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interact with you, unless a special ability or magic has Finger of Death
given them the ability to do so. 7th-level necromancy
You ignore all objects and effects that aren’t on the
Casting Time: 1 action
Ethereal Plane, allowing you to move through objects you
Range: 60 feet
perceive on the plane you originated from.
Components: V, S
When the spell ends, you immediately return to the
Duration: Instantaneous
plane you originated from in the spot you currently
occupy. If you occupy the same spot as a solid object You send negative energy coursing through a creature
or creature when this happens, you are immediately that you can see within range, causing it searing pain.
shunted to the nearest unoccupied space that you can oc- The target must make a Constitution saving throw. It
cupy and take force damage equal to twice the number of takes 7d8 + 30 necrotic damage on a failed save, or half
feet you are moved. as much damage on a successful one.
This spell has no effect if you cast it while you are on A humanoid killed by this spell rises at the start of your
the Ethereal Plane or a plane that doesn’t border it, such next turn as a zombie that is permanently under your
as one of the Outer Planes. command, following your verbal orders to the best of
At Higher Levels. When you cast this spell using a its ability.
spell slot of 8th level or higher, you can target up to three
willing creatures (including you) for each slot level above Fireball
3rd-level evocation
7th. The creatures must be within 10 feet of you when
you cast the spell. Casting Time: 1 action
Range: 150 feet
Find the Path Components: V, S, M (a tiny ball of bat guano and sulfur)
6th-level divination Duration: Instantaneous
Casting Time: 1 minute
A bright streak flashes from your pointing finger to a
Range: Self
point you choose within range and then blossoms with
Components: V, S, M (a set of divinatory tools—such
a low roar into an explosion of flame. Each creature
as bones, ivory sticks, cards, teeth, or carved runes—
in a 20-foot-radius sphere centered on that point must
worth 100 gp and an object from the location you
make a Dexterity saving throw. A target takes 8d6 fire
wish to find)
damage on a failed save, or half as much damage on a
Duration: Concentration, up to 1 day
successful one.
This spell allows you to find the shortest, most direct The fire spreads around corners. It ignites flammable
physical route to a specific fixed location that you are objects in the area that aren’t being worn or carried.
familiar with on the same plane of existence. If you name At Higher Levels. When you cast this spell using a
a destination on another plane of existence, a destination spell slot of 4th level or higher, the damage increases by
that moves (such as a mobile fortress), or a destination 1d6 for each slot level above 3rd.
that isn’t specific (such as “a green dragon’s lair”), the Fire Bolt
spell fails.
For the duration, as long as you are on the same plane Evocation cantrip
of existence as the destination, you know how far it is and Casting Time: 1 action
in what direction it lies. While you are traveling there, Range: 120 feet
whenever you are presented with a choice of paths along Components: V, S
the way, you automatically determine which path is the Duration: Instantaneous
shortest and most direct route (but not necessarily the
You hurl a mote of fire at a creature or object within
safest route) to the destination.
range. Make a ranged spell attack against the target. On a
Faerie Fire hit, the target takes 1d10 fire damage. A flammable object
hit by this spell ignites if it isn’t being worn or carried.
1st-level evocation
This spell’s damage increases by 1d10 when you reach
Casting Time: 1 action
5th level (2d10), 11th level (3d10), and 17th level (4d10).
Range: 60 feet
Components: V Fire Storm
Duration: Concentration, up to 1 minute 7th-level evocation
Each object in a 20-foot cube within range is outlined in Casting Time: 1 action
blue, green, or violet light (your choice). Any creature in Range: 150 feet
the area when the spell is cast is also outlined in light if Components: V, S
it fails a Dexterity saving throw. For the duration, objects Duration: Instantaneous
and affected creatures shed dim light in a 10-foot radius.
A storm made up of sheets of roaring flame appears in a
Any attack roll against an affected creature or object
location you choose within range. The area of the storm
has advantage if the attacker can see it, and the affected
consists of up to ten 10-foot cubes, which you can ar-
creature or object can’t benefit from being invisible.
range as you wish. Each cube must have at least one face
adjacent to the face of another cube. Each creature in the
area must make a Dexterity saving throw. It takes 7d10
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.

