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traveling there, whenever you are presented with a A bright streak flashes from your pointing finger to a
choice of paths along the way, you automatically point you choose within range and then blossoms
determine which path is the shortest and most direct with a low roar into an explosion of flame. Each
route (but not necessarily the safest route) to the creature in a 20- foot- radius sphere centered on that
destination. point must make a Dexterity saving throw. A target
takes 8d6 fire damage on a failed save, or half as
Find Traps much damage on a successful one.
2nd- level divination The fire spreads around corners. It ignites
flammable objects in the area that aren’t being worn
Casting Time: 1 action or carried.
Range: 120 feet At Higher Levels. When you cast this spell using a
Components: V, S spell slot of 4th level or higher, the damage increases
Duration: Instantaneous
by 1d6 for each slot level above 3rd.
You sense the presence of any trap within range that
is within line of sight. A trap, for the purpose of this Fire Bolt
spell, includes anything that would inflict a sudden Evocation cantrip
or unexpected effect you consider harmful or Casting Time: 1 action
undesirable, which was specifically intended as such Range: 120 feet
by its creator. Thus, the spell would sense an area Components: V, S
affected by the alarm spell, a glyph of warding, or a Duration: Instantaneous
mechanical pit trap, but it would not reveal a natural You hurl a mote of fire at a creature or object within
weakness in the floor, an unstable ceiling, or a range. Make a ranged spell attack against the target.
hidden sinkhole. On a hit, the target takes 1d10 fire damage. A
This spell merely reveals that a trap is present. flammable object hit by this spell ignites if it isn't
You don’t learn the location of each trap, but you do being worn or carried.
learn the general nature of the danger posed by a This spell's damage increases by 1d10 when you
trap you sense.
reach 5th level (2d10), 11th level (3d10), and 17th
Finger of Death level (4d10).
7th- level necromancy Fire Shield
Casting Time: 1 action 4th- level evocation
Range: 60 feet Casting Time: 1 action
Components: V, S Range: Self
Duration: Instantaneous
Components: V, S, M (a bit of phosphorus or a
You send negative energy coursing through a firefly)
creature that you can see within range, causing it Duration: 10 minutes
searing pain. The target must make a Constitution Thin and wispy flames wreathe your body for the
saving throw. It takes 7d8 + 30 necrotic damage on a duration, shedding bright light in a 10- foot radius
failed save, or half as much damage on a successful and dim light for an additional 10 feet. You can end
one. the spell early by using an action to dismiss it.
A humanoid killed by this spell rises at the start of The flames provide you with a warm shield or a
your next turn as a zombie that is permanently chill shield, as you choose. The warm shield grants
under your command, following your verbal orders you resistance to cold damage, and the chill shield
to the best of its ability.
grants you resistance to fire damage.
Fireball In addition, whenever a creature within 5 feet of
3rd- level evocation you hits you with a melee attack, the shield erupts
with flame. The attacker takes 2d8 fire damage from
Casting Time: 1 action a warm shield, or 2d8 cold damage from a cold
Range: 150 feet shield.
Components: V, S, M (a tiny ball of bat guano and
sulfur)
Duration: Instantaneous
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 144

