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
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