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.