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Bless                                                At Higher Levels. When you cast this spell using a
            1st-level enchantment                              spell slot of 7th level or higher, one additional bolt leaps
                                                               from the first target to another target for each slot level
            Casting Time: 1 action
                                                               above 6th.
            Range: 30 feet
            Components: V, S, M (a sprinkling of holy water)   Charm Person
            Duration: Concentration, up to 1 minute
                                                               1st-level enchantment
            You bless up to three creatures of your choice within   Casting Time: 1 action
            range. Whenever a target makes an attack roll or a saving   Range: 30 feet
            throw before the spell ends, the target can roll a d4 and   Components: V, S
            add the number rolled to the attack roll or saving throw.  Duration: 1 hour
              At Higher Levels. When you cast this spell using a
            spell slot of 2nd level or higher, you can target one addi-  You attempt to charm a humanoid you can see within
            tional creature for each slot level above 1st.     range. It must make a Wisdom saving throw, and does so
                                                               with advantage if you or your companions are fighting it.
            Blur                                               If it fails the saving throw, it is charmed by you until the
            2nd-level illusion                                 spell ends or until you or your companions do anything
                                                               harmful to it. The charmed creature regards you as a
            Casting Time: 1 action
                                                               friendly acquaintance. When the spell ends, the creature
            Range: Self
                                                               knows it was charmed by you.
            Components: V
                                                                 At Higher Levels. When you cast this spell using
            Duration: Concentration, up to 1 minute
                                                               a spell slot of 2nd level or higher, you can target one
            Your body becomes blurred, shifting and wavering to   additional creature for each slot level above 1st. The
            all who can see you. For the duration, any creature has   creatures must be within 30 feet of each other when you
            disadvantage on attack rolls against you. An attacker is   target them.
            immune to this effect if it doesn’t rely on sight, as with
            blindsight, or can see through illusions, as with truesight.  Command
                                                               1st-level enchantment
            Burning Hands
                                                               Casting Time: 1 action
            1st-level evocation
                                                               Range: 60 feet
            Casting Time: 1 action                             Components: V
            Range: Self (15-foot cone)                         Duration: 1 round
            Components: V, S
                                                               You speak a one-word command to a creature you can
            Duration: Instantaneous
                                                               see within range. The target must succeed on a Wisdom
            As you hold your hands with thumbs touching and fingers   saving throw or follow the command on its next turn.
            spread, a thin sheet of flames shoots forth from your out-  The spell has no effect if the target is undead, if it doesn’t
            stretched fingertips. Each creature in a 15-foot cone must   understand your language, or if your command is directly
            make a Dexterity saving throw. A creature takes 3d6 fire   harmful to it.
            damage on a failed save, or half as much damage on a     Some typical commands and their effects follow. You
            successful one.                                    might issue a command other than one described here. If
              The fire ignites any flammable objects in the area that   you do so, the DM determines how the target behaves. If
            aren’t being worn or carried.                      the target can’t follow your command, the spell ends.
              At Higher Levels. When you cast this spell using a     Approach. The target moves toward you by the short-
            spell slot of 2nd level or higher, the damage increases by   est and most direct route, ending its turn if it moves
            1d6 for each slot level above 1st.                 within 5 feet of you.
            Chain Lightning                                      Drop. The target drops whatever it is holding and then
                                                               ends its turn.
            6th-level evocation                                  Flee. The target spends its turn moving away from you
            Casting Time: 1 action                             by the fastest available means.
            Range: 150 feet                                      Grovel. The target falls prone and then ends its turn.
            Components: V, S, M (a bit of fur; a piece of amber, glass,     Halt. The target doesn’t move and takes no actions. A
             or a crystal rod; and three silver pins)          flying creature stays aloft, provided that it is able to do so.
            Duration: Instantaneous                            If it must move to stay aloft, it flies the minimum distance
                                                               needed to remain in the air.
            You create a bolt of lightning that arcs toward a target of
                                                                 At Higher Levels. When you cast this spell using
            your choice that you can see within range. Three bolts
                                                               a spell slot of 2nd level or higher, you can affect one
            then leap from that target to as many as three other
                                                               additional creature for each slot level above 1st. The
            targets, each of which must be within 30 feet of the first
                                                               creatures must be within 30 feet of each other when you
            target. A target can be a creature or an object and can be
                                                               target them.
            targeted by only one of the bolts.
              A target must make a Dexterity saving throw. The tar-
            get takes 10d8 lightning damage on a failed save, or half
            as much damage on a successful one.
                                                                                              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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