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Components: V, S, M (a bit of fleece) Components: V, S, M (burning incense)
Duration: Concentration, up to 10 minutes Duration: 10 minutes
You create the image of an object, a creature, or some You grant the semblance of life and intelligence to a
other visible phenomenon that is no larger than a 15-foot corpse of your choice within range, allowing it to answer
cube. The image appears at a spot within range and lasts the questions you pose. The corpse must still have a
for the duration. The image is purely visual; it isn’t accom- mouth and can’t be undead. The spell fails if the corpse
panied by sound, smell, or other sensory effects. was the target of this spell within the last 10 days.
You can use your action to cause the image to move to Until the spell ends, you can ask the corpse up to five
any spot within range. As the image changes location, questions. The corpse knows only what it knew in life, in-
you can alter its appearance so that its movements ap- cluding the languages it knew. Answers are usually brief,
pear natural for the image. For example, if you create an cryptic, or repetitive, and the corpse is under no compul-
image of a creature and move it, you can alter the image sion to offer a truthful answer if you are hostile to it or it
so that it appears to be walking. recognizes you as an enemy. This spell doesn’t return the
Physical interaction with the image reveals it to be an creature’s soul to its body, only its animating spirit. Thus,
illusion, because things can pass through it. A creature the corpse can’t learn new information, doesn’t compre-
that uses its action to examine the image can determine hend anything that has happened since it died, and can’t
that it is an illusion with a successful Intelligence (Inves- speculate about future events.
tigation) check against your spell save DC. If a creature
discerns the illusion for what it is, the creature can see Spider Climb
through the image. 2nd-level transmutation
Sleep Casting Time: 1 action
Range: Touch
1st-level enchantment
Components: V, S, M (a drop of bitumen and a spider)
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 90 feet
Until the spell ends, one willing creature you touch gains
Components: V, S, M (a pinch of fine sand, rose petals,
the ability to move up, down, and across vertical surfaces
or a cricket)
and upside down along ceilings, while leaving its hands
Duration: 1 minute
free. The target also gains a climbing speed equal to its
This spell sends creatures into a magical slumber. Roll walking speed.
5d8; the total is how many hit points of creatures this
spell can affect. Creatures within 20 feet of a point you Spirit Guardians
choose within range are affected in ascending order of 3rd-level conjuration
their current hit points (ignoring unconscious creatures). Casting Time: 1 action
Starting with the creature that has the lowest current Range: Self (15-foot radius)
hit points, each creature affected by this spell falls un- Components: V, S, M (a holy symbol)
conscious until the spell ends, the sleeper takes damage, Duration: Concentration, up to 10 minutes
or someone uses an action to shake or slap the sleeper
You call forth spirits to protect you. They flit around you
awake. Subtract each creature’s hit points from the total
to a distance of 15 feet for the duration. If you are good or
before moving on to the creature with the next lowest hit
neutral, their spectral form appears angelic or fey (your
points. A creature’s hit points must be equal to or less
choice). If you are evil, they appear fiendish.
than the remaining total for that creature to be affected.
When you cast this spell, you can designate any num-
Undead and creatures immune to being charmed aren’t
ber of creatures you can see to be unaffected by it. An
affected by this spell.
affected creature’s speed is halved in the area, and when
At Higher Levels. When you cast this spell using a
the creature enters the area for the first time on a turn
spell slot of 2nd level or higher, roll an additional 2d8 for
or starts its turn there, it must make a Wisdom saving
each slot level above 1st.
throw. On a failed save, the creature takes 3d8 radiant
Spare the Dying damage (if you are good or neutral) or 3d8 necrotic dam-
age (if you are evil). On a successful save, the creature
Necromancy cantrip
takes half as much damage.
Casting Time: 1 action
At Higher Levels. When you cast this spell using a
Range: Touch
spell slot of 4th level or higher, the damage increases by
Components: V, S
1d8 for each slot level above 3rd.
Duration: Instantaneous
Spiritual Weapon
You touch a living creature that has 0 hit points. The
creature becomes stable. This spell has no effect on un- 2nd-level evocation
dead or constructs. Casting Time: 1 bonus action
Speak with Dead Range: 60 feet
3rd-level necromancy
Casting Time: 1 action
Range: 10 feet
Chapter 11: Spells
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D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

