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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.
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