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covering the source of the darkness with an opaque ob- Components: V, S
ject, such as a bowl or a helm, blocks the darkness. Duration: Concentration, up to 10 minutes
If any of this spell’s area overlaps with an area of light
For the duration, you sense the presence of magic within
created by a spell of 2nd level or lower, the spell that cre-
30 feet of you. If you sense magic in this way, you can use
ated the light is dispelled.
your action to see a faint aura around any visible creature
Death Ward or object in the area that bears magic, and you learn its
school of magic, if any.
4th-level abjuration
The spell can penetrate most barriers, but it is blocked
Casting Time: 1 action by 1 foot of stone, 1 inch of common metal, a thin sheet of
Range: Touch lead, or 3 feet of wood or dirt.
Components: V, S
Duration: 8 hours Dimension Door
4th-level conjuration
You touch a creature and grant it a measure of protection
from death. Casting Time: 1 action
The first time the target would drop to 0 hit points as a Range: 500 feet
result of taking damage, the target instead drops to 1 hit Components: V
point, and the spell ends. Duration: Instantaneous
If the spell is still in effect when the target is subjected
You teleport yourself from your current location to any
to an effect that would kill it instantaneously without
other spot within range. You arrive at exactly the spot de-
dealing damage, that effect is instead negated against the
sired. It can be a place you can see, one you can visualize,
target, and the spell ends.
or one you can describe by stating distance and direction,
Delayed Blast Fireball such as “200 feet straight downward” or “upward to the
northwest at a 45-degree angle, 300 feet.”
7th-level evocation
You can bring along objects as long as their weight
Casting Time: 1 action doesn’t exceed what you can carry. You can also bring
Range: 150 feet one willing creature of your size or smaller who is carry-
Components: V, S, M (a tiny ball of bat guano and sulfur) ing gear up to its carrying capacity. The creature must be
Duration: Concentration, up to 1 minute within 5 feet of you when you cast this spell.
A beam of yellow light flashes from your pointing finger, If you would arrive in a place already occupied by an
then condenses to linger at a chosen point within range object or a creature, you and any creature traveling with
as a glowing bead for the duration. When the spell ends, you each take 4d6 force damage, and the spell fails to
either because your concentration is broken or because teleport you.
you decide to end it, the bead blossoms with a low roar Disguise Self
into an explosion of flame that spreads around corners.
1st-level illusion
Each creature in a 20-foot-radius sphere centered on
that point must make a Dexterity saving throw. A crea- Casting Time: 1 action
ture takes fire damage equal to the total accumulated Range: Self
damage on a failed save, or half as much damage on a Components: V, S
successful one. Duration: 1 hour
The spell’s base damage is 12d6. If at the end of your
You make yourself—including your clothing, armor, weap-
turn the bead has not yet detonated, the damage in-
ons, and other belongings on your person—look different
creases by 1d6.
until the spell ends or until you use your action to dismiss
If the glowing bead is touched before the interval has
it. You can seem 1 foot shorter or taller and can appear
expired, the creature touching it must make a Dexterity
thin, fat, or in between. You can’t change your body type,
saving throw. On a failed save, the spell ends immedi-
so you must adopt a form that has the same basic ar-
ately, causing the bead to erupt in flame. On a successful
rangement of limbs. Otherwise, the extent of the illusion
save, the creature can throw the bead up to 40 feet. When
is up to you.
it strikes a creature or a solid object, the spell ends, and
The changes wrought by this spell fail to hold up to
the bead explodes.
physical inspection. For example, if you use this spell to
The fire damages objects in the area and ignites flam-
add a hat to your outfit, objects pass through the hat, and
mable objects that aren’t being worn or carried.
anyone who touches it would feel nothing or would feel
At Higher Levels. When you cast this spell using
your head and hair. If you use this spell to appear thinner
a spell slot of 8th level or higher, the base damage in-
than you are, the hand of someone who reaches out to
creases by 1d6 for each slot level above 7th.
touch you would bump into you while it was seemingly
Detect Magic still in midair.
To discern that you are disguised, a creature can use
1st-level divination (ritual)
its action to inspect your appearance and must succeed
Casting Time: 1 action on an Intelligence (Investigation) check against your
Range: Self spell save DC.
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.

