Page 251 - Player's Handbook
P. 251
HASTE If a creature is holding or wearing the object and
3rd-/evel transmutation takes the damage from it, the creature must succeed on
a Constitution saving throw or drop the object if it canolf
Casting Time: 1 action it doesn't drop the object, it has disadvantage on attack
Range: 30 feet
Components: V,5, M (a shaving of licorice root) rolls and ability checks until the start of your next turno
Duration: Concentration, up to I minute At Higher Leveis. When you cast this spell using a
spell slot of 3rd levei or higher, the damage increases by
Choose a willing creature that you can see within range. ld8 for each sIot leveI above 2nd.
Until the spell ends, the target's speed is doubled, it
gains a +2 bonus to AC, it has advantage on Dexterity HELLISH REBUKE
saving throws, and it gains an additional action on each 1st-/evel evocation
of its turns. That aclion can be used only lo lake the Casting Time: 1 reaction, which you take in response
Attack (one weapon attack only), Dash, Disengage, Hide, to being damaged bya creature within 60 feet of you
or Use an Object aclion. that you can see
When lhe spell ends, the target can't move or take Range: 60 feet
actions until after its next turn, as a wave of lelhargy Components: V,5
sweeps over it. Duration: Instantaneous
HEAL Vou point your finger, and the creature that damaged
6th-levei evocation you is momentarily surrounded by hellish flames. The
creature must make a Dexterity saving throw. It takes
Casting Time: 1 action
Range: 60 feet 2dlO fire damage on a failed save, or half as much
Components: V,5 damage on a successful one.
Duration: Instantaneous At Higher Leveis. When you cast this spell using a
spell slot of 2nd levei or higher, the damage increases by
Choose a crealure lhat you can see within range. A ldl0 for each slot levei above 1st.
surge of posilive energy washes through the creature,
causing it to regain 70 hit points. This spell also ends HEROES' FEAST
blindness, deafness, and any diseases affecting the 6th-levei conjuration
larget. This spell has no effect on conslrucls or undead. Casting Time: 10 minutes
At Higher Leveis. When you cast this spell using a Range: 30 feet
spell slol of 7th levei or higher, the amount of healing Components: V,5 , M (a gem-encrusted bowl worth at
increases by 10 for each slot leveI above 6th. least 1,000 gp, which the spell consumes)
Duration: Instantaneous
HEALING WORD
1st-levei evocation Vou bring forth a great feast, including magnificent
food and drink. The feast takes I hour to consume and
Casting Time: 1 bonus action
Range: 60 feet disappears at the end of that time, and the beneficiai
Components: V effects don't set in until this hour is over. Up to twelve
other creatures can partake of the feast.
Duration: Instanlaneous
A creature that partakes of the feast gains several
A creature of your choice that you can see within range benefits. The creature is cured of ali diseases and
regains hit points equal to Id4 + your spellcasting poison, becomes immune to poison and being
ability modifier. This spell has no effect on undead frightened, and makes ali Wisdom saving throws with
or constructs. advantage. Its hit point maximum also increases by
At Higher Leveis. When you cast this spell using a 2dl0, and it gains the same number of hit points. These
spell slot of 2nd levei or higher, lhe healing increases by benefits last for 24 hours.
ld4 for each slol leveI above 1st.
HEROISM
HEAT METAL 1st-levei enchantment
2nd-levei transmutation
Casting Time: I action
Casting Time: 1 action Range: Touch
Range: 60 feet Components: V,5
Components: V,5, M (a piece of iron and a flame) Duration: Concentration, up to 1 minute
Duration: Concenlration, up to 1 minute
A willing creature you touch is imbued with bravery.
Choose a manufactured metal object, such as a metal Until the spell ends, the creature is immune to being
weapon or a suit of heavy or medium metal armor, that frightened and gains temporary hit points equal to
you can see within range. Vou cause the object to glow your spellcasting ability modifier at the start of each
red-hot. Any creature in physical contact with the objecl of its turns. When the spell ends, the target loses any
takes 2d8 fire damage when you cast the spell. Until the remaining temporary hit points from this spell.
spell ends, you can use a bonus action on each of your
subsequent turns to cause this damage again.
PART 3 I SPEL[,S

