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Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Spell Descriptions The spells are presented in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spell Descriptions The spells are presented in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Spell Descriptions The spells are presented in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Spell Descriptions The spells are presented in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Spell Descriptions The spells are presented in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spell Descriptions The spells are presented in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Spell Descriptions The spells are presented in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Spell Descriptions The spells are presented in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Spell Descriptions The spells are presented in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spell Descriptions The spells are presented in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Spell Descriptions These spells are presented in alphabetical order. Borrowed Knowledge 2nd-Level Divination Casting Time: 1 action Range: Self Components: V, S, M (a book worth at least 25 gp
) Duration: 1 hour You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell’s duration, you have proficiency in the chosen skill. The spell ends early if
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spell Descriptions The spells are presented in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Spell Descriptions These spells are presented in alphabetical order. Borrowed Knowledge 2nd-Level Divination Casting Time: 1 action Range: Self Components: V, S, M (a book worth at least 25 gp
) Duration: 1 hour You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell’s duration, you have proficiency in the chosen skill. The spell ends early if
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (C)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (D-F)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (S)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (T-Z)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (S)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (L-O)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (P-R)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (D-F)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (G-K)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (L-O)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (G-K)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (A-B) The spells are presented in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (C)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (P-R)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (T-Z)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (A-B) The spells are presented in alphabetical order.
Spells
Player’s Handbook
Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead
is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Casting this spell to revive a
Spells
Player’s Handbook
neutralizes any poisons that affected the creature at the time of death.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs
integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Monsters
Monster Manual
each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check.Fire, PoisonCold
Magic Items
Dungeon Master’s Guide (2024)
lid closes. The lid can’t otherwise be opened.
Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9
attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can’t do so again until the next dawn
Magic Items
Dungeon Master’s Guide (2024)
talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Pure Rebuke. The talisman has 7 charges. While wearing or holding
a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
Magic Items
Dungeon Master’s Guide (2024)
holding or carrying the talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Ultimate End. The talisman has 6 charges
no remains. On a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.