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Spells
Player’s Handbook
You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each
question.
Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In
Spells
Player’s Handbook
You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.
Omens
as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Augury
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific
results
Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional
Commune
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each
question.
Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one
Spells
Guildmasters’ Guide to Ravnica
memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
Casting this spell while holding a thought strand allows you to instantly receive whatever
memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
Simulacrum
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it
. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mirror Image Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space
. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. Each time a creature hits you with an attack roll during
Magic Items
Baldur’s Gate: Descent into Avernus
temporary hit points.
Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must
answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mirror Image Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space
. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. Each time a creature hits you with an attack roll during
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mirror Image 2nd-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates
move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you
Monsters
Quests from the Infinite Staircase
normally follow casting the Wish spell to produce an effect other than duplicating another spell.Multiattack. Nafas makes three Storm Shamshir attacks and uses Create Vortex.
Storm Shamshir. Melee
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Mirror Image 2nd-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates
move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mirror Image 2nd-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates
move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Mirror Image 2nd-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates
move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Mirror Image 2nd-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates
move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mirror Image 2nd-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates
move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
area of a detect magic spell. When a humanoid passes between the two westernmost mirrors, a shadowy duplicate of that creature emerges from each of those mirrors. These duplicates are hostile toward
duplicates use the shadow statistics, with these changes: The duplicates are unaligned constructs similar in size to the creature that spawned them. (Each duplicate’s hit points stay the same regardless
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
area of a detect magic spell. When a humanoid passes between the two westernmost mirrors, a shadowy duplicate of that creature emerges from each of those mirrors. These duplicates are hostile toward
duplicates use the shadow statistics, with these changes: The duplicates are unaligned constructs similar in size to the creature that spawned them. (Each duplicate’s hit points stay the same regardless
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
area of a detect magic spell. When a humanoid passes between the two westernmost mirrors, a shadowy duplicate of that creature emerges from each of those mirrors. These duplicates are hostile toward
duplicates use the shadow statistics, with these changes: The duplicates are unaligned constructs similar in size to the creature that spawned them. (Each duplicate’s hit points stay the same regardless
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Volley 5th-level conjuration Casting Time: 1 action Range: 150 feet Components: V, S, M (one piece of ammunition or one thrown weapon) Duration: Instantaneous You fire a piece of nonmagical
ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Volley 5th-level conjuration Casting Time: 1 action Range: 150 feet Components: V, S, M (one piece of ammunition or one thrown weapon) Duration: Instantaneous You fire a piece of nonmagical
ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Commune 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration: 1 minute You contact your deity or a divine proxy
and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Commune 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration: 1 minute You contact your deity or a divine proxy
and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
lowered using the winch in area 5. Although the portcullis is too sturdy to be damaged by weapons, casting a knock spell on the portcullis raises it. A character can also lift the portcullis with a
successful DC 25 Strength (Athletics) check, and a Small character can squeeze between the portcullis bars with a successful DC 20 Dexterity (Acrobatics) check.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Volley 5th-level conjuration Casting Time: 1 action Range: 150 feet Components: V, S, M (one piece of ammunition or one thrown weapon) Duration: Instantaneous You fire a piece of nonmagical
ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Commune 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration: 1 minute You contact your deity or a divine proxy
and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
lowered using the winch in area 5. Although the portcullis is too sturdy to be damaged by weapons, casting a knock spell on the portcullis raises it. A character can also lift the portcullis with a
successful DC 25 Strength (Athletics) check, and a Small character can squeeze between the portcullis bars with a successful DC 20 Dexterity (Acrobatics) check.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Commune 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration: 1 minute You contact your deity or a divine proxy
and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Commune 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration: 1 minute You contact your deity or a divine proxy
and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Commune 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration: 1 minute You contact your deity or a divine proxy
and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Commune Level 5 Divination (Cleric) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S, M (incense)
Duration: 1 minute
You contact a deity or a divine proxy and ask up to three
questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily omniscient, so you might
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Commune Level 5 Divination (Cleric) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S, M (incense)
Duration: 1 minute
You contact a deity or a divine proxy and ask up to three
questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily omniscient, so you might
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
lowered using the winch in area 5. Although the portcullis is too sturdy to be damaged by weapons, casting a knock spell on the portcullis raises it. A character can also lift the portcullis with a
successful DC 25 Strength (Athletics) check, and a Small character can squeeze between the portcullis bars with a successful DC 20 Dexterity (Acrobatics) check.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Five of the doors are constructed from iron bars, with the exception of what appears to be a glass door at the end.
The doors to the cells are locked, and Stolos (in area 11) has the keys. They can
them to betray the characters if doing so works to their advantage. 10c. This cell is currently empty. 10d. This cell contains magically created duplicates of the thieves in 10b. They also claim to be
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Five of the doors are constructed from iron bars, with the exception of what appears to be a glass door at the end.
The doors to the cells are locked, and Stolos (in area 11) has the keys. They can
them to betray the characters if doing so works to their advantage. 10c. This cell is currently empty. 10d. This cell contains magically created duplicates of the thieves in 10b. They also claim to be