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difficult	   or	   impassable	   terrain.	   A	   pond	   can	   be	   made	     Heal
             to	   seem	   like	   a	   grassy	   meadow,	   a	   precipice	   like	   a	     6th-   level	   evocation	   
             gentle	   slope,	   or	   a	   rock-   strewn	   gully	   like	   a	   wide	   and	   
             smooth	   road.	   Manufactured	   structures,	   equipment,	     Casting	   Time:	   1	   action	   
             and	   creatures	   within	   the	   area	   aren’t	   changed	   in	     Range:	   60	   feet	   
             appearance.	                                          Components:	   V,	   S	   
             	    The	   tactile	   characteristics	   of	   the	   terrain	   are	     Duration:	   Instantaneous	   
             unchanged,	   so	   creatures	   entering	   the	   area	   are	   likely	     Choose	   a	   creature	   that	   you	   can	   see	   within	   range.	   A	   
             to	   see	   through	   the	   illusion.	   If	   the	   difference	   isn’t	     surge	   of	   positive	   energy	   washes	   through	   the	   
             obvious	   by	   touch,	   a	   creature	   carefully	   examining	   the	     creature,	   causing	   it	   to	   regain	   70	   hit	   points.	   This	   spell	   
             illusion	   can	   attempt	   an	   Intelligence	   (Investigation)	     also	   ends	   blindness,	   deafness,	   and	   any	   diseases	   
             check	   against	   your	   spell	   save	   DC	   to	   disbelieve	   it.	   A	     affecting	   the	   target.	   This	   spell	   has	   no	   effect	   on	   
             creature	   who	   discerns	   the	   illusion	   for	   what	   it	   is,	   sees	     constructs	   or	   undead.	   
             it	   as	   a	   vague	   image	   superimposed	   on	   the	   terrain.	     	    At	   Higher	   Levels.	   When	   you	   cast	   this	   spell	   using	   a	   
                                                                   spell	   slot	   of	   7th	   level	   or	   higher,	   the	   amount	   of	   
             Harm                                                  healing	   increases	   by	   10	   for	   each	   slot	   level	   above	   6th.	   
             6th-   level	   necromancy	   

             Casting	   Time:	   1	   action	                      Healing Word
             Range:	   60	   feet	                                 1st-   level	   evocation	   
             Components:	   V,	   S	                               Casting	   Time:	   1	   bonus	   action	   
             Duration:	   Instantaneous	                           Range:	   60	   feet	   
             You	   unleash	   a	   virulent	   disease	   on	   a	   creature	   that	   you	     Components:	   V	   
             can	   see	   within	   range.	   The	   target	   must	   make	   a	     Duration:	   Instantaneous	   
             Constitution	   saving	   throw.	   On	   a	   failed	   save,	   it	   takes	     A	   creature	   of	   your	   choice	   that	   you	   can	   see	   within	   
             14d6	   necrotic	   damage,	   or	   half	   as	   much	   damage	   on	   a	     range	   regains	   hit	   points	   equal	   to	   1d4	   +	   your	   
             successful	   save.	   The	   damage	   can’t	   reduce	   the	   target’s	     spellcasting	   ability	   modifier.	   This	   spell	   has	   no	   effect	   
             hit	   points	   below	   1.	   If	   the	   target	   fails	   the	   saving	   throw,	     on	   undead	   or	   constructs.	   
             its	   hit	   point	   maximum	   is	   reduced	   for	   1	   hour	   by	   an	     	    At	   Higher	   Levels.	   When	   you	   cast	   this	   spell	   using	   a	   
             amount	   equal	   to	   the	   necrotic	   damage	   it	   took.	   Any	     spell	   slot	   of	   2nd	   level	   or	   higher,	   the	   healing	   increases	   
             effect	   that	   removes	   a	   disease	   allows	   a	   creature’s	   hit	     by	   1d4	   for	   each	   slot	   level	   above	   1st.	   
             point	   maximum	   to	   return	   to	   normal	   before	   that	   time	   
             passes.	                                              Heat Metal
                                                                   2nd-   level	   transmutation	   
             Haste
             3rd-   level	   transmutation	                        Casting	   Time:	   1	   action	   
                                                                   Range:	   60	   feet	   
             Casting	   Time:	   1	   action	                      Components:	   V,	   S,	   M	   (a	   piece	   of	   iron	   and	   a	   flame)	   
             Range:	   30	   feet	                                 Duration:	   Concentration,	   up	   to	   1	   minute	   
             Components:	   V,	   S,	   M	   (a	   shaving	   of	   licorice	   root)	   
             Duration:	   Concentration,	   up	   to	   1	   minute	     Choose	   a	   manufactured	   metal	   object,	   such	   as	   a	   metal	   
                                                                   weapon	   or	   a	   suit	   of	   heavy	   or	   medium	   metal	   armor,	   
             Choose	   a	   willing	   creature	   that	   you	   can	   see	   within	     that	   you	   can	   see	   within	   range.	   You	   cause	   the	   object	   
             range.	   Until	   the	   spell	   ends,	   the	   target’s	   speed	   is	     to	   glow	   red-   hot.	   Any	   creature	   in	   physical	   contact	   
             doubled,	   it	   gains	   a	   +2	   bonus	   to	   AC,	   it	   has	   advantage	     with	   the	   object	   takes	   2d8	   fire	   damage	   when	   you	   cast	   
             on	   Dexterity	   saving	   throws,	   and	   it	   gains	   an	     the	   spell.	   Until	   the	   spell	   ends,	   you	   can	   use	   a	   bonus	   
             additional	   action	   on	   each	   of	   its	   turns.	   That	   action	   can	     action	   on	   each	   of	   your	   subsequent	   turns	   to	   cause	   
             be	   used	   only	   to	   take	   the	   Attack	   (one	   weapon	   attack	     this	   damage	   again.	   
             only),	   Dash,	   Disengage,	   Hide,	   or	   Use	   an	   Object	   action.	     	    If	   a	   creature	   is	   holding	   or	   wearing	   the	   object	   and	   
             	    When	   the	   spell	   ends,	   the	   target	   can’t	   move	   or	   take	     takes	   the	   damage	   from	   it,	   the	   creature	   must	   succeed	   
             actions	   until	   after	   its	   next	   turn,	   as	   a	   wave	   of	   lethargy	     on	   a	   Constitution	   saving	   throw	   or	   drop	   the	   object	   if	   
             sweeps	   over	   it.	                                it	   can.	   If	   it	   doesn’t	   drop	   the	   object,	   it	   has	   
                                                                   disadvantage	   on	   attack	   rolls	   and	   ability	   checks	   until	   
                                                                   the	   start	   of	   your	   next	   turn.	   






             Not	   for	   resale.	   Permission	   granted	   to	   print	   or	   photocopy	   this	   document	   for	   personal	   use	   only.	   	     System	   Reference	   Document	   5.1	       153	   
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