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of its friends being harmed. When the spell ends, the Components: V, S
creature becomes hostile again, unless the GM rules Duration: 1 round
otherwise.
You create a ghostly, skeletal hand in the space of a
Chain Lightning creature within range. Make a ranged spell attack
6th- level evocation against the creature to assail it with the chill of the
grave. On a hit, the target takes 1d8 necrotic damage,
Casting Time: 1 action and it can’t regain hit points until the start of your
Range: 150 feet next turn. Until then, the hand clings to the target.
Components: V, S, M (a bit of fur; a piece of amber, If you hit an undead target, it also has
glass, or a crystal rod; and three silver pins) disadvantage on attack rolls against you until the
Duration: Instantaneous end of your next turn.
This spell’s damage increases by 1d8 when you
You create a bolt of lightning that arcs toward a reach 5th level (2d8), 11th level (3d8), and 17th
target of your choice that you can see within range. level (4d8).
Three bolts then leap from that target to as many as
three other targets, each of which must be within 30 Circle of Death
feet of the first target. A target can be a creature or 6th- level necromancy
an object and can be targeted by only one of the
bolts. Casting Time: 1 action
A target must make a Dexterity saving throw. The Range: 150 feet
target takes 10d8 lightning damage on a failed save, Components: V, S, M (the powder of a crushed black
or half as much damage on a successful one. pearl worth at least 500 gp)
At Higher Levels. When you cast this spell using a Duration: Instantaneous
spell slot of 7th level or higher, one additional bolt A sphere of negative energy ripples out in a 60- foot-
leaps from the first target to another target for each radius sphere from a point within range. Each
slot level above 6th.
creature in that area must make a Constitution
Charm Person saving throw. A target takes 8d6 necrotic damage on
1st- level enchantment a failed save, or half as much damage on a successful
one.
Casting Time: 1 action At Higher Levels. When you cast this spell using a
Range: 30 feet spell slot of 7th level or higher, the damage increases
Components: V, S by 2d6 for each slot level above 6th.
Duration: 1 hour
Clairvoyance
You attempt to charm a humanoid you can see 3rd- level divination
within range. It must make a Wisdom saving throw,
and does so with advantage if you or your Casting Time: 10 minutes
companions are fighting it. If it fails the saving throw, Range: 1 mile
it is charmed by you until the spell ends or until you Components: V, S, M (a focus worth at least 100 gp,
or your companions do anything harmful to it. The either a jeweled horn for hearing or a glass eye for
charmed creature regards you as a friendly seeing)
acquaintance. When the spell ends, the creature Duration: Concentration, up to 10 minutes
knows it was charmed by you. You create an invisible sensor within range in a
At Higher Levels. When you cast this spell using a location familiar to you (a place you have visited or
spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st. The seen before) or in an obvious location that is
unfamiliar to you (such as behind a door, around a
creatures must be within 30 feet of each other when corner, or in a grove of trees). The sensor remains in
you target them.
place for the duration, and it can’t be attacked or
Chill Touch otherwise interacted with.
Necromancy cantrip When you cast the spell, you choose seeing or
hearing. You can use the chosen sense through the
Casting Time: 1 action sensor as if you were in its space. As your action, you
Range: 120 feet can switch between seeing and hearing.
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 124

