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S l o w mouth and can’t be undead. The spell fails if the corpse
3rd-level transmutation was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five
Casting Time: 1 action
questions. The corpse knows only what it knew in life,
Range: 120 feet
including the languages it knew. Answers are usually
Components: V, S, M (a drop of molasses)
brief, cryptic, or repetitive, and the corpse is under no
Duration: Concentration, up to 1 minute
com pulsion to offer a truthful answer if you are hostile
You alter time around up to six creatures o f your to it or it recognizes you as an enemy. This spell doesn’t
choice in a 40-foot cube within range. Each target must return the creature’s soul to its body, only its animating
succeed on a W isdom saving throw or be affected by spirit. Thus, the corpse can’t learn new information,
this spell for the duration. doesn’t comprehend anything that has happened since it
An affected target’s speed is halved, it takes a -2 died, and can’t speculate about future events.
penalty to AC and Dexterity saving throws, and it can’t
use reactions. On its turn, it can use either an action or S p e a k w i t h P l a n t s
a bonus action, not both. Regardless of the creature’s 3rd-level transmutation
abilities or magic items, it can’t make m ore than one Casting Time: 1 action
melee or ranged attack during its turn.
Range: Self (30-foot radius)
If the creature attempts to cast a spell with a casting
Components: V, S
time of 1 action, roll a d20. On an 11 or higher, the spell
Duration: 10 minutes
doesn’t take effect until the creature’s next turn, and the
You imbue plants within 30 feet of you with limited
creature must use its action on that turn to complete the
spell. If it can’t, the spell is wasted. sentience and animation, giving them the ability
A creature affected by this spell makes another to com m unicate with you and follow your simple
W isdom saving throw at the end of its turn. On a com m ands. You can question plants about events in the
spell’s area within the past day, gaining information
successful save, the effect ends for it.
about creatures that have passed, weather, and other
S p a r e t h e D y i n g circum stances.
Necromancy cantrip You can also turn difficult terrain caused by plant
growth (such as thickets and undergrowth) into ordinary
Casting Time: 1 action
terrain that lasts for the duration. Or you can turn
Range: Touch
ordinary terrain where plants are present into difficult
Components: V, S
terrain that lasts for the duration, causing vines and
Duration: Instantaneous
branches to hinder pursuers, for example.
You touch a living creature that has 0 hit points. The Plants might be able to perform other tasks on your
creature becom es stable. This spell has no effect on behalf, at the DM ’s discretion. The spell doesn’t enable
undead or constructs. plants to uproot themselves and move about, but they
can freely move branches, tendrils, and stalks.
S p e a k w i t h A n i m a l s
If a plant creature is in the area, you can communicate
1st-level divination (ritual) with it as if you shared a com m on language, but you
Casting Time: 1 action gain no magical ability to influence it.
Range: Self This spell can cause the plants created by the entangle
Components: V, S spell to release a restrained creature.
Duration: 10 minutes
S p i d e r C l i m b
You gain the ability to com prehend and verbally
2nd-level transmutation
com m unicate with beasts for the duration. The
knowledge and awareness of many beasts is limited Casting Time: 1 action
by their intelligence, but at minimum, beasts can Range: Touch
give you information about nearby locations and Components: V, S, M (a drop o f bitumen and a spider)
monsters, including whatever they can perceive or have Duration: Concentration, up to 1 hour
perceived within the past day. You might be able to Until the spell ends, one willing creature you touch
persuade a beast to perform a small favor for you, at the gains the ability to move up, down, and across vertical
D M ’s discretion. surfaces and upside down along ceilings, while leaving
its hands free. The target also gains a climbing speed
S p e a k w i t h D e a d
equal to its walking speed.
3rd-level necromancy
Casting Time: 1 action S p i k e G r o w t h
Range: 10 feet 2nd-level transmutation
Components: V, S, M (burning incense) Casting Time: 1 action
Duration: 10 minutes Range: 150 feet
Components: V, S, M (seven sharp thorns or seven
You grant the sem blance of life and intelligence to a
small twigs, each sharpened to a point)
corpse of your choice within range, allowing it to answer
Duration: Concentration, up to 10 minutes
the questions you pose. The corpse must still have a

