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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	   
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