Wizard

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

Create:

  • a hemisphere/globe up to 10-foot radius, or

  • ten contiguous 10-foot-square panels.

Thickness:

1 FOOT

 


WHEN IT APPEARS THROUGH A CREATURE

The creature is pushed to one side and makes:

DEXTERITY SAVE

Failure:

10D6 COLD

Success:

HALF


THE WALL CAN BE BROKEN

Each 10-foot section has:

AC 12

30 HP

Immunities:

COLD

POISON

PSYCHIC

Vulnerability:

FIRE


BREAKING A SECTION

At 0 HP:

THAT SECTION IS DESTROYED

but leaves:

FRIGID AIR


WALKING THROUGH THE FRIGID AIR

First time on a turn:

CONSTITUTION SAVE

Failure:

5D6 COLD

Success:

HALF


HIGHER SLOTS

Each slot above 6:

Initial wall damage:

+2D6

Frigid-air damage:

+1D6


PART TWENTY-FIVE — WALL OF STONE

Level 5 Evocation — Druid, Sorcerer, Wizard

Casting Time: Action
Range: 120 feet
Components: V, S, M, granite cube
Duration: Concentration, up to 10 minutes

Create a:

NONMAGICAL SOLID STONE WALL

with ten panels.

Normal panels:

10 × 10 FEET

6 INCHES THICK

Alternatively:

10 × 20 FEET

3 INCHES THICK

 


ENCLOSING A CREATURE

If a creature would become completely surrounded by the wall and/or another solid surface:

DEXTERITY SAVE

Success allows it to use:

REACTION

to move up to:

ITS SPEED

and escape enclosure.


SUPPORT

The wall:

  • can take many shapes,

  • doesn't need to be vertical,

  • doesn't have to rest on a conventional foundation,

but must:

MERGE WITH AND BE SUPPORTED BY EXISTING STONE


BRIDGES

A span longer than:

20 FEET

requires smaller panels to create:

SUPPORTS


DURABILITY

Each panel:

AC 15

and:

30 HP PER INCH OF THICKNESS

So a normal 6-inch panel has:

30 × 6 =

180 HP

while a 3-inch panel has:

90 HP

Immunities:

POISON

PSYCHIC


PERMANENT WALL

If you maintain Concentration for the full:

10 MINUTES

the wall becomes:

PERMANENT

and:

CAN'T BE DISPELLED

Otherwise it disappears when the spell ends.


PART TWENTY-SIX — WALL OF THORNS

Level 6 Conjuration — Druid

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

Choose:

Straight Wall

Up to:

60 FEET LONG

10 FEET HIGH

5 FEET THICK

or:

Circular Wall

20-FOOT DIAMETER

up to:

20 FEET HIGH

5 FEET THICK

The wall:

BLOCKS LINE OF SIGHT

 


WHEN IT APPEARS

Creatures inside:

DEXTERITY SAVE

Failure:

7D8 PIERCING

Success:

HALF


MOVEMENT THROUGH IT

For each:

1 FOOT MOVED

a creature spends:

4 FEET OF MOVEMENT


ADDITIONAL DAMAGE

The first time a creature enters a wall space on a turn or ends its turn there:

DEXTERITY SAVE

Failure:

7D8 SLASHING

Success:

HALF

A creature makes this save:

ONLY ONCE PER TURN


HIGHER SLOTS

Every slot level above 6:

+1D8 TO BOTH DAMAGE TYPES

That means both:

  • initial Piercing damage,

  • continuing Slashing damage

increase.


PART TWENTY-SEVEN — WARDING BOND

Level 2 Abjuration — Cleric, Paladin

Casting Time: Action
Range: Touch
Components: V, S, M, two platinum rings worth 50+ GP each
Duration: 1 hour

The caster and target must wear:

THE TWO RINGS

for the duration.

Touch another:

WILLING CREATURE

 


WHILE WITHIN 60 FEET

The target gains:

+1 AC

+1 TO SAVING THROWS

and:

RESISTANCE TO ALL DAMAGE


THE COST TO THE CASTER

Whenever the target takes damage:

YOU TAKE THE SAME AMOUNT OF DAMAGE

So Warding Bond doesn't simply erase danger.

It:

REDISTRIBUTES IT


THE SPELL ENDS IF

  • you fall to 0 HP,

  • you are separated by more than 60 feet,

  • Warding Bond is cast again on either connected creature.


NO CONCENTRATION

This defensive spell lasts:

ONE HOUR

without Concentration.


PART TWENTY-EIGHT — WATER BREATHING

Level 3 Transmutation — Druid, Ranger, Sorcerer, Wizard

Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M, short reed
Duration: 24 hours

Choose up to:

TEN WILLING CREATURES

They can:

BREATHE UNDERWATER

for:

24 HOURS

 


NORMAL BREATHING REMAINS

They don't lose their usual respiration.

A creature that normally breathes air can still:

BREATHE AIR


NO CONCENTRATION

And it can be cast as:

A RITUAL

making this a powerful exploration spell.


PART TWENTY-NINE — WATER WALK

Level 3 Transmutation — Cleric, Druid, Ranger, Sorcerer

Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M, cork
Duration: 1 hour

Choose up to:

TEN WILLING CREATURES

They can move across liquid surfaces as though they were:

HARMLESS SOLID GROUND

 


EXAMPLES

The SRD includes:

  • water

  • acid

  • mud

  • snow

  • quicksand

  • lava

But the surface becoming traversable doesn't automatically erase other environmental dangers.

For example:

LAVA CAN STILL DAMAGE YOU WITH ITS HEAT


ENTERING OR LEAVING THE LIQUID

An affected creature can use:

BONUS ACTION

to pass between:

THE SURFACE

and:

THE LIQUID BELOW


FALLING INTO IT

If you fall into the liquid:

YOU PASS THROUGH THE SURFACE

instead of automatically landing on top.


PART THIRTY — WEB

Level 2 Conjuration — Sorcerer, Wizard

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

Web fills a:

20-FOOT CUBE

The area is:

DIFFICULT TERRAIN

and:

LIGHTLY OBSCURED

 


THE WEBS REQUIRE SUPPORT

They must be:

  • anchored between two solid masses, or

  • laid across a floor, wall, or ceiling.

Otherwise they collapse and the spell ends:

AT THE START OF YOUR NEXT TURN

Web laid over a flat surface has a depth of:

5 FEET


CREATURE ENTERS OR STARTS THERE

First entry on a turn or starting the turn inside:

DEXTERITY SAVE

Failure:

RESTRAINED

while remaining in the webs or until it breaks free.


BREAKING FREE

A Restrained creature can take:

ACTION

and make:

STRENGTH (ATHLETICS)

against:

YOUR SPELL SAVE DC

Success:

NO LONGER RESTRAINED


FIRE

The webs are:

FLAMMABLE

A 5-foot Cube exposed to fire burns away in:

1 ROUND

A creature starting its turn in that fire takes:

2D4 FIRE DAMAGE


PART THIRTY-ONE — WEIRD

Level 9 Illusion — Warlock, Wizard

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

Choose creatures inside a:

30-FOOT-RADIUS SPHERE

centered on a point within range.

Each chosen creature makes:

WISDOM SAVING THROW

 


FAILED INITIAL SAVE

10D10 PSYCHIC DAMAGE

and:

FRIGHTENED

for the duration.


SUCCESSFUL INITIAL SAVE

HALF DAMAGE

and no Frightened condition from the spell.


FRIGHTENED TARGET'S LATER TURNS

At the end of each turn:

WISDOM SAVE

Failure

5D10 PSYCHIC DAMAGE

Success

SPELL ENDS ON THAT TARGET

Weird therefore combines:

AREA DAMAGE

FEAR

and:

REPEATED PSYCHIC DAMAGE


PART THIRTY-TWO — WIND WALK

Level 6 Transmutation — Druid

Casting Time: 1 minute
Range: 30 feet
Components: V, S, M, a candle
Duration: 8 hours

Choose yourself and up to:

TEN WILLING CREATURES

You transform into:

CLOUDLIKE GASEOUS FORMS

 


CLOUD FORM

Each target gains:

FLY SPEED 300 FEET

and:

HOVER

It has Immunity to:

PRONE

and Resistance to:

BLUDGEONING

PIERCING

SLASHING


ACTION LIMITATION

While in cloud form, the only actions available are:

DASH

or:

MAGIC ACTION TO BEGIN RETURNING TO NORMAL


TRANSFORMING BACK

Reverting takes:

1 MINUTE

During that minute the creature has:

STUNNED


BECOMING A CLOUD AGAIN

Until the spell ends, a target can return to cloud form with:

MAGIC ACTION

followed by another:

1-MINUTE TRANSFORMATION


IF THE SPELL ENDS WHILE FLYING

The target descends:

60 FEET PER ROUND

for up to:

1 MINUTE

and lands safely if it reaches the ground.

If still airborne after that minute:

IT FALLS


PART THIRTY-THREE — WIND WALL

Level 3 Evocation — Druid, Ranger

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

Create a wall up to:

50 FEET LONG

15 FEET HIGH

1 FOOT THICK

It must form:

ONE CONTINUOUS PATH ALONG THE GROUND

 


INITIAL DAMAGE

Creatures in its area:

STRENGTH SAVE

Failure:

4D8 BLUDGEONING

Success:

HALF


STRONG WIND EFFECTS

The wall keeps away:

FOG

SMOKE

OTHER GASES


SMALL FLYING CREATURES AND OBJECTS

Small or smaller flying creatures or objects:

CAN'T PASS THROUGH


LIGHT MATERIALS

Loose lightweight materials:

FLY UPWARD


ORDINARY PROJECTILES

Arrows, bolts, and similar ordinary projectiles targeting something behind the wall:

AUTOMATICALLY MISS


HEAVY PROJECTILES

Boulders hurled by Giants, siege engines, and similar projectiles:

ARE UNAFFECTED


GASEOUS CREATURES

Creatures in gaseous form:

CAN'T PASS THROUGH


PART THIRTY-FOUR — WISH

Level 9 Conjuration — Sorcerer, Wizard

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

Wish is described by the SRD as:

THE MIGHTIEST SPELL A MORTAL CAN CAST

Its safest and most flexible basic use is:

DUPLICATING ANOTHER SPELL OF LEVEL 8 OR LOWER

 


DUPLICATING A SPELL

You don't need to meet that spell's normal casting requirements, including:

COSTLY COMPONENTS

The duplicated spell simply:

TAKES EFFECT

This is the key special case because using Wish this way avoids the dangerous stress associated with its other uses.


ALTERNATIVE EFFECT 1 — OBJECT CREATION

Create one nonmagical object worth up to:

25,000 GP

Maximum dimension:

300 FEET

It appears on the ground in:

AN UNOCCUPIED SPACE YOU CAN SEE


ALTERNATIVE EFFECT 2 — INSTANT HEALTH

You and up to:

TWENTY CREATURES YOU CAN SEE

regain:

ALL HIT POINTS

and end all effects on them that are listed in:

GREATER RESTORATION


ALTERNATIVE EFFECT 3 — RESISTANCE

Up to:

TEN CREATURES YOU CAN SEE

gain permanent:

RESISTANCE TO ONE DAMAGE TYPE

of your choice.


ALTERNATIVE EFFECT 4 — SPELL IMMUNITY

Up to:

TEN CREATURES

gain immunity to:

ONE SPELL OR OTHER MAGICAL EFFECT

for:

8 HOURS


ALTERNATIVE EFFECT 5 — SUDDEN LEARNING

Replace one of your feats with:

ANOTHER FEAT FOR WHICH YOU QUALIFY

You lose the old feat's benefits and gain:

THE NEW FEAT'S BENEFITS

You can't replace a feat that is currently a prerequisite for:

ANOTHER FEAT OR FEATURE


ALTERNATIVE EFFECT 6 — ROLL REDO

Choose a die roll made:

WITHIN THE LAST ROUND

You force it to be:

REROLLED

You can require the reroll with:

ADVANTAGE

or:

DISADVANTAGE

Then choose whether reality uses:

THE ORIGINAL RESULT

or:

THE NEW RESULT

This can potentially alter something as important as:

A FAILED SAVE

or:

A CRITICAL HIT


ALTERNATIVE EFFECT 7 — RESHAPE REALITY

You can ask for something not specifically covered by the listed effects.

At this point:

THE GM DETERMINES WHAT HAPPENS

The GM has broad latitude.

The desired result can:

  • work,

  • work only partly,

  • have unintended consequences,

  • or fail entirely.

The larger and more disruptive the wish:

THE GREATER THE RISK OF UNEXPECTED RESULTS

A wish attempting to:

UNDO THE MULTIVERSE ITSELF

simply:

FAILS

 


WISH STRESS

If you use Wish for anything other than:

DUPLICATING A LEVEL 8 OR LOWER SPELL

you suffer serious magical stress.


STRESS EFFECT 1 — CASTING OTHER SPELLS HURTS YOU

Until you finish a:

LONG REST

each time you cast another spell, you take:

1D10 NECROTIC DAMAGE PER LEVEL OF THAT SPELL

This damage:

CAN'T BE REDUCED OR PREVENTED


EXAMPLE

You later cast a level 6 spell.

Damage:

6D10 NECROTIC


STRESS EFFECT 2 — STRENGTH 3

Your Strength becomes:

3

for:

2D4 DAYS


RECOVERY THROUGH REST

For each recovery day in which you do nothing more than:

LIGHT ACTIVITY

your remaining recovery time decreases by:

2 DAYS


STRESS EFFECT 3 — POSSIBLY LOSE WISH FOREVER

There is a:

33% CHANCE

that you become:

UNABLE TO CAST WISH EVER AGAIN

after suffering this stress.


THE SAFE WISH

The distinction to memorize is:

Duplicate a level 8 or lower spell

NO WISH STRESS

Use one of Wish's other effects

WISH STRESS APPLIES

That difference is one of the most important rules in the spell.


PART THIRTY-FIVE — WORD OF RECALL

Level 6 Conjuration — Cleric

Casting Time: Action
Range: 5 feet
Components: V
Duration: Instantaneous

You and up to:

FIVE WILLING CREATURES

within 5 feet instantly teleport to:

YOUR PREVIOUSLY DESIGNATED SANCTUARY

 


PREPARING THE SANCTUARY

You must first cast:

WORD OF RECALL

at a location you want to designate as your sanctuary.

A location such as:

A TEMPLE

can serve this purpose.


IF NO SANCTUARY WAS PREPARED

The spell:

HAS NO EFFECT


ARRIVAL

You and the transported creatures appear in the nearest unoccupied spaces to:

THE POINT YOU DESIGNATED


PART THIRTY-SIX — ZONE OF TRUTH

Level 2 Enchantment — Bard, Cleric, Paladin

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

Create a:

15-FOOT-RADIUS SPHERE

centered on a point within range.


ENTERING OR STARTING INSIDE

A creature makes:

CHARISMA SAVING THROW

when it:

  • enters for the first time on a turn,

  • or starts its turn there.


FAILED SAVE

The creature:

CAN'T SPEAK A DELIBERATE LIE

while inside.


YOU KNOW THE RESULT

The caster knows whether a creature:

SUCCEEDED

or:

FAILED

its save.


DOES THE SPELL FORCE ANSWERS?

NO

A creature affected by Zone of Truth can:

  • remain silent,

  • avoid a question,

  • use evasive language.

What it can't do is:

DELIBERATELY SPEAK A LIE


THE CREATURE KNOWS

An affected creature is aware that:

THE SPELL IS AFFECTING IT

So Zone of Truth isn't secret mind control.


PART THIRTY-SEVEN — THE TELEPORTATION FAMILY

Several spells in this lesson transport creatures, but they operate very differently.

Spell Main Limitation
Teleport Long-distance travel; accuracy depends on familiarity
Teleportation Circle Must link to a known permanent circle
Transport via Plants Plant-to-plant, same plane
Tree Stride Same kind of living tree within 500 ft
Word of Recall Returns to your prepared sanctuary

There is no universal rule saying:

“TELEPORTATION ALWAYS REQUIRES SIGHT”

The general Teleportation rule says the specific teleportation effect tells you whether its destination must be seen. Teleportation also doesn't use movement unless a rule says otherwise and doesn't provoke Opportunity Attacks.

Always read:

THE SPECIFIC TRANSPORT SPELL


PART THIRTY-EIGHT — THE WALL FAMILY

The five major wall spells in this section have radically different purposes.

Spell Defining Feature
Wall of Fire Opaque, damaging fire with one dangerous side
Wall of Force Invisible, physically impassable, immune to damage
Wall of Ice Damaging wall that can be broken
Wall of Stone Physical stone that can become permanent
Wall of Thorns Blocks sight, slows movement severely, damages traversal

“Wall spell” therefore does not mean:

THE SAME BARRIER WITH A DIFFERENT DAMAGE TYPE

Each has its own:

  • geometry

  • durability

  • visibility

  • movement interaction

  • damage

  • counters

  • duration


PART THIRTY-NINE — LONG CASTING TIMES IN THIS LESSON

Several T–Z spells reinforce Lesson 73.

Teleportation Circle

1 MINUTE

Tiny Hut

1 MINUTE OR RITUAL

True Resurrection

1 HOUR

Tsunami

1 MINUTE

Wind Walk

1 MINUTE

Whenever a spell has a Casting Time of:

1 MINUTE OR LONGER

remember the general longer-casting rules.

You must continue the casting over multiple turns, using the required:

MAGIC ACTIONS

and maintaining:

CONCENTRATION DURING THE CASTING

This is separate from whether the completed spell later requires Concentration.


PART FORTY — SPELLS THAT DON'T REQUIRE CONCENTRATION

Several powerful spells here have significant durations without Concentration.

Examples:

TINY HUT — 8 HOURS

TONGUES — 1 HOUR

TRANSPORT VIA PLANTS — 1 MINUTE

WATER BREATHING — 24 HOURS

WATER WALK — 1 HOUR

WARDING BOND — 1 HOUR

WIND WALK — 8 HOURS

Wind Walk has a 1-minute casting period, so Concentration is required while performing that long casting under the general casting rule, but its completed 8-hour Duration isn't listed as Concentration.

The distinction matters.


PART FORTY-ONE — COSTLY COMPONENTS

This lesson also reinforces a rule introduced earlier:

COSTLY DOES NOT AUTOMATICALLY MEAN CONSUMED

The spell must say.


TELEPORTATION CIRCLE

Rare inks:

50+ GP

CONSUMED


TRUE RESURRECTION

Diamonds:

25,000+ GP

CONSUMED


TRUE SEEING

Mushroom powder:

25+ GP

CONSUMED


WARDING BOND

Two platinum rings:

50+ GP EACH

They must be:

WORN FOR THE DURATION

The spell doesn't say the rings are consumed.


WISH

Its own spell entry has:

ONLY A VERBAL COMPONENT

and when Wish duplicates a level 8 or lower spell:

YOU DON'T NEED TO MEET THAT SPELL'S CASTING REQUIREMENTS

including its costly components.


COMMON BEGINNER MISTAKES

MISTAKE 1 — ROLLING AN ATTACK FOR TELEKINESIS AGAINST A CREATURE

It uses:

STRENGTH SAVING THROW


MISTAKE 2 — THINKING TELEKINESIS CAN MOVE ANY-SIZED CREATURE

Maximum:

HUGE


MISTAKE 3 — THINKING TELEPATHIC BOND CROSSES PLANES

It doesn't.


MISTAKE 4 — THINKING TELEPORT IS ALWAYS PERFECT

Its reliability depends on:

FAMILIARITY


MISTAKE 5 — FORGETTING TELEPORT MISHAPS CAN REPEAT

After:

3D10 FORCE DAMAGE

the GM rolls again.

Another Mishap is possible.


MISTAKE 6 — USING TELEPORT BETWEEN PLANES

The destination must be on:

THE SAME PLANE


MISTAKE 7 — USING TELEPORTATION CIRCLE WITHOUT KNOWING THE DESTINATION SIGILS

You need:

ITS SIGIL SEQUENCE


MISTAKE 8 — FORGETTING TELEPORTATION CIRCLE'S INKS ARE CONSUMED

They cost:

50+ GP PER CASTING


MISTAKE 9 — MAKING A PERMANENT CIRCLE AFTER ONE CAST

It requires:

365 DAYS OF CASTING IN THE SAME LOCATION


MISTAKE 10 — USING THAUMATURGY AS AN OPEN-ENDED REALITY CANTRIP

Choose from:

ITS LISTED EFFECTS


MISTAKE 11 — CASTING THUNDERWAVE AS A DISTANT CUBE

Its Range is:

SELF

The Cube originates from:

YOU


MISTAKE 12 — FORGETTING THUNDERWAVE IS LOUD

Audible:

300 FEET


MISTAKE 13 — USING TIME STOP TO ATTACK EVERYONE FOR MULTIPLE TURNS

Affecting another creature:

ENDS THE SPELL


MISTAKE 14 — MOVING 2,000 FEET DURING TIME STOP

The spell ends beyond:

1,000 FEET FROM THE CASTING LOCATION


MISTAKE 15 — INVITING NEW CREATURES THROUGH TINY HUT

Creatures outside when cast:

ARE BARRED FROM PASSING THROUGH


MISTAKE 16 — WALKING AWAY FROM YOUR TINY HUT

If the caster leaves:

SPELL ENDS


MISTAKE 17 — THINKING TONGUES CHARMS CREATURES

It provides:

LANGUAGE COMPREHENSION

not friendship or compulsion.


MISTAKE 18 — USING TRANSPORT VIA PLANTS ACROSS PLANES

Both plants must be:

ON THE SAME PLANE


MISTAKE 19 — USING TREE STRIDE BETWEEN DIFFERENT TREE TYPES

They must be:

THE SAME KIND


MISTAKE 20 — ENDING A TURN INSIDE A TREE

Tree Stride requires:

END EVERY TURN OUTSIDE


MISTAKE 21 — USING TRUE POLYMORPH'S TARGET LEVEL AS A BONUS TO CR

The new form's CR must be:

NO HIGHER THAN THE TARGET'S CR OR LEVEL


MISTAKE 22 — THINKING TRUE POLYMORPH WORKS EXACTLY LIKE ORDINARY POLYMORPH

It doesn't.

Read its:

OWN STAT REPLACEMENT AND TEMP HP RULES


MISTAKE 23 — THINKING TRUE POLYMORPH'S TEMP HP REPLACES ACTUAL HP

The target explicitly:

RETAINS ITS HIT POINTS

and gains a separate Temporary HP pool.


MISTAKE 24 — FORGETTING FULL-DURATION TRUE POLYMORPH CAN BECOME UNTIL DISPELLED

Maintain Concentration for:

THE FULL HOUR


MISTAKE 25 — USING TRUE RESURRECTION ON OLD-AGE DEATH

It can't.


MISTAKE 26 — THINKING TRUE RESURRECTION NEEDS THE ORIGINAL BODY

It can:

PROVIDE A NEW BODY

if the original no longer exists.


MISTAKE 27 — FORGETTING TRUE RESURRECTION'S COMPONENT COST

25,000+ GP IN DIAMONDS

consumed.


MISTAKE 28 — THINKING TRUE SEEING REQUIRES CONCENTRATION

It doesn't.


MISTAKE 29 — USING STRENGTH OR DEXTERITY AUTOMATICALLY WITH TRUE STRIKE

The spell uses:

SPELLCASTING ABILITY

for attack and damage.


MISTAKE 30 — WAITING A ROUND FOR TRUE STRIKE TO HELP A FUTURE ATTACK

The weapon attack happens:

AS PART OF CASTING THE CANTRIP


MISTAKE 31 — THINKING TSUNAMI STAYS IN ONE PLACE

It moves:

50 FEET AWAY FROM YOU EACH LATER TURN


MISTAKE 32 — DEALING TSUNAMI'S MOVING-WALL DAMAGE MULTIPLE TIMES PER ROUND TO THE SAME CREATURE

Maximum:

ONCE PER ROUND


MISTAKE 33 — LETTING UNSEEN SERVANT ATTACK

It:

CAN'T ATTACK


MISTAKE 34 — SENDING UNSEEN SERVANT HUNDREDS OF FEET AWAY

A task taking it beyond:

60 FEET FROM YOU

ends the spell.


MISTAKE 35 — HEALING FULL VAMPIRIC TOUCH DAMAGE

Healing is:

HALF THE NECROTIC DAMAGE DEALT


MISTAKE 36 — THINKING VICIOUS MOCKERY REQUIRES THE TARGET TO SEE YOU

You can target a creature you:

SEE OR HEAR


MISTAKE 37 — DEALING VITRIOLIC SPHERE'S DELAYED DAMAGE AFTER A SUCCESSFUL SAVE

Success takes:

HALF INITIAL DAMAGE ONLY


MISTAKE 38 — MAKING BOTH SIDES OF WALL OF FIRE EQUALLY DANGEROUS

Choose:

ONE DAMAGING SIDE


MISTAKE 39 — TRYING TO DESTROY WALL OF FORCE WITH NORMAL DAMAGE

It is:

IMMUNE TO ALL DAMAGE


MISTAKE 40 — USING DISPEL MAGIC ON WALL OF FORCE

It:

CAN'T BE DISPELLED THAT WAY


MISTAKE 41 — FORGETTING DISINTEGRATE DESTROYS WALL OF FORCE

It does:

INSTANTLY


MISTAKE 42 — TREATING WALL OF ICE AS INVULNERABLE

It has:

AC 12

and:

30 HP PER 10-FOOT SECTION


MISTAKE 43 — WALKING THROUGH A DESTROYED WALL OF ICE SECTION WITHOUT RISK

The remaining frigid air can deal:

5D6 COLD


MISTAKE 44 — THINKING WALL OF STONE IS MAGICAL STONE

The created wall is explicitly:

NONMAGICAL


MISTAKE 45 — MAKING WALL OF STONE PERMANENT WITHOUT COMPLETING CONCENTRATION

You must maintain it for:

THE FULL 10 MINUTES


MISTAKE 46 — TREATING WALL OF THORNS AS ORDINARY DIFFICULT TERRAIN

Every 1 foot moved through requires:

4 FEET OF MOVEMENT


MISTAKE 47 — CONFUSING WALL OF THORNS' TWO DAMAGE TYPES

Initial creation:

PIERCING

Moving/ending inside:

SLASHING


MISTAKE 48 — THINKING WARDING BOND MAKES DAMAGE DISAPPEAR

The target gains Resistance, but:

THE CASTER ALSO TAKES DAMAGE


MISTAKE 49 — FORGETTING WARDING BOND ENDS AT MORE THAN 60 FEET

Distance matters after casting.


MISTAKE 50 — THINKING WATER BREATHING REPLACES NORMAL BREATHING

Affected creatures retain:

THEIR NORMAL RESPIRATION


MISTAKE 51 — THINKING WATER WALK MAKES LAVA COLD

You can stand on its surface, but:

HEAT CAN STILL DAMAGE YOU


MISTAKE 52 — THINKING WEB WORKS IN EMPTY AIR INDEFINITELY

Without proper anchoring:

IT COLLAPSES


MISTAKE 53 — FORGETTING WEB IS FLAMMABLE

A burning 5-foot Cube disappears after:

1 ROUND


MISTAKE 54 — THINKING WEIRD DAMAGES ONLY ONCE

A Frightened creature that fails later saves takes:

5D10 PSYCHIC

again.


MISTAKE 55 — THINKING WIND WALK'S CLOUD FORM CAN FIGHT NORMALLY

Available actions are limited to:

DASH

or beginning transformation via:

MAGIC ACTION


MISTAKE 56 — INSTANTLY RETURNING TO NORMAL FROM WIND WALK

Transformation requires:

1 MINUTE

and causes:

STUNNED

during that transformation.


MISTAKE 57 — THINKING WIND WALL STOPS EVERY PROJECTILE

Ordinary arrows and bolts are stopped.

Huge boulders and comparable heavy projectiles:

AREN'T


MISTAKE 58 — THINKING WISH ALWAYS RISKS LOSING WISH

The dangerous stress is triggered when using Wish for:

SOMETHING OTHER THAN DUPLICATING A LEVEL 8 OR LOWER SPELL


MISTAKE 59 — THINKING WISH CAN SAFELY PRODUCE ANY DESIRED RESULT

Open-ended reality reshaping is:

SUBJECT TO THE GM'S RULING

and can fail or have unexpected consequences.


MISTAKE 60 — FORGETTING WISH'S 33% PERMANENT-LOSS RISK AFTER STRESS

After a stressful use:

33% CHANCE YOU CAN NEVER CAST WISH AGAIN


MISTAKE 61 — CASTING WORD OF RECALL BEFORE PREPARING A SANCTUARY

It has:

NO EFFECT


MISTAKE 62 — THINKING ZONE OF TRUTH FORCES SOMEONE TO ANSWER

It doesn't.

Affected creatures can:

REFUSE

or:

EVADE

They simply can't deliberately lie.


MISTAKE 63 — THINKING THE CASTER DOESN'T KNOW WHO RESISTED ZONE OF TRUTH

The caster knows whether each creature:

SUCCEEDED OR FAILED


QUICK RECAP

Lesson 85 completes the entire SRD 5.2.1 spell catalogue.

You have now learned magic that can:

MOVE CREATURES WITH THOUGHT

with Telekinesis.

CONNECT MINDS

with Telepathic Bond.

CROSS VAST DISTANCES

with Teleport, Teleportation Circle, Transport via Plants, Tree Stride, and Word of Recall.

STOP TIME

with Time Stop.

CREATE MAGICAL SHELTER

with Tiny Hut.

UNDERSTAND LANGUAGES

with Tongues.

COMPLETELY TRANSFORM CREATURES AND OBJECTS

with True Polymorph.

RETURN SOMEONE DEAD FOR TWO CENTURIES

with True Resurrection.

SEE THROUGH SUPERNATURAL DECEPTION

with True Seeing.

TURN A WEAPON ATTACK INTO A CANTRIP

with True Strike.

UNLEASH A MOVING WALL OF WATER

with Tsunami.

CREATE INVISIBLE HELP

with Unseen Servant.

STEAL LIFE FORCE

with Vampiric Touch.

ATTACK WITH PSYCHIC INSULTS

with Vicious Mockery.

DISSOLVE ENEMIES WITH ACID

with Vitriolic Sphere.

BUILD BATTLEFIELD BARRIERS

with five different wall spells.

SHARE DAMAGE AND PROTECTION

with Warding Bond.

BREATHE OR WALK ACROSS WATER

with Water Breathing and Water Walk.

RESTRAIN CREATURES

with Web.

MANIFEST NIGHTMARES

with Weird.

BECOME LIVING CLOUDS

with Wind Walk.

CONTROL PROJECTILES AND GASES

with Wind Wall.

ALTER REALITY ITSELF

with Wish.

and:

PREVENT DELIBERATE LIES

with Zone of Truth.


PRIME HERO CHALLENGE

You are now operating at advanced spellcaster level.

Resolve each situation using the exact SRD rules.


CHALLENGE 1 — TELEKINESIS

A Huge monster fails its Strength save.

Can you move it?

YES

Maximum creature size:

HUGE

Maximum movement:

30 FEET

within the spell's range.

It also becomes:

RESTRAINED

until the end of your next turn.


CHALLENGE 2 — TELEPORT

The party attempts to Teleport somewhere the caster has:

SEEN CASUALLY

The GM rolls:

29

Table result:

Seen Casually:

  • 01–33 Mishap

Therefore:

MISHAP

Each traveler takes:

3D10 FORCE DAMAGE

Then:

THE GM ROLLS AGAIN


CHALLENGE 3 — TIME STOP

You roll:

1D4 = 3

Extra turns:

3 + 1 =

4 TURNS

Can you spend all four turns attacking a dragon?

NO

Affecting another creature ends Time Stop.


CHALLENGE 4 — TRUE STRIKE

A Wizard has:

Intelligence:

18

Modifier:

+4

Proficiency Bonus:

+4

The Wizard casts True Strike with a proficient weapon.

Attack bonus:

4 + 4 =

+8

The spell allows Intelligence—the spellcasting ability—to replace the weapon's usual Strength or Dexterity for:

ATTACK

and:

DAMAGE


CHALLENGE 5 — WALL OF STONE

You maintain Concentration for:

FULL 10 MINUTES

Result:

WALL BECOMES PERMANENT

and:

CAN'T BE DISPELLED


CHALLENGE 6 — WEB

Enemy enters Web and fails its Dexterity save.

Condition:

RESTRAINED

To break free:

ACTION

then:

STRENGTH (ATHLETICS)

against:

YOUR SPELL SAVE DC


CHALLENGE 7 — WEIRD

Target fails its first Wisdom save.

Initial:

10D10 PSYCHIC

plus:

FRIGHTENED

At end of its turn, it fails again.

Additional:

5D10 PSYCHIC

The spell continues on that target.


CHALLENGE 8 — WARDING BOND

The protected ally would take:

30 DAMAGE

but has Resistance from Warding Bond.

Damage the target takes:

30 ÷ 2 =

15

The caster then takes:

THE SAME AMOUNT OF DAMAGE THE TARGET TOOK

so:

15

before considering any separate rule that specifically modifies the caster's own incoming damage.


CHALLENGE 9 — WISH

You use Wish to duplicate a:

LEVEL 8 SPELL

Do you suffer Wish's special stress?

NO


You instead use Wish to permanently grant ten creatures Resistance.

Stress?

YES


CHALLENGE 10 — ZONE OF TRUTH

A creature fails its save.

You ask:

“Did you steal the crown?”

Can it say:

“No”

if it knowingly stole it?

NO

Can it remain silent?

YES

Can it answer evasively without deliberately lying?

YES

Zone of Truth prevents:

DELIBERATE LIES

It does not compel:

ANSWERS


LESSON 85 — KEY TAKEAWAYS

The most important lessons from the final spell section are:

TELEPORTATION SPELLS EACH HAVE THEIR OWN DESTINATION RULES

TELEPORT CAN MISHAP

TELEPORTATION CIRCLE REQUIRES KNOWN SIGILS

TIME STOP ENDS WHEN YOUR ACTIONS OR EFFECTS AFFECT OTHERS

TINY HUT ENDS IF ITS CASTER LEAVES

TRUE POLYMORPH IS NOT THE SAME MECHANIC AS ORDINARY POLYMORPH

TRUE RESURRECTION CAN CREATE A NEW BODY

TRUE STRIKE MAKES THE WEAPON ATTACK AS PART OF THE SPELL

WALL OF FORCE IS IMMUNE TO DAMAGE BUT DISINTEGRATE DESTROYS IT

WALL OF STONE CAN BECOME PERMANENT

WARDING BOND PROTECTS THE TARGET BY SHARING DANGER WITH THE CASTER

WEB REQUIRES PHYSICAL SUPPORT

WIND WALK'S 300-FOOT FLY SPEED COMES WITH SEVERE ACTION LIMITATIONS

ZONE OF TRUTH PREVENTS DELIBERATE LIES BUT DOES NOT FORCE ANSWERS

and above all:

WISH'S SAFEST USE IS DUPLICATING A LEVEL 8 OR LOWER SPELL

because using Wish for its other effects exposes the caster to:

NECROTIC DAMAGE AFTER LATER SPELLCASTING

STRENGTH 3

and:

A 33% CHANCE OF LOSING WISH FOREVER


THE SPELL COMPENDIUM IS COMPLETE

Across Lessons:

79 — A–B

80 — C–D

81 — E–G

82 — H–L

83 — M–P

84 — R–S

85 — T–Z

you have now worked through the complete alphabetical collection of spell descriptions contained in the:

SRD 5.2.1

You should now be able to look at a spell and systematically identify:

LEVEL

SCHOOL

CASTING TIME

RANGE

COMPONENTS

DURATION

CONCENTRATION

RITUAL STATUS

TARGETS

SAVING THROWS

ATTACK ROLLS

DAMAGE

CONDITIONS

MOVEMENT EFFECTS

HIGHER-LEVEL SCALING

and:

SPECIAL EXCEPTIONS

That completes the:

SPELLCASTING AND SPELLS

section of this course.

The next stage changes direction completely.

Instead of learning individual spells, we begin mastering the vocabulary that ties the entire game together.


NEXT LESSON

LESSON 86 — RULES GLOSSARY A–C

The Rules Glossary is one of the most important sections of the SRD 5.2.1 because it defines the precise game meanings of terms that appear throughout:

COMBAT

SPELLS

CLASSES

FEATS

EQUIPMENT

MAGIC ITEMS

and:

MONSTER STAT BLOCKS

Lesson 86 begins the complete glossary from:

A

through:

C

including rules and terms connected to:

ACTIONS

AREA OF EFFECT

ATTACKS

BLINDSIGHT

BLOODIED

BONUS ACTIONS

CHARMED

CLIMBING

CONCENTRATION

CONDITIONS

COVER

and every other glossary entry in that alphabetical range.

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.