Nom | Niveau | École | Temps d'incantation | Effet | Portée | Durée | Composantes | Plus |
---|---|---|---|---|---|---|---|---|
Harm | 6 | Necromancy | 1 action | 60 feet | Instantaneous | V,S |
Harm6
Necromancy
1 action
60 feet
Instantaneous
V,S
You unleash a virulent disease on a creature that you can see within range. The target must make a constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. |
|
Haste | 3 | Transmutation | 1 action | 30 feet | Up to 1 minute | V,S,M |
Haste3
Transmutation
1 action
30 feet
Up to 1 minute
V,S,M
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it. |
|
Heal | 6 | Evocation | 1 action | 60 feet | Instantaneous | V,S |
Heal6
Evocation
1 action
60 feet
Instantaneous
V,S
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. |
|
Healing Word | 1 | Evocation | 1 bonus action | 60 feet | Instantaneous | V |
Healing Word1
Evocation
1 bonus action
60 feet
Instantaneous
V
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. |
|
Heat Metal | 2 | Transmutation | 1 action | 60 feet | Up to 1 minute | V,S,M |
Heat Metal2
Transmutation
1 action
60 feet
Up to 1 minute
V,S,M
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. |
|
Hellish Rebuke | 1 | Evocation | 1 reaction | 60 feet | Instantaneous | V,S |
Hellish Rebuke1
Evocation
1 reaction
60 feet
Instantaneous
V,S
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. |
|
Heroes' Feast | 6 | Conjuration | 10 minutes | 30 feet | Instantaneous | V,S,M |
Heroes' Feast6
Conjuration
10 minutes
30 feet
Instantaneous
V,S,M
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. |
|
Heroism | 1 | Enchantment | 1 action | Touch | Up to 1 minute | V,S |
Heroism1
Enchantment
1 action
Touch
Up to 1 minute
V,S
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. |
|
Hideous Laughter | 1 | Enchantment | 1 action | 30 feet | Up to 1 minute | V,S,M |
Hideous Laughter1
Enchantment
1 action
30 feet
Up to 1 minute
V,S,M
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another wisdom saving throw. The target had advantage on the saving throw if it's triggered by damage. On a success, the spell ends. |
|
Hold Monster | 5 | Enchantment | 1 action | 90 feet | Up to 1 minute | V,S,M |
Hold Monster5
Enchantment
1 action
90 feet
Up to 1 minute
V,S,M
Choose a creature you can see and reach. The target must make a saving throw of Wisdom or be paralyzed for the duration of the spell. This spell has no effect against the undead. At the end of each round, the target can make a new saving throw of Wisdom. If successful, the spell ends for the creature. When you cast this spell using a level 6 or higher location, you can target an additional creature for each level of location beyond the fifth. The creatures must be within 30 feet o f each other when you target them. |
|
Hold Person | 2 | Enchantment | 1 action | 60 feet | Up to 1 minute | V,S,M |
Hold Person2
Enchantment
1 action
60 feet
Up to 1 minute
V,S,M
Choose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends on the target. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. |
|
Holy Aura | 8 | Abjuration | 1 action | Sphere 30 feet | Self | Up to 1 minute | V,S,M |
Holy Aura8
Abjuration
1 action
Sphere 30 feet
Self
Up to 1 minute
V,S,M
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a constitution saving throw or be blinded until the spell ends. |
Hunter's Mark | 1 | Divination | 1 bonus action | 90 feet | Up to 1 hour | V |
Hunter's Mark1
Divination
1 bonus action
90 feet
Up to 1 hour
V
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. |
|
Hypnotic Pattern | 3 | Illusion | 1 action | 120 feet | Up to 1 minute | S,M |
Hypnotic Pattern3
Illusion
1 action
120 feet
Up to 1 minute
S,M
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. |
|
Ice Storm | 4 | Evocation | 1 action | Cylinder 20 feet | 300 feet | Instantaneous | V,S,M |
Ice Storm4
Evocation
1 action
Cylinder 20 feet
300 feet
Instantaneous
V,S,M
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. |
Identify | 1 | Divination | 1 minute | Touch | Instantaneous | V,S,M |
Identify1
Divination
1 minute
Touch
Instantaneous
V,S,M
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. |
|
Illusory Script | 1 | Illusion | 1 minute | Touch | 10 days | S,M |
Illusory Script1
Illusion
1 minute
Touch
10 days
S,M
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message. |
|
Imprisonment | 9 | Abjuration | 1 minute | 30 feet | Until dispelled | V,S,M |
Imprisonment9
Abjuration
1 minute
30 feet
Until dispelled
V,S,M
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. ***Burial.*** The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb. ***Chaining.*** Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. ***Hedged Prison.*** The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade. ***Minimus Containment.*** The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. ***Slumber.*** The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs. ***Ending the Spell.*** During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding. |
|
Incendiary Cloud | 8 | Conjuration | 1 action | Sphere 20 feet | 150 feet | Up to 1 minute | V,S |
Incendiary Cloud8
Conjuration
1 action
Sphere 20 feet
150 feet
Up to 1 minute
V,S
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. |
Inflict Wounds | 1 | Necromancy | 1 action | Melee | Touch | Instantaneous | V,S |
Inflict Wounds1
Necromancy
1 action
Melee
Touch
Instantaneous
V,S
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. |
Insect Plague | 5 | Conjuration | 1 action | Sphere 20 feet | 300 feet | Up to 10 minutes | V,S,M |
Insect Plague5
Conjuration
1 action
Sphere 20 feet
300 feet
Up to 10 minutes
V,S,M
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. |
Instant Summons | 6 | Conjuration | 1 minute | Touch | Until dispelled | V,S,M |
Instant Summons6
Conjuration
1 minute
Touch
Until dispelled
V,S,M
You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect. |
|
Invisibility | 2 | Illusion | 1 action | Touch | Up to 1 hour | V,S,M |
Invisibility2
Illusion
1 action
Touch
Up to 1 hour
V,S,M
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. |
|
Irresistible Dance | 6 | Enchantment | 1 action | 30 feet | Up to 1 minute | V |
Irresistible Dance6
Enchantment
1 action
30 feet
Up to 1 minute
V
Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a wisdom saving throw to regain control of itself. On a successful save, the spell ends. |
|
Jump | 1 | Transmutation | 1 action | Touch | 1 minute | V,S,M |
Jump1
Transmutation
1 action
Touch
1 minute
V,S,M
You touch a creature. The creature's jump distance is tripled until the spell ends. |