# Items

Id: spells_vo.md#etherealness
AltName: [Forme éthérée](spells_hd.md#forme-éthérée)
Discriminator: SpellItem
Name: Etherealness
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p140)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Components: V, S
Duration: Up to 8 hours
SpellItem_Family: SpellVO
Level: 7
Range: Self
SpellItem_Type: transmutation
AttributesDictionary:
Name: Etherealness
Markdown: >+
  # <!--Name-->Etherealness<!--/Name-->


  - MDR: <!--AltName-->[Forme éthérée](spells_hd.md#forme-éthérée)<!--/AltName-->

  - Source: <!--Source-->(SRD p140)<!--/Source-->

  -  <!--Level-->7<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Up to 8 hours<!--/Duration-->

  - Classes: <!--Classes-->Bard, Cleric, Sorcerer, Warlock, Wizard<!--/Classes-->


  ### Description


  You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.


  While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.


  You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.


  When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.


  This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

AltName: '[Forme éthérée](spells_hd.md#forme-éthérée)'
Source: (SRD p140)
Level: 7
Type: transmutation
CastingTime: 1 action
Range: Self
Components: V, S
Duration: Up to 8 hours
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Etherealness<!--/Name-->

- MDR: <!--AltName-->[Forme éthérée](spells_hd.md#forme-éthérée)<!--/AltName-->
- Source: <!--Source-->(SRD p140)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Up to 8 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.

**_At Higher Levels_**. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.


Id: spells_vo.md#find-familiar
AltName: [Appel de familier](spells_hd.md#appel-de-familier)
Discriminator: SpellItem
Name: Find Familiar
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p143)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 hour
Classes: Wizard
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 1
Range: 10 feet
Ritual: ritual
SpellItem_Type: conjuration
AttributesDictionary:
Name: Find Familiar
Markdown: >+
  # <!--Name-->Find Familiar<!--/Name-->


  - MDR: <!--AltName-->[Appel de familier](spells_hd.md#appel-de-familier)<!--/AltName-->

  - Source: <!--Source-->(SRD p143)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->conjuration<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)

  - **Casting Time :** <!--CastingTime-->1 hour<!--/CastingTime-->

  - **Range :** <!--Range-->10 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Wizard<!--/Classes-->


  ### Description


  You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.


  Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.


  When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.


  While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and [blind](conditions_vo.md#blinded) with regard to your own senses.


  As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.


  You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.


  Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

AltName: '[Appel de familier](spells_hd.md#appel-de-familier)'
Source: (SRD p143)
Level: 1
Type: conjuration
Ritual: ritual
CastingTime: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous
Classes: Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Find Familiar<!--/Name-->

- MDR: <!--AltName-->[Appel de familier](spells_hd.md#appel-de-familier)<!--/AltName-->
- Source: <!--Source-->(SRD p143)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->conjuration<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 hour<!--/CastingTime-->
- **Range :** <!--Range-->10 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and [blind](conditions_vo.md#blinded) with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Components:
V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)


Id: spells_vo.md#black-tentacles
AltName: [Tentacules noirs](spells_hd.md#tentacules-noirs)
Discriminator: SpellItem
Name: Black Tentacles
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p121)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Wizard
Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 4
Range: 90 feet
SpellItem_Type: conjuration
AttributesDictionary:
Name: Black Tentacles
Markdown: >+
  # <!--Name-->Black Tentacles<!--/Name-->


  - MDR: <!--AltName-->[Tentacules noirs](spells_hd.md#tentacules-noirs)<!--/AltName-->

  - Source: <!--Source-->(SRD p121)<!--/Source-->

  -  <!--Level-->4<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->90 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a piece of tentacle from a giant octopus or a giant squid)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Wizard<!--/Classes-->


  ### Description


  Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.


  When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.


  A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

AltName: '[Tentacules noirs](spells_hd.md#tentacules-noirs)'
Source: (SRD p121)
Level: 4
Type: conjuration
CastingTime: 1 action
Range: 90 feet
Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)
Duration: Concentration, up to 1 minute
Classes: Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Black Tentacles<!--/Name-->

- MDR: <!--AltName-->[Tentacules noirs](spells_hd.md#tentacules-noirs)<!--/AltName-->
- Source: <!--Source-->(SRD p121)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->90 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a piece of tentacle from a giant octopus or a giant squid)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.


Id: spells_vo.md#eyebite
AltName: [Mauvais oeil](spells_hd.md#mauvais-oeil)
Discriminator: SpellItem
Name: Eyebite
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p141)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Sorcerer, Warlock, Wizard
Components: V, S
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 6
Range: Self
SpellItem_Type: necromancy
AttributesDictionary:
Name: Eyebite
Markdown: >+
  # <!--Name-->Eyebite<!--/Name-->


  - MDR: <!--AltName-->[Mauvais oeil](spells_hd.md#mauvais-oeil)<!--/AltName-->

  - Source: <!--Source-->(SRD p141)<!--/Source-->

  -  <!--Level-->6<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->


  ### Description


  For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.


  **Asleep**. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.


  **Panicked**. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.


  **Sickened**. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

AltName: '[Mauvais oeil](spells_hd.md#mauvais-oeil)'
Source: (SRD p141)
Level: 6
Type: necromancy
CastingTime: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Eyebite<!--/Name-->

- MDR: <!--AltName-->[Mauvais oeil](spells_hd.md#mauvais-oeil)<!--/AltName-->
- Source: <!--Source-->(SRD p141)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.

**Asleep**. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

**Panicked**. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

**Sickened**. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.


Id: spells_vo.md#fabricate
AltName: [Fabrication](spells_hd.md#fabrication)
Discriminator: SpellItem
Name: Fabricate
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p141)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 10 minutes
Classes: Wizard
Components: V, S
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 4
Range: 120 feet
SpellItem_Type: transmutation
AttributesDictionary:
Name: Fabricate
Markdown: >+
  # <!--Name-->Fabricate<!--/Name-->


  - MDR: <!--AltName-->[Fabrication](spells_hd.md#fabrication)<!--/AltName-->

  - Source: <!--Source-->(SRD p141)<!--/Source-->

  -  <!--Level-->4<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->

  - **Range :** <!--Range-->120 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Wizard<!--/Classes-->


  ### Description


  You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.


  Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.


  Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

AltName: '[Fabrication](spells_hd.md#fabrication)'
Source: (SRD p141)
Level: 4
Type: transmutation
CastingTime: 10 minutes
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Fabricate<!--/Name-->

- MDR: <!--AltName-->[Fabrication](spells_hd.md#fabrication)<!--/AltName-->
- Source: <!--Source-->(SRD p141)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.


Id: spells_vo.md#faerie-fire
AltName: [Lueurs féeriques](spells_hd.md#lueurs-féeriques)
Discriminator: SpellItem
Name: Faerie Fire
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p141)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Druid
Components: V
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 1
Range: 60 feet
SpellItem_Type: evocation
AttributesDictionary:
Name: Faerie Fire
Markdown: >+
  # <!--Name-->Faerie Fire<!--/Name-->


  - MDR: <!--AltName-->[Lueurs féeriques](spells_hd.md#lueurs-féeriques)<!--/AltName-->

  - Source: <!--Source-->(SRD p141)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->evocation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->60 feet<!--/Range-->

  - **Components :** <!--Components-->V<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Bard, Druid<!--/Classes-->


  ### Description


  Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.


  Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

AltName: '[Lueurs féeriques](spells_hd.md#lueurs-féeriques)'
Source: (SRD p141)
Level: 1
Type: evocation
CastingTime: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Classes: Bard, Druid

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Faerie Fire<!--/Name-->

- MDR: <!--AltName-->[Lueurs féeriques](spells_hd.md#lueurs-féeriques)<!--/AltName-->
- Source: <!--Source-->(SRD p141)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid<!--/Classes-->

### Description

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.


Id: spells_vo.md#false-life
AltName: [Simulacre de vie](spells_hd.md#simulacre-de-vie)
Discriminator: SpellItem
Name: False Life
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p142)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Wizard
Components: V, S, M (a small amount of alcohol or distilled spirits)
Duration: 1 hour
SpellItem_Family: SpellVO
Level: 1
Range: Self
SpellItem_Type: necromancy
AttributesDictionary:
Name: False Life
Markdown: >+
  # <!--Name-->False Life<!--/Name-->


  - MDR: <!--AltName-->[Simulacre de vie](spells_hd.md#simulacre-de-vie)<!--/AltName-->

  - Source: <!--Source-->(SRD p142)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->necromancy<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a small amount of alcohol or distilled spirits)<!--/Components-->

  - **Duration :** <!--Duration-->1 hour<!--/Duration-->

  - Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->


  ### Description


  Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

AltName: '[Simulacre de vie](spells_hd.md#simulacre-de-vie)'
Source: (SRD p142)
Level: 1
Type: necromancy
CastingTime: 1 action
Range: Self
Components: V, S, M (a small amount of alcohol or distilled spirits)
Duration: 1 hour
Classes: Sorcerer, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->False Life<!--/Name-->

- MDR: <!--AltName-->[Simulacre de vie](spells_hd.md#simulacre-de-vie)<!--/AltName-->
- Source: <!--Source-->(SRD p142)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small amount of alcohol or distilled spirits)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.


Id: spells_vo.md#fear
AltName: [Peur](spells_hd.md#peur)
Discriminator: SpellItem
Name: Fear
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p142)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Sorcerer, Warlock, Wizard
Components: V, S, M (a white feather or the heart of a hen)
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 3
Range: Self (30-foot cone)
SpellItem_Type: illusion
AttributesDictionary:
Name: Fear
Markdown: >+
  # <!--Name-->Fear<!--/Name-->


  - MDR: <!--AltName-->[Peur](spells_hd.md#peur)<!--/AltName-->

  - Source: <!--Source-->(SRD p142)<!--/Source-->

  -  <!--Level-->3<!--/Level-->th-level <!--Type-->illusion<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Self (30-foot cone)<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a white feather or the heart of a hen)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->


  ### Description


  You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

AltName: '[Peur](spells_hd.md#peur)'
Source: (SRD p142)
Level: 3
Type: illusion
CastingTime: 1 action
Range: Self (30-foot cone)
Components: V, S, M (a white feather or the heart of a hen)
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Fear<!--/Name-->

- MDR: <!--AltName-->[Peur](spells_hd.md#peur)<!--/AltName-->
- Source: <!--Source-->(SRD p142)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (30-foot cone)<!--/Range-->
- **Components :** <!--Components-->V, S, M (a white feather or the heart of a hen)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.


Id: spells_vo.md#feather-fall
AltName: [Léger comme une plume](spells_hd.md#léger-comme-une-plume)
Discriminator: SpellItem
Name: Feather Fall
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p142)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 reaction, which you take when you or a creature within 60 feet of you falls
Classes: Bard, Sorcerer, Wizard
Components: V, M (a small feather or piece of down)
Duration: 1 minute
SpellItem_Family: SpellVO
Level: 1
Range: 60 feet
SpellItem_Type: transmutation
AttributesDictionary:
Name: Feather Fall
Markdown: >+
  # <!--Name-->Feather Fall<!--/Name-->


  - MDR: <!--AltName-->[Léger comme une plume](spells_hd.md#léger-comme-une-plume)<!--/AltName-->

  - Source: <!--Source-->(SRD p142)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->transmutation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 reaction, which you take when you or a creature within 60 feet of you falls<!--/CastingTime-->

  - **Range :** <!--Range-->60 feet<!--/Range-->

  - **Components :** <!--Components-->V, M (a small feather or piece of down)<!--/Components-->

  - **Duration :** <!--Duration-->1 minute<!--/Duration-->

  - Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->


  ### Description


  Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

AltName: '[Léger comme une plume](spells_hd.md#léger-comme-une-plume)'
Source: (SRD p142)
Level: 1
Type: transmutation
CastingTime: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or piece of down)
Duration: 1 minute
Classes: Bard, Sorcerer, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Feather Fall<!--/Name-->

- MDR: <!--AltName-->[Léger comme une plume](spells_hd.md#léger-comme-une-plume)<!--/AltName-->
- Source: <!--Source-->(SRD p142)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 reaction, which you take when you or a creature within 60 feet of you falls<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, M (a small feather or piece of down)<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.


Id: spells_vo.md#expeditious-retreat
AltName: [Repli expéditif](spells_hd.md#repli-expéditif)
Discriminator: SpellItem
Name: Expeditious Retreat
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p141)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 bonus action
Classes: Sorcerer, Warlock, Wizard
Components: V, S
Duration: Concentration, up to 10 minutes
SpellItem_Family: SpellVO
Level: 1
Range: Self
SpellItem_Type: transmutation
AttributesDictionary:
Name: Expeditious Retreat
Markdown: >+
  # <!--Name-->Expeditious Retreat<!--/Name-->


  - MDR: <!--AltName-->[Repli expéditif](spells_hd.md#repli-expéditif)<!--/AltName-->

  - Source: <!--Source-->(SRD p141)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->transmutation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->

  - Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->


  ### Description


  This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

AltName: '[Repli expéditif](spells_hd.md#repli-expéditif)'
Source: (SRD p141)
Level: 1
Type: transmutation
CastingTime: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Expeditious Retreat<!--/Name-->

- MDR: <!--AltName-->[Repli expéditif](spells_hd.md#repli-expéditif)<!--/AltName-->
- Source: <!--Source-->(SRD p141)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.


Id: spells_hd.md#toile-daraignée
AltName: [Web](spells_vo.md#web)
Discriminator: SpellItem
Name: Toile d'araignée
ParentLink: spells_hd.md#sorts
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)
SpellItemsId: spells_hd.md#sorts
CastingTime: 1 action
Classes: [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)
Components: V, S, M (un bout de toile d'araignée)
Concentration: concentration
Duration: jusqu'à 1 heure
SpellItem_Family: SpellHD
Level: 2
MaterialComponent: M (un bout de toile d'araignée)
Range: 18 mètres
SomaticComponent: S
SpellItem_Type: Invocation
VerbalComponent: V
AttributesDictionary:
Name: Toile d'araignée
Markdown: >+
  # <!--Name-->Toile d'araignée<!--/Name-->


  - SRD: <!--AltName-->[Web](spells_vo.md#web)<!--/AltName-->


  -  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->2<!--/Level-->


  - **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->


  - **Portée :** <!--Range-->18 mètres<!--/Range-->


  - **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent-->, <!--MaterialComponent-->M (un bout de toile d'araignée)<!--/MaterialComponent--></Components-->


  - **Durée :** <!--Concentration-->concentration<!--/Concentration-->, <!--Duration-->jusqu'à 1 heure<!--/Duration-->


  - Classes: <!--Classes-->[Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)<!--/Classes-->


  - Source: <!--Source-->(MDR p)<!--/Source-->


  ### Description


  Vous invoquez une masse de toiles d'araignées épaisses et collantes en un point de votre choix situé à portée.


  Pendant toute la durée du sort, les toiles occupent un cube de 6 mètres d'arête centré sur le point choisi. Elles forment un terrain difficile à la visibilité réduite.


  Si les toiles ne sont pas ancrées entre deux éléments solides, comme des murs ou des arbres, ou disposées en couches sur le sol, le plafond ou un mur, elles s'effondrent sur elles-mêmes et le sort se termine au début de votre prochain tour. Des toiles disposées en couches superposées sur une surface plane s'accumulent sur une épaisseur de 1,50 mètre.


  Chaque créature qui commence son tour dans les toiles ou qui y pénètre lors de son tour doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md), ou être [entravée](conditions_hd.md#entravé) tant qu'elle reste dans les toiles ou jusqu'à ce qu'elle se libère.


  Une créature [entravée](conditions_hd.md#entravé) par les toiles peut utiliser son action pour effectuer un test de [Force](abilities_strength_hd.md) contre le DD du [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de votre sort. Si elle le réussit, elle n'est plus [entravée](conditions_hd.md#entravé).


  Les toiles sont inflammables. Un cube de toiles de 1,50 mètre d'arête exposé au feu brûle en 1 round, infligeant 2d4 dégâts de feu à toute créature qui commence son tour dans les flammes.

AltName: '[Web](spells_vo.md#web)'
Type: Invocation
Level: 2
CastingTime: 1 action
Range: 18 mètres
Components: V, S, M (un bout de toile d'araignée)
VerbalComponent: V
SomaticComponent: S
MaterialComponent: M (un bout de toile d'araignée)
Concentration: concentration
Duration: jusqu'à 1 heure
Classes: '[Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)'
Source: (MDR p)
Description: >+
  Vous invoquez une masse de toiles d'araignées épaisses et collantes en un point de votre choix situé à portée.


  Pendant toute la durée du sort, les toiles occupent un cube de 6 mètres d'arête centré sur le point choisi. Elles forment un terrain difficile à la visibilité réduite.


  Si les toiles ne sont pas ancrées entre deux éléments solides, comme des murs ou des arbres, ou disposées en couches sur le sol, le plafond ou un mur, elles s'effondrent sur elles-mêmes et le sort se termine au début de votre prochain tour. Des toiles disposées en couches superposées sur une surface plane s'accumulent sur une épaisseur de 1,50 mètre.


  Chaque créature qui commence son tour dans les toiles ou qui y pénètre lors de son tour doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md), ou être [entravée](conditions_hd.md#entravé) tant qu'elle reste dans les toiles ou jusqu'à ce qu'elle se libère.


  Une créature [entravée](conditions_hd.md#entravé) par les toiles peut utiliser son action pour effectuer un test de [Force](abilities_strength_hd.md) contre le DD du [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de votre sort. Si elle le réussit, elle n'est plus [entravée](conditions_hd.md#entravé).


  Les toiles sont inflammables. Un cube de toiles de 1,50 mètre d'arête exposé au feu brûle en 1 round, infligeant 2d4 dégâts de feu à toute créature qui commence son tour dans les flammes.


Description:
Vous invoquez une masse de toiles d'araignées épaisses et collantes en un point de votre choix situé à portée.

Pendant toute la durée du sort, les toiles occupent un cube de 6 mètres d'arête centré sur le point choisi. Elles forment un terrain difficile à la visibilité réduite.

Si les toiles ne sont pas ancrées entre deux éléments solides, comme des murs ou des arbres, ou disposées en couches sur le sol, le plafond ou un mur, elles s'effondrent sur elles-mêmes et le sort se termine au début de votre prochain tour. Des toiles disposées en couches superposées sur une surface plane s'accumulent sur une épaisseur de 1,50 mètre.

Chaque créature qui commence son tour dans les toiles ou qui y pénètre lors de son tour doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md), ou être [entravée](conditions_hd.md#entravé) tant qu'elle reste dans les toiles ou jusqu'à ce qu'elle se libère.

Une créature [entravée](conditions_hd.md#entravé) par les toiles peut utiliser son action pour effectuer un test de [Force](abilities_strength_hd.md) contre le DD du [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de votre sort. Si elle le réussit, elle n'est plus [entravée](conditions_hd.md#entravé).

Les toiles sont inflammables. Un cube de toiles de 1,50 mètre d'arête exposé au feu brûle en 1 round, infligeant 2d4 dégâts de feu à toute créature qui commence son tour dans les flammes.

Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Toile d'araignée<!--/Name-->

- SRD: <!--AltName-->[Web](spells_vo.md#web)<!--/AltName-->

-  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->2<!--/Level-->

- **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->

- **Portée :** <!--Range-->18 mètres<!--/Range-->

- **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent-->, <!--MaterialComponent-->M (un bout de toile d'araignée)<!--/MaterialComponent--></Components-->

- **Durée :** <!--Concentration-->concentration<!--/Concentration-->, <!--Duration-->jusqu'à 1 heure<!--/Duration-->

- Classes: <!--Classes-->[Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)<!--/Classes-->

- Source: <!--Source-->(MDR p)<!--/Source-->

### Description

Vous invoquez une masse de toiles d'araignées épaisses et collantes en un point de votre choix situé à portée.

Pendant toute la durée du sort, les toiles occupent un cube de 6 mètres d'arête centré sur le point choisi. Elles forment un terrain difficile à la visibilité réduite.

Si les toiles ne sont pas ancrées entre deux éléments solides, comme des murs ou des arbres, ou disposées en couches sur le sol, le plafond ou un mur, elles s'effondrent sur elles-mêmes et le sort se termine au début de votre prochain tour. Des toiles disposées en couches superposées sur une surface plane s'accumulent sur une épaisseur de 1,50 mètre.

Chaque créature qui commence son tour dans les toiles ou qui y pénètre lors de son tour doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md), ou être [entravée](conditions_hd.md#entravé) tant qu'elle reste dans les toiles ou jusqu'à ce qu'elle se libère.

Une créature [entravée](conditions_hd.md#entravé) par les toiles peut utiliser son action pour effectuer un test de [Force](abilities_strength_hd.md) contre le DD du [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de votre sort. Si elle le réussit, elle n'est plus [entravée](conditions_hd.md#entravé).

Les toiles sont inflammables. Un cube de toiles de 1,50 mètre d'arête exposé au feu brûle en 1 round, infligeant 2d4 dégâts de feu à toute créature qui commence son tour dans les flammes.


Id: spells_vo.md#contact-other-plane
AltName: [Contacter un autre plan](spells_hd.md#contacter-un-autre-plan)
Discriminator: SpellItem
Name: Contact Other Plane
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p129)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 minute
Classes: Warlock, Wizard
Components: V
Duration: 1 minute
SpellItem_Family: SpellVO
Level: 5
Range: Self
Ritual: ritual
SpellItem_Type: divination
AttributesDictionary:
Name: Contact Other Plane
Markdown: >+
  # <!--Name-->Contact Other Plane<!--/Name-->


  - MDR: <!--AltName-->[Contacter un autre plan](spells_hd.md#contacter-un-autre-plan)<!--/AltName-->

  - Source: <!--Source-->(SRD p129)<!--/Source-->

  -  <!--Level-->5<!--/Level-->th-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)

  - **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V<!--/Components-->

  - **Duration :** <!--Duration-->1 minute<!--/Duration-->

  - Classes: <!--Classes-->Warlock, Wizard<!--/Classes-->


  ### Description


  You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A _[greater restoration](spells_vo.hd#greater-restoration)_ spell cast on you ends this effect.


  On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

AltName: '[Contacter un autre plan](spells_hd.md#contacter-un-autre-plan)'
Source: (SRD p129)
Level: 5
Type: divination
Ritual: ritual
CastingTime: 1 minute
Range: Self
Components: V
Duration: 1 minute
Classes: Warlock, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Contact Other Plane<!--/Name-->

- MDR: <!--AltName-->[Contacter un autre plan](spells_hd.md#contacter-un-autre-plan)<!--/AltName-->
- Source: <!--Source-->(SRD p129)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Warlock, Wizard<!--/Classes-->

### Description

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A _[greater restoration](spells_vo.hd#greater-restoration)_ spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.


Id: spells_vo.md#conjure-minor-elementals
AltName: [Invoquer des élémentaires mineurs](spells_hd.md#invoquer-des-élémentaires-mineurs)
Discriminator: SpellItem
Name: Conjure Minor Elementals
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p128)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 minute
Classes: Druid, Wizard
Components: V, S
Duration: Concentration, up to 1 hour
SpellItem_Family: SpellVO
Level: 4
Range: 90 feet
SpellItem_Type: conjuration
AttributesDictionary:
Name: Conjure Minor Elementals
Markdown: >+
  # <!--Name-->Conjure Minor Elementals<!--/Name-->


  - MDR: <!--AltName-->[Invoquer des élémentaires mineurs](spells_hd.md#invoquer-des-élémentaires-mineurs)<!--/AltName-->

  - Source: <!--Source-->(SRD p128)<!--/Source-->

  -  <!--Level-->4<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->

  - **Range :** <!--Range-->90 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->

  - Classes: <!--Classes-->Druid, Wizard<!--/Classes-->


  ### Description


  You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:


  * One elemental of challenge rating 2 or lower


  * Two elementals of challenge rating 1 or lower


  * Four elementals of challenge rating 1/2 or lower


  * Eight elementals of challenge rating 1/4 or lower.


  An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.


  The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.


  The DM has the creatures' statistics.


  **_At Higher Levels_**. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

AltName: '[Invoquer des élémentaires mineurs](spells_hd.md#invoquer-des-élémentaires-mineurs)'
Source: (SRD p128)
Level: 4
Type: conjuration
CastingTime: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Druid, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Conjure Minor Elementals<!--/Name-->

- MDR: <!--AltName-->[Invoquer des élémentaires mineurs](spells_hd.md#invoquer-des-élémentaires-mineurs)<!--/AltName-->
- Source: <!--Source-->(SRD p128)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->90 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Druid, Wizard<!--/Classes-->

### Description

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

* One elemental of challenge rating 2 or lower

* Two elementals of challenge rating 1 or lower

* Four elementals of challenge rating 1/2 or lower

* Eight elementals of challenge rating 1/4 or lower.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures' statistics.

**_At Higher Levels_**. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.


Id: spells_vo.md#alarm
AltName: [Alarme](spells_hd.md#alarme)
Discriminator: SpellItem
Name: Alarm
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p114)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 minute
Classes: Ranger, Wizard
Components: V, S, M (a tiny bell and a piece of fine silver wire)
Duration: 8 hours
SpellItem_Family: SpellVO
Level: 1
Range: 30 feet
Ritual: ritual
SpellItem_Type: abjuration
AttributesDictionary:
Name: Alarm
Markdown: >+
  # <!--Name-->Alarm<!--/Name-->


  - MDR: <!--AltName-->[Alarme](spells_hd.md#alarme)<!--/AltName-->

  - Source: <!--Source-->(SRD p114)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->abjuration<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)

  - **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->

  - **Range :** <!--Range-->30 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a tiny bell and a piece of fine silver wire)<!--/Components-->

  - **Duration :** <!--Duration-->8 hours<!--/Duration-->

  - Classes: <!--Classes-->Ranger, Wizard<!--/Classes-->


  ### Description


  You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.


  A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

AltName: '[Alarme](spells_hd.md#alarme)'
Source: (SRD p114)
Level: 1
Type: abjuration
Ritual: ritual
CastingTime: 1 minute
Range: 30 feet
Components: V, S, M (a tiny bell and a piece of fine silver wire)
Duration: 8 hours
Classes: Ranger, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Alarm<!--/Name-->

- MDR: <!--AltName-->[Alarme](spells_hd.md#alarme)<!--/AltName-->
- Source: <!--Source-->(SRD p114)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->abjuration<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a tiny bell and a piece of fine silver wire)<!--/Components-->
- **Duration :** <!--Duration-->8 hours<!--/Duration-->
- Classes: <!--Classes-->Ranger, Wizard<!--/Classes-->

### Description

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.


Id: spells_vo.md#alter-self
AltName: [Modifier son apparence](spells_hd.md#modifier-son-apparence)
Discriminator: SpellItem
Name: Alter Self
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p114)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Wizard
Components: V, S
Duration: Concentration, up to 1 hour
SpellItem_Family: SpellVO
Level: 2
Range: Self
SpellItem_Type: transmutation
AttributesDictionary:
Name: Alter Self
Markdown: >+
  # <!--Name-->Alter Self<!--/Name-->


  - MDR: <!--AltName-->[Modifier son apparence](spells_hd.md#modifier-son-apparence)<!--/AltName-->

  - Source: <!--Source-->(SRD p114)<!--/Source-->

  -  <!--Level-->2<!--/Level-->nd-level <!--Type-->transmutation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->

  - Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->


  ### Description


  You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.


  **_Aquatic Adaptation_**. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.


  **_Change Appearance_**. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.


  **_Natural Weapons_**. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

AltName: '[Modifier son apparence](spells_hd.md#modifier-son-apparence)'
Source: (SRD p114)
Level: 2
Type: transmutation
CastingTime: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Sorcerer, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Alter Self<!--/Name-->

- MDR: <!--AltName-->[Modifier son apparence](spells_hd.md#modifier-son-apparence)<!--/AltName-->
- Source: <!--Source-->(SRD p114)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

**_Aquatic Adaptation_**. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

**_Change Appearance_**. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

**_Natural Weapons_**. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.


Id: spells_vo.md#animal-friendship
AltName: [Amitié avec les animaux](spells_hd.md#amitié-avec-les-animaux)
Discriminator: SpellItem
Name: Animal Friendship
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p115)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Druid, Ranger
Components: V, S, M (a morsel of food)
Duration: 24 hours
SpellItem_Family: SpellVO
Level: 1
Range: 30 feet
SpellItem_Type: enchantment
AttributesDictionary:
Name: Animal Friendship
Markdown: >+
  # <!--Name-->Animal Friendship<!--/Name-->


  - MDR: <!--AltName-->[Amitié avec les animaux](spells_hd.md#amitié-avec-les-animaux)<!--/AltName-->

  - Source: <!--Source-->(SRD p115)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->enchantment<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->30 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a morsel of food)<!--/Components-->

  - **Duration :** <!--Duration-->24 hours<!--/Duration-->

  - Classes: <!--Classes-->Bard, Druid, Ranger<!--/Classes-->


  ### Description


  This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

AltName: '[Amitié avec les animaux](spells_hd.md#amitié-avec-les-animaux)'
Source: (SRD p115)
Level: 1
Type: enchantment
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
Classes: Bard, Druid, Ranger

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Animal Friendship<!--/Name-->

- MDR: <!--AltName-->[Amitié avec les animaux](spells_hd.md#amitié-avec-les-animaux)<!--/AltName-->
- Source: <!--Source-->(SRD p115)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a morsel of food)<!--/Components-->
- **Duration :** <!--Duration-->24 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Ranger<!--/Classes-->

### Description

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.


Id: spells_vo.md#animal-messenger
AltName: [Messager animal](spells_hd.md#messager-animal)
Discriminator: SpellItem
Name: Animal Messenger
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p115)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Druid, Ranger
Components: V, S, M (a morsel of food)
Duration: 24 hours
SpellItem_Family: SpellVO
Level: 2
Range: 30 feet
Ritual: ritual
SpellItem_Type: enchantment
AttributesDictionary:
Name: Animal Messenger
Markdown: >+
  # <!--Name-->Animal Messenger<!--/Name-->


  - MDR: <!--AltName-->[Messager animal](spells_hd.md#messager-animal)<!--/AltName-->

  - Source: <!--Source-->(SRD p115)<!--/Source-->

  -  <!--Level-->2<!--/Level-->nd-level <!--Type-->enchantment<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->30 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a morsel of food)<!--/Components-->

  - **Duration :** <!--Duration-->24 hours<!--/Duration-->

  - Classes: <!--Classes-->Bard, Druid, Ranger<!--/Classes-->


  ### Description


  By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.


  When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.


  **_At Higher Levels_**. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

AltName: '[Messager animal](spells_hd.md#messager-animal)'
Source: (SRD p115)
Level: 2
Type: enchantment
Ritual: ritual
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
Classes: Bard, Druid, Ranger

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Animal Messenger<!--/Name-->

- MDR: <!--AltName-->[Messager animal](spells_hd.md#messager-animal)<!--/AltName-->
- Source: <!--Source-->(SRD p115)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->enchantment<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a morsel of food)<!--/Components-->
- **Duration :** <!--Duration-->24 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Ranger<!--/Classes-->

### Description

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

**_At Higher Levels_**. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.


Id: spells_vo.md#animal-shapes
AltName: [Formes animales](spells_hd.md#formes-animales)
Discriminator: SpellItem
Name: Animal Shapes
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p115)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid
Components: V, S
Duration: Concentration, up to 24 hours
SpellItem_Family: SpellVO
Level: 8
Range: 30 feet
SpellItem_Type: transmutation
AttributesDictionary:
Name: Animal Shapes
Markdown: >+
  # <!--Name-->Animal Shapes<!--/Name-->


  - MDR: <!--AltName-->[Formes animales](spells_hd.md#formes-animales)<!--/AltName-->

  - Source: <!--Source-->(SRD p115)<!--/Source-->

  -  <!--Level-->8<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->30 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 24 hours<!--/Duration-->

  - Classes: <!--Classes-->Druid<!--/Classes-->


  ### Description


  Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.


  The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.


  The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.

AltName: '[Formes animales](spells_hd.md#formes-animales)'
Source: (SRD p115)
Level: 8
Type: transmutation
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 24 hours
Classes: Druid

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Animal Shapes<!--/Name-->

- MDR: <!--AltName-->[Formes animales](spells_hd.md#formes-animales)<!--/AltName-->
- Source: <!--Source-->(SRD p115)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 24 hours<!--/Duration-->
- Classes: <!--Classes-->Druid<!--/Classes-->

### Description

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.

The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.


Id: spells_vo.md#animate-dead
AltName: [Animation des morts](spells_hd.md#animation-des-morts)
Discriminator: SpellItem
Name: Animate Dead
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p115)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 minute
Classes: Cleric, Wizard
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 3
Range: 10 feet
SpellItem_Type: necromancy
AttributesDictionary:
Name: Animate Dead
Markdown: >+
  # <!--Name-->Animate Dead<!--/Name-->


  - MDR: <!--AltName-->[Animation des morts](spells_hd.md#animation-des-morts)<!--/AltName-->

  - Source: <!--Source-->(SRD p115)<!--/Source-->

  -  <!--Level-->3<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->

  - **Range :** <!--Range-->10 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Cleric, Wizard<!--/Classes-->


  ### Description


  This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).


  On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.


  The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

AltName: '[Animation des morts](spells_hd.md#animation-des-morts)'
Source: (SRD p115)
Level: 3
Type: necromancy
CastingTime: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
Classes: Cleric, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Animate Dead<!--/Name-->

- MDR: <!--AltName-->[Animation des morts](spells_hd.md#animation-des-morts)<!--/AltName-->
- Source: <!--Source-->(SRD p115)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->10 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric, Wizard<!--/Classes-->

### Description

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.


Id: spells_vo.md#aid
AltName: [Aide](spells_hd.md#aide)
Discriminator: SpellItem
Name: Aid
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p114)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric, Paladin
Components: V, S, M (a tiny strip of white cloth)
Duration: 8 hours
SpellItem_Family: SpellVO
Level: 2
Range: 30 feet
SpellItem_Type: abjuration
AttributesDictionary:
Name: Aid
Markdown: >+
  # <!--Name-->Aid<!--/Name-->


  - MDR: <!--AltName-->[Aide](spells_hd.md#aide)<!--/AltName-->

  - Source: <!--Source-->(SRD p114)<!--/Source-->

  -  <!--Level-->2<!--/Level-->nd-level <!--Type-->abjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->30 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a tiny strip of white cloth)<!--/Components-->

  - **Duration :** <!--Duration-->8 hours<!--/Duration-->

  - Classes: <!--Classes-->Cleric, Paladin<!--/Classes-->


  ### Description


  Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

AltName: '[Aide](spells_hd.md#aide)'
Source: (SRD p114)
Level: 2
Type: abjuration
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a tiny strip of white cloth)
Duration: 8 hours
Classes: Cleric, Paladin

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Aid<!--/Name-->

- MDR: <!--AltName-->[Aide](spells_hd.md#aide)<!--/AltName-->
- Source: <!--Source-->(SRD p114)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a tiny strip of white cloth)<!--/Components-->
- **Duration :** <!--Duration-->8 hours<!--/Duration-->
- Classes: <!--Classes-->Cleric, Paladin<!--/Classes-->

### Description

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.


Id: spells_vo.md#animate-objects
AltName: [Animation des objets](spells_hd.md#animation-des-objets)
Discriminator: SpellItem
Name: Animate Objects
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p116)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Sorcerer, Wizard
Components: V, S
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 5
Range: 120 feet
SpellItem_Type: transmutation
AttributesDictionary:
Name: Animate Objects
Markdown: >+
  # <!--Name-->Animate Objects<!--/Name-->


  - MDR: <!--AltName-->[Animation des objets](spells_hd.md#animation-des-objets)<!--/AltName-->

  - Source: <!--Source-->(SRD p116)<!--/Source-->

  -  <!--Level-->5<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->120 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->


  ### Description


  Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.


  As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.


  |Size|HP|AC|Attack|Str|Dex|

  |---|---|---|---|---|---|

  |Tiny|20|18|+8 to hit, 1d4 + 4 damage|4|18|

  |Small|25|16|+6 to hit, 1d8 + 2 damage|6|14|

  |Medium|40|13|+5 to hit, 2d6 + 1 damage|10|12|

  |Large|50|10|+6 to hit, 2d10 + 2 damage|14|10|

  |Huge|80|10|+8 to hit, 2d12 + 4 damage|18|6|


  An animated object is a construct witd AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.


  If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.


  **_At Higher Levels_**. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

AltName: '[Animation des objets](spells_hd.md#animation-des-objets)'
Source: (SRD p116)
Level: 5
Type: transmutation
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Animate Objects<!--/Name-->

- MDR: <!--AltName-->[Animation des objets](spells_hd.md#animation-des-objets)<!--/AltName-->
- Source: <!--Source-->(SRD p116)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

|Size|HP|AC|Attack|Str|Dex|
|---|---|---|---|---|---|
|Tiny|20|18|+8 to hit, 1d4 + 4 damage|4|18|
|Small|25|16|+6 to hit, 1d8 + 2 damage|6|14|
|Medium|40|13|+5 to hit, 2d6 + 1 damage|10|12|
|Large|50|10|+6 to hit, 2d10 + 2 damage|14|10|
|Huge|80|10|+8 to hit, 2d12 + 4 damage|18|6|

An animated object is a construct witd AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

**_At Higher Levels_**. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.


Id: spells_vo.md#antimagic-field
AltName: [Champ antimagie](spells_hd.md#champ-antimagie)
Discriminator: SpellItem
Name: Antimagic Field
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p117)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric, Wizard
Components: V, S, M (a pinch of powdered iron or iron filings)
Duration: Concentration, up to 1 hour
SpellItem_Family: SpellVO
Level: 8
Range: Self (10-foot-radius sphere)
SpellItem_Type: abjuration
AttributesDictionary:
Name: Antimagic Field
Markdown: >+
  # <!--Name-->Antimagic Field<!--/Name-->


  - MDR: <!--AltName-->[Champ antimagie](spells_hd.md#champ-antimagie)<!--/AltName-->

  - Source: <!--Source-->(SRD p117)<!--/Source-->

  -  <!--Level-->8<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Self (10-foot-radius sphere)<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a pinch of powdered iron or iron filings)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->

  - Classes: <!--Classes-->Cleric, Wizard<!--/Classes-->


  ### Description


  A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.


  Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.


  **_Targeted Effects_**. Spells and other magical effects, such as _[magic missile](spells_vo.hd#magic-missile)_ and _[charm person](spells_vo.hd#charm-person)_, that target a creature or an object in the sphere have no effect on that target.


  **_Areas of Magic_**. The area of another spell or magical effect, such as _[fireball](spells_vo.hd#fireball)_, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a _[wall of fire](spells_vo.hd#wall-of-fire)_ are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.


  **_Spells_**. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.


  **_Magic Items_**. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.


  A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.


  **_Magical Travel_**. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the _rope trick_ spell, temporarily closes while in the sphere.


  **_Creatures and Objects_**. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.


  **_Dispel Magic_**. Spells and magical effects such as _[dispel magic](spells_vo.hd#dispel-magic)_ have no effect on the sphere. Likewise, the spheres created by different _[antimagic field](spells_vo.hd#antimagic-field)_ spells don't nullify each other.

AltName: '[Champ antimagie](spells_hd.md#champ-antimagie)'
Source: (SRD p117)
Level: 8
Type: abjuration
CastingTime: 1 action
Range: Self (10-foot-radius sphere)
Components: V, S, M (a pinch of powdered iron or iron filings)
Duration: Concentration, up to 1 hour
Classes: Cleric, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Antimagic Field<!--/Name-->

- MDR: <!--AltName-->[Champ antimagie](spells_hd.md#champ-antimagie)<!--/AltName-->
- Source: <!--Source-->(SRD p117)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (10-foot-radius sphere)<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of powdered iron or iron filings)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Cleric, Wizard<!--/Classes-->

### Description

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

**_Targeted Effects_**. Spells and other magical effects, such as _[magic missile](spells_vo.hd#magic-missile)_ and _[charm person](spells_vo.hd#charm-person)_, that target a creature or an object in the sphere have no effect on that target.

**_Areas of Magic_**. The area of another spell or magical effect, such as _[fireball](spells_vo.hd#fireball)_, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a _[wall of fire](spells_vo.hd#wall-of-fire)_ are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

**_Spells_**. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

**_Magic Items_**. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.

A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

**_Magical Travel_**. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the _rope trick_ spell, temporarily closes while in the sphere.

**_Creatures and Objects_**. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

**_Dispel Magic_**. Spells and magical effects such as _[dispel magic](spells_vo.hd#dispel-magic)_ have no effect on the sphere. Likewise, the spheres created by different _[antimagic field](spells_vo.hd#antimagic-field)_ spells don't nullify each other.


Id: spells_vo.md#antipathysympathy
AltName: [Répulsion/attirance](spells_hd.md#répulsionattirance)
Discriminator: SpellItem
Name: Antipathy/Sympathy
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p117)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 hour
Classes: Druid, Wizard
Duration: 10 days
SpellItem_Family: SpellVO
Level: 8
Range: 60 feet
SpellItem_Type: enchantment
AttributesDictionary:
Name: Antipathy/Sympathy
Markdown: >+
  # <!--Name-->Antipathy/Sympathy<!--/Name-->


  - MDR: <!--AltName-->[Répulsion/attirance](spells_hd.md#répulsionattirance)<!--/AltName-->

  - Source: <!--Source-->(SRD p117)<!--/Source-->

  -  <!--Level-->8<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 hour<!--/CastingTime-->

  - **Range :** <!--Range-->60 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)<!--/Components-->

  - **Duration :** <!--Duration-->10 days<!--/Duration-->

  - Classes: <!--Classes-->Druid, Wizard<!--/Classes-->


  ### Description


  This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.


  **Antipathy**. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.


  **Sympathy**. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.


  If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.


  **Ending the Effect**. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.


  A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

AltName: '[Répulsion/attirance](spells_hd.md#répulsionattirance)'
Source: (SRD p117)
Level: 8
Type: enchantment
CastingTime: 1 hour
Range: 60 feet
Components: V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)
Duration: 10 days
Classes: Druid, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Antipathy/Sympathy<!--/Name-->

- MDR: <!--AltName-->[Répulsion/attirance](spells_hd.md#répulsionattirance)<!--/AltName-->
- Source: <!--Source-->(SRD p117)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 hour<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)<!--/Components-->
- **Duration :** <!--Duration-->10 days<!--/Duration-->
- Classes: <!--Classes-->Druid, Wizard<!--/Classes-->

### Description

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

**Antipathy**. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

**Sympathy**. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.

If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

**Ending the Effect**. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Components:
V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)


Id: spells_vo.md#arcane-eye
AltName: [Oeil magique](spells_hd.md#oeil-magique)
Discriminator: SpellItem
Name: Arcane Eye
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p118)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Wizard
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
SpellItem_Family: SpellVO
Level: 4
Range: 30 feet
SpellItem_Type: divination
AttributesDictionary:
Name: Arcane Eye
Markdown: >+
  # <!--Name-->Arcane Eye<!--/Name-->


  - MDR: <!--AltName-->[Oeil magique](spells_hd.md#oeil-magique)<!--/AltName-->

  - Source: <!--Source-->(SRD p118)<!--/Source-->

  -  <!--Level-->4<!--/Level-->th-level <!--Type-->divination<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->30 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a bit of bat fur)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->

  - Classes: <!--Classes-->Wizard<!--/Classes-->


  ### Description


  You create an invisible, magical eye within range that hovers in the air for the duration.


  You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.


  As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

AltName: '[Oeil magique](spells_hd.md#oeil-magique)'
Source: (SRD p118)
Level: 4
Type: divination
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
Classes: Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Arcane Eye<!--/Name-->

- MDR: <!--AltName-->[Oeil magique](spells_hd.md#oeil-magique)<!--/AltName-->
- Source: <!--Source-->(SRD p118)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->divination<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a bit of bat fur)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.


Id: spells_vo.md#arcane-lock
AltName: [Verrou magique](spells_hd.md#verrou-magique)
Discriminator: SpellItem
Name: Arcane Lock
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p118)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Wizard
Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
Duration: Until dispelled
SpellItem_Family: SpellVO
Level: 2
Range: Touch
SpellItem_Type: abjuration
AttributesDictionary:
Name: Arcane Lock
Markdown: >+
  # <!--Name-->Arcane Lock<!--/Name-->


  - MDR: <!--AltName-->[Verrou magique](spells_hd.md#verrou-magique)<!--/AltName-->

  - Source: <!--Source-->(SRD p118)<!--/Source-->

  -  <!--Level-->2<!--/Level-->nd-level <!--Type-->abjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Touch<!--/Range-->

  - **Components :** <!--Components-->V, S, M (gold dust worth at least 25 gp, which the spell consumes)<!--/Components-->

  - **Duration :** <!--Duration-->Until dispelled<!--/Duration-->

  - Classes: <!--Classes-->Wizard<!--/Classes-->


  ### Description


  You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting _[knock](spells_vo.hd#knock)_ on the object suppresses _[arcane lock](spells_vo.hd#arcane-lock)_ for 10 minutes.


  While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

AltName: '[Verrou magique](spells_hd.md#verrou-magique)'
Source: (SRD p118)
Level: 2
Type: abjuration
CastingTime: 1 action
Range: Touch
Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
Duration: Until dispelled
Classes: Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Arcane Lock<!--/Name-->

- MDR: <!--AltName-->[Verrou magique](spells_hd.md#verrou-magique)<!--/AltName-->
- Source: <!--Source-->(SRD p118)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (gold dust worth at least 25 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Until dispelled<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting _[knock](spells_vo.hd#knock)_ on the object suppresses _[arcane lock](spells_vo.hd#arcane-lock)_ for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.


Id: spells_vo.md#astral-projection
AltName: [Projection astrale](spells_hd.md#projection-astrale)
Discriminator: SpellItem
Name: Astral Projection
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p119)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 hour
Classes: Cleric, Warlock, Wizard
Duration: Special
SpellItem_Family: SpellVO
Level: 9
Range: 10 feet
SpellItem_Type: necromancy
AttributesDictionary:
Name: Astral Projection
Markdown: >+
  # <!--Name-->Astral Projection<!--/Name-->


  - MDR: <!--AltName-->[Projection astrale](spells_hd.md#projection-astrale)<!--/AltName-->

  - Source: <!--Source-->(SRD p119)<!--/Source-->

  -  <!--Level-->9<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 hour<!--/CastingTime-->

  - **Range :** <!--Range-->10 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)<!--/Components-->

  - **Duration :** <!--Duration-->Special<!--/Duration-->

  - Classes: <!--Classes-->Cleric, Warlock, Wizard<!--/Classes-->


  ### Description


  You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.


  Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly.


  Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.


  The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.


  The spell might also end early for you or one of your companions. A successful _[dispel magic](spells_vo.hd#dispel-magic)_ spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.


  If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

AltName: '[Projection astrale](spells_hd.md#projection-astrale)'
Source: (SRD p119)
Level: 9
Type: necromancy
CastingTime: 1 hour
Range: 10 feet
Components: V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)
Duration: Special
Classes: Cleric, Warlock, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Astral Projection<!--/Name-->

- MDR: <!--AltName-->[Projection astrale](spells_hd.md#projection-astrale)<!--/AltName-->
- Source: <!--Source-->(SRD p119)<!--/Source-->
-  <!--Level-->9<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 hour<!--/CastingTime-->
- **Range :** <!--Range-->10 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Special<!--/Duration-->
- Classes: <!--Classes-->Cleric, Warlock, Wizard<!--/Classes-->

### Description

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful _[dispel magic](spells_vo.hd#dispel-magic)_ spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

Components:
V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)


Id: spells_vo.md#augury
AltName: [Augure](spells_hd.md#augure)
Discriminator: SpellItem
Name: Augury
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p120)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 minute
Classes: Cleric
Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 2
Range: Self
Ritual: ritual
SpellItem_Type: divination
AttributesDictionary:
Name: Augury
Markdown: >+
  # <!--Name-->Augury<!--/Name-->


  - MDR: <!--AltName-->[Augure](spells_hd.md#augure)<!--/AltName-->

  - Source: <!--Source-->(SRD p120)<!--/Source-->

  -  <!--Level-->2<!--/Level-->nd-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)

  - **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Cleric<!--/Classes-->


  ### Description


  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 course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:


  * Weal, for good results


  * Woe, for bad results


  * Weal and woe, for both good and bad 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 spells or the loss or gain of a companion.


  If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

AltName: '[Augure](spells_hd.md#augure)'
Source: (SRD p120)
Level: 2
Type: divination
Ritual: ritual
CastingTime: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration: Instantaneous
Classes: Cleric

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Augury<!--/Name-->

- MDR: <!--AltName-->[Augure](spells_hd.md#augure)<!--/AltName-->
- Source: <!--Source-->(SRD p120)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

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 course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

* Weal, for good results

* Woe, for bad results

* Weal and woe, for both good and bad 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 spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.


Id: spells_vo.md#antilife-shell
AltName: [Coquille antivie](spells_hd.md#coquille-antivie)
Discriminator: SpellItem
Name: Antilife Shell
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p116)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid
Components: V, S
Duration: Concentration, up to 1 hour
SpellItem_Family: SpellVO
Level: 5
Range: Self (10-foot radius)
SpellItem_Type: abjuration
AttributesDictionary:
Name: Antilife Shell
Markdown: >+
  # <!--Name-->Antilife Shell<!--/Name-->


  - MDR: <!--AltName-->[Coquille antivie](spells_hd.md#coquille-antivie)<!--/AltName-->

  - Source: <!--Source-->(SRD p116)<!--/Source-->

  -  <!--Level-->5<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Self (10-foot radius)<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->

  - Classes: <!--Classes-->Druid<!--/Classes-->


  ### Description


  A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.


  The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.


  If you move so that an affected creature is forced to pass through the barrier, the spell ends.

AltName: '[Coquille antivie](spells_hd.md#coquille-antivie)'
Source: (SRD p116)
Level: 5
Type: abjuration
CastingTime: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Druid

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Antilife Shell<!--/Name-->

- MDR: <!--AltName-->[Coquille antivie](spells_hd.md#coquille-antivie)<!--/AltName-->
- Source: <!--Source-->(SRD p116)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (10-foot radius)<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Druid<!--/Classes-->

### Description

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.


Id: spells_vo.md#awaken
AltName: [Éveil](spells_hd.md#Éveil)
Discriminator: SpellItem
Name: Awaken
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p120)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 8 hours
Classes: Bard, Druid
Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 5
Range: Touch
SpellItem_Type: transmutation
AttributesDictionary:
Name: Awaken
Markdown: >+
  # <!--Name-->Awaken<!--/Name-->


  - MDR: <!--AltName-->[Éveil](spells_hd.md#Éveil)<!--/AltName-->

  - Source: <!--Source-->(SRD p120)<!--/Source-->

  -  <!--Level-->5<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->8 hours<!--/CastingTime-->

  - **Range :** <!--Range-->Touch<!--/Range-->

  - **Components :** <!--Components-->V, S, M (an agate worth at least 1,000 gp, which the spell consumes)<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Bard, Druid<!--/Classes-->


  ### Description


  After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.


  The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

AltName: '[Éveil](spells_hd.md#Éveil)'
Source: (SRD p120)
Level: 5
Type: transmutation
CastingTime: 8 hours
Range: Touch
Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
Classes: Bard, Druid

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Awaken<!--/Name-->

- MDR: <!--AltName-->[Éveil](spells_hd.md#Éveil)<!--/AltName-->
- Source: <!--Source-->(SRD p120)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->8 hours<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (an agate worth at least 1,000 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid<!--/Classes-->

### Description

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.


Id: spells_vo.md#acid-splash
AltName: [Aspersion acide](spells_hd.md#aspersion-acide)
Discriminator: SpellItem
Name: Acid Splash
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p114)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Wizard
Components: V, S
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: cantrip
Range: 60 feet
SpellItem_Type: Conjuration
AttributesDictionary:
Name: Acid Splash
Markdown: >
  # <!--Name-->Acid Splash<!--/Name-->


  - MDR: <!--AltName-->[Aspersion acide](spells_hd.md#aspersion-acide)<!--/AltName-->

  - Source: <!--Source-->(SRD p114)<!--/Source-->

  -  <!--Type-->Conjuration<!--/Type--> <!--Level-->cantrip<!--/Level-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->60 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->


  ### Description


  You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.


  This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


  [Aspersion acide]: spells_hd.md#aspersion-acide

  [Aide]: spells_hd.md#aide

  [Alarme]: spells_hd.md#alarme

  [Modifier son apparence]: spells_hd.md#modifier-son-apparence

  [Amitié avec les animaux]: spells_hd.md#amitié-avec-les-animaux

  [Messager animal]: spells_hd.md#messager-animal

  [Formes animales]: spells_hd.md#formes-animales

  [Animation des morts]: spells_hd.md#animation-des-morts

  [Animation des objets]: spells_hd.md#animation-des-objets

  [Coquille antivie]: spells_hd.md#coquille-antivie

  [Champ antimagie]: spells_hd.md#champ-antimagie

  [Répulsion/attirance]: spells_hd.md#répulsionattirance

  [Oeil magique]: spells_hd.md#oeil-magique

  [Verrou magique]: spells_hd.md#verrou-magique

  [Projection astrale]: spells_hd.md#projection-astrale

  [Augure]: spells_hd.md#augure

  [Éveil]: spells_hd.md#Éveil

  [Fléau]: spells_hd.md#fléau

  [Bannissement]: spells_hd.md#bannissement

  [Peau d'écorce]: spells_hd.md#peau-décorce

  [Lueur d'espoir]: spells_hd.md#lueur-despoir

  [Jeter une malédiction]: spells_hd.md#jeter-une-malédiction

  [Main magique]: spells_hd.md#main-magique

  [Barrière de lames]: spells_hd.md#barrière-de-lames

  [Bénédiction]: spells_hd.md#bénédiction

  [Flétrissement]: spells_hd.md#flétrissement

  [Cécité/Surdité]: spells_hd.md#cécitésurdité

  [Clignotement]: spells_hd.md#clignotement

  [Flou]: spells_hd.md#flou

  [Frappe lumineuse]: spells_hd.md#frappe-lumineuse

  [Mains brûlantes]: spells_hd.md#mains-brûlantes

  [Appel de la foudre]: spells_hd.md#appel-de-la-foudre

  [Apaisement des émotions]: spells_hd.md#apaisement-des-émotions

  [Chaîne d'éclairs]: spells_hd.md#chaîne-déclairs

  [Charme-personne]: spells_hd.md#charme-personne

  [Contact glacial]: spells_hd.md#contact-glacial

  [Cercle de mort]: spells_hd.md#cercle-de-mort

  [Clairvoyance]: spells_hd.md#clairvoyance

  [Clone]: spells_hd.md#clone

  [Nuage mortel]: spells_hd.md#nuage-mortel

  [Couleurs dansantes]: spells_hd.md#couleurs-dansantes

  [Injonction]: spells_hd.md#injonction

  [Communion]: spells_hd.md#communion

  [Communion avec la nature]: spells_hd.md#communion-avec-la-nature

  [Compréhension des langues]: spells_hd.md#compréhension-des-langues

  [Compulsion]: spells_hd.md#compulsion

  [Cône de froid]: spells_hd.md#cône-de-froid

  [Confusion]: spells_hd.md#confusion

  [Invoquer des animaux]: spells_hd.md#invoquer-des-animaux

  [Invoquer un céleste]: spells_hd.md#invoquer-un-céleste

  [Invoquer un élémentaire]: spells_hd.md#invoquer-un-élémentaire

  [Invoquer une fée]: spells_hd.md#invoquer-une-fée

  [Invoquer des élémentaires mineurs]: spells_hd.md#invoquer-des-élémentaires-mineurs

  [Invoquer des êtres des bois]: spells_hd.md#invoquer-des-êtres-des-bois

  [Contacter un autre plan]: spells_hd.md#contacter-un-autre-plan

  [Contagion]: spells_hd.md#contagion

  [Contingence]: spells_hd.md#contingence

  [Flamme éternelle]: spells_hd.md#flamme-éternelle

  [Contrôle de l'eau]: spells_hd.md#contrôle-de-leau

  [Contrôle du climat]: spells_hd.md#contrôle-du-climat

  [Contresort]: spells_hd.md#contresort

  [Création de nourriture et d'eau]: spells_hd.md#création-de-nourriture-et-deau

  [Création ou destruction d'eau]: spells_hd.md#création-ou-destruction-deau

  [Création de mort-vivant]: spells_hd.md#création-de-mort-vivant

  [Création]: spells_hd.md#création

  [Soin des blessures]: spells_hd.md#soin-des-blessures

  [Lumières dansantes]: spells_hd.md#lumières-dansantes

  [Ténèbres]: spells_hd.md#ténèbres

  [Vision dans le noir]: spells_hd.md#vision-dans-le-noir

  [Lumière du jour]: spells_hd.md#lumière-du-jour

  [Protection contre la mort]: spells_hd.md#protection-contre-la-mort

  [Boule de feu à explosion retardée]: spells_hd.md#boule-de-feu-à-explosion-retardée

  [Demi-plan]: spells_hd.md#demi-plan

  [Détection du mal et du bien]: spells_hd.md#détection-du-mal-et-du-bien

  [Détection de la magie]: spells_hd.md#détection-de-la-magie

  [Détection du poison et des maladies]: spells_hd.md#détection-du-poison-et-des-maladies

  [Détection des pensées]: spells_hd.md#détection-des-pensées

  [Porte dimensionnelle]: spells_hd.md#porte-dimensionnelle

  [Déguisement]: spells_hd.md#déguisement

  [Désintégration]: spells_hd.md#désintégration

  [Dissipation du mal et du bien]: spells_hd.md#dissipation-du-mal-et-du-bien

  [Dissipation de la magie]: spells_hd.md#dissipation-de-la-magie

  [Divination]: spells_hd.md#divination

  [Faveur divine]: spells_hd.md#faveur-divine

  [Parole divine]: spells_hd.md#parole-divine

  [Dominer une bête]: spells_hd.md#dominer-une-bête

  [Dominer un monstre]: spells_hd.md#dominer-un-monstre

  [Dominer un humanoïde]: spells_hd.md#dominer-un-humanoïde

  [Convocations instantanées]: spells_hd.md#convocations-instantanées

  [Rêve]: spells_hd.md#rêve

  [Druidisme]: spells_hd.md#druidisme

  [Tremblement de terre]: spells_hd.md#tremblement-de-terre

  [Explosion occulte]: spells_hd.md#explosion-occulte

  [Amélioration de caractéristique]: spells_hd.md#amélioration-de-caractéristique

  [Agrandir/Rétrécir]: spells_hd.md#agrandirrétrécir

  [Enchevêtrement]: spells_hd.md#enchevêtrement

  [Envoûtement]: spells_hd.md#envoûtement

  [Forme éthérée]: spells_hd.md#forme-éthérée

  [Tentacules noirs]: spells_hd.md#tentacules-noirs

  [Repli expéditif]: spells_hd.md#repli-expéditif

  [Mauvais oeil]: spells_hd.md#mauvais-oeil

  [Fabrication]: spells_hd.md#fabrication

  [Lueurs féeriques]: spells_hd.md#lueurs-féeriques

  [Simulacre de vie]: spells_hd.md#simulacre-de-vie

  [Peur]: spells_hd.md#peur

  [Léger comme une plume]: spells_hd.md#léger-comme-une-plume

  [Esprit faible]: spells_hd.md#esprit-faible

  [Appel de familier]: spells_hd.md#appel-de-familier

  [Trouver une monture]: spells_hd.md#trouver-une-monture

  [Trouver un chemin]: spells_hd.md#trouver-un-chemin

  [Trouver les pièges]: spells_hd.md#trouver-les-pièges

  [Doigt de mort]: spells_hd.md#doigt-de-mort

  [Trait de feu]: spells_hd.md#trait-de-feu

  [Bouclier de feu]: spells_hd.md#bouclier-de-feu

  [Tempête de feu]: spells_hd.md#tempête-de-feu

  [Boule de feu]: spells_hd.md#boule-de-feu

  [Lame de feu]: spells_hd.md#lame-de-feu

  [Colonne de flamme]: spells_hd.md#colonne-de-flamme

  [Sphère de feu]: spells_hd.md#sphère-de-feu

  [Pétrification]: spells_hd.md#pétrification

  [Vol]: spells_hd.md#vol

  [Nappe de brouillard]: spells_hd.md#nappe-de-brouillard

  [Interdiction]: spells_hd.md#interdiction

  [Cage de force]: spells_hd.md#cage-de-force

  [Prémonition]: spells_hd.md#prémonition

  [Liberté de mouvement]: spells_hd.md#liberté-de-mouvement

  [Forme gazeuse]: spells_hd.md#forme-gazeuse

  [Portail]: spells_hd.md#portail

  [Coercition mystique]: spells_hd.md#coercition-mystique

  [Doux repos]: spells_hd.md#doux-repos

  [Insecte géant]: spells_hd.md#insecte-géant

  [Bagou]: spells_hd.md#bagou

  [Globe d'invulnérabilité]: spells_hd.md#globe-dinvulnérabilité

  [Glyphe de protection]: spells_hd.md#glyphe-de-protection

  [Baies nourricières]: spells_hd.md#baies-nourricières

  [Graisse]: spells_hd.md#graisse

  [Invisibilité supérieure]: spells_hd.md#invisibilité-supérieure

  [Restauration supérieure]: spells_hd.md#restauration-supérieure

  [Gardien de la foi]: spells_hd.md#gardien-de-la-foi

  [Protections et sceaux]: spells_hd.md#protections-et-sceaux

  [Assistance]: spells_hd.md#assistance

  [Balisage]: spells_hd.md#balisage

  [Bourrasque]: spells_hd.md#bourrasque

  [Sanctification]: spells_hd.md#sanctification

  [Terrain hallucinatoire]: spells_hd.md#terrain-hallucinatoire

  [Contamination]: spells_hd.md#contamination

  [Hâte]: spells_hd.md#hâte

  [Guérison]: spells_hd.md#guérison

  [Mot de guérison]: spells_hd.md#mot-de-guérison

  [Chauffer le métal]: spells_hd.md#chauffer-le-métal

  [Représailles infernales]: spells_hd.md#représailles-infernales

  [Festin des héros]: spells_hd.md#festin-des-héros

  [Héroïsme]: spells_hd.md#héroïsme

  [Immobiliser un monstre]: spells_hd.md#immobiliser-un-monstre

  [Immobiliser un humanoïde]: spells_hd.md#immobiliser-un-humanoïde

  [Aura sacrée]: spells_hd.md#aura-sacrée

  [Marque du chasseur]: spells_hd.md#marque-du-chasseur

  [Motif hypnotique]: spells_hd.md#motif-hypnotique

  [Tempête de grêle]: spells_hd.md#tempête-de-grêle

  [Identification]: spells_hd.md#identification

  [Texte illusoire]: spells_hd.md#texte-illusoire

  [Emprisonnement]: spells_hd.md#emprisonnement

  [Nuage incendiaire]: spells_hd.md#nuage-incendiaire

  [Blessure]: spells_hd.md#blessure

  [Fléau d'insectes]: spells_hd.md#fléau-dinsectes

  [Invisibilité]: spells_hd.md#invisibilité

  [Saut]: spells_hd.md#saut

  [Déblocage]: spells_hd.md#déblocage

  [Légende]: spells_hd.md#légende

  [Coffre secret]: spells_hd.md#coffre-secret

  [Petite hutte]: spells_hd.md#petite-hutte

  [Restauration inférieure]: spells_hd.md#restauration-inférieure

  [Lévitation]: spells_hd.md#lévitation

  [Lumière]: spells_hd.md#lumière

  [Éclair]: spells_hd.md#Éclair

  [Localiser des animaux ou des plantes]: spells_hd.md#localiser-des-animaux-ou-des-plantes

  [Localiser une créature]: spells_hd.md#localiser-une-créature

  [Localiser un objet]: spells_hd.md#localiser-un-objet

  [Grande foulée]: spells_hd.md#grande-foulée

  [Armure du mage]: spells_hd.md#armure-du-mage

  [Main du mage]: spells_hd.md#main-du-mage

  [Cercle magique]: spells_hd.md#cercle-magique

  [Possession]: spells_hd.md#possession

  [Projectile magique]: spells_hd.md#projectile-magique

  [Bouche magique]: spells_hd.md#bouche-magique

  [Arme magique]: spells_hd.md#arme-magique

  [Image majeure]: spells_hd.md#image-majeure

  [Soin des blessures de groupe]: spells_hd.md#soin-des-blessures-de-groupe

  [Guérison de groupe]: spells_hd.md#guérison-de-groupe

  [Mot de guérison de groupe]: spells_hd.md#mot-de-guérison-de-groupe

  [Suggestion de groupe]: spells_hd.md#suggestion-de-groupe

  [Labyrinthe]: spells_hd.md#labyrinthe

  [Fusion dans la pierre]: spells_hd.md#fusion-dans-la-pierre

  [Flèche acide]: spells_hd.md#flèche-acide

  [Réparation]: spells_hd.md#réparation

  [Message]: spells_hd.md#message

  [Nuée de météores]: spells_hd.md#nuée-de-météores

  [Esprit impénétrable]: spells_hd.md#esprit-impénétrable

  [Illusion mineure]: spells_hd.md#illusion-mineure

  [Mirage]: spells_hd.md#mirage

  [Image miroir]: spells_hd.md#image-miroir

  [Tromperie]: spells_hd.md#tromperie

  [Pas brumeux]: spells_hd.md#pas-brumeux

  [Modification de mémoire]: spells_hd.md#modification-de-mémoire

  [Rayon de lune]: spells_hd.md#rayon-de-lune

  [Chien de garde]: spells_hd.md#chien-de-garde

  [Manoir somptueux]: spells_hd.md#manoir-somptueux

  [Sanctuaire privé]: spells_hd.md#sanctuaire-privé

  [Épée magique]: spells_hd.md#Épée-magique

  [Déplacer la terre]: spells_hd.md#déplacer-la-terre

  [Non-détection]: spells_hd.md#non-détection

  [Aura magique de l'arcaniste]: spells_hd.md#aura-magique-de-larcaniste

  [Sphère glacée]: spells_hd.md#sphère-glacée

  [Sphère résiliente]: spells_hd.md#sphère-résiliente

  [Danse irrésistible]: spells_hd.md#danse-irrésistible

  [Passage sans trace]: spells_hd.md#passage-sans-trace

  [Passe-muraille]: spells_hd.md#passe-muraille

  [Assassin imaginaire]: spells_hd.md#assassin-imaginaire

  [Monture fantôme]: spells_hd.md#monture-fantôme

  [Allié planaire]: spells_hd.md#allié-planaire

  [Entrave planaire]: spells_hd.md#entrave-planaire

  [Changement de plan]: spells_hd.md#changement-de-plan

  [Croissance végétale]: spells_hd.md#croissance-végétale

  [Bouffée de poison]: spells_hd.md#bouffée-de-poison

  [Métamorphose]: spells_hd.md#métamorphose

  [Mot de pouvoir mortel]: spells_hd.md#mot-de-pouvoir-mortel

  [Mot de pouvoir étourdissant]: spells_hd.md#mot-de-pouvoir-étourdissant

  [Prière de soins]: spells_hd.md#prière-de-soins

  [Prestidigitation]: spells_hd.md#prestidigitation

  [Embruns prismatiques]: spells_hd.md#embruns-prismatiques

  [Mur prismatique]: spells_hd.md#mur-prismatique

  [Produire une flamme]: spells_hd.md#produire-une-flamme

  [Illusion programmée]: spells_hd.md#illusion-programmée

  [Image projetée]: spells_hd.md#image-projetée

  [Protection contre les énergies]: spells_hd.md#protection-contre-les-énergies

  [Protection contre le mal et le bien]: spells_hd.md#protection-contre-le-mal-et-le-bien

  [Protection contre le poison]: spells_hd.md#protection-contre-le-poison

  [Purification de la nourriture et de l'eau]: spells_hd.md#purification-de-la-nourriture-et-de-leau

  [Rappel à la vie]: spells_hd.md#rappel-à-la-vie

  [Lien télépathique]: spells_hd.md#lien-télépathique

  [Rayon affaiblissant]: spells_hd.md#rayon-affaiblissant

  [Rayon de givre]: spells_hd.md#rayon-de-givre

  [Régénération]: spells_hd.md#régénération

  [Réincarnation]: spells_hd.md#réincarnation

  [Lever une malédiction]: spells_hd.md#lever-une-malédiction

  [Résistance]: spells_hd.md#résistance

  [Résurrection]: spells_hd.md#résurrection

  [Inversion de la gravité]: spells_hd.md#inversion-de-la-gravité

  [Revigorer]: spells_hd.md#revigorer

  [Corde enchantée]: spells_hd.md#corde-enchantée

  [Flamme sacrée]: spells_hd.md#flamme-sacrée

  [Sanctuaire]: spells_hd.md#sanctuaire

  [Rayon ardent]: spells_hd.md#rayon-ardent

  [Scrutation]: spells_hd.md#scrutation

  [Voir l'invisible]: spells_hd.md#voir-linvisible

  [Apparence trompeuse]: spells_hd.md#apparence-trompeuse

  [Envoi de message]: spells_hd.md#envoi-de-message

  [Séquestration]: spells_hd.md#séquestration

  [Changement de forme]: spells_hd.md#changement-de-forme

  [Briser]: spells_hd.md#briser

  [Bouclier]: spells_hd.md#bouclier

  [Bouclier de la foi]: spells_hd.md#bouclier-de-la-foi

  [Gourdin magique]: spells_hd.md#gourdin-magique

  [Poigne électrique]: spells_hd.md#poigne-électrique

  [Silence]: spells_hd.md#silence

  [Image silencieuse]: spells_hd.md#image-silencieuse

  [Simulacre]: spells_hd.md#simulacre

  [Sommeil]: spells_hd.md#sommeil

  [Tempête de neige]: spells_hd.md#tempête-de-neige

  [Lenteur]: spells_hd.md#lenteur

  [Épargner les mourants]: spells_hd.md#Épargner-les-mourants

  [Communication avec les animaux]: spells_hd.md#communication-avec-les-animaux

  [Communication avec les morts]: spells_hd.md#communication-avec-les-morts

  [Communication avec les plantes]: spells_hd.md#communication-avec-les-plantes

  [Pattes d'araignée]: spells_hd.md#pattes-daraignée

  [Croissance d'épines]: spells_hd.md#croissance-dépines

  [Esprits gardiens]: spells_hd.md#esprits-gardiens

  [Arme spirituelle]: spells_hd.md#arme-spirituelle

  [Nuage puant]: spells_hd.md#nuage-puant

  [Façonnage de la pierre]: spells_hd.md#façonnage-de-la-pierre

  [Peau de pierre]: spells_hd.md#peau-de-pierre

  [Tempête vengeresse]: spells_hd.md#tempête-vengeresse

  [Suggestion]: spells_hd.md#suggestion

  [Rayon de soleil]: spells_hd.md#rayon-de-soleil

  [Éclat du soleil]: spells_hd.md#Éclat-du-soleil

  [Symbole]: spells_hd.md#symbole

  [Fou rire]: spells_hd.md#fou-rire

  [Télékinésie]: spells_hd.md#télékinésie

  [Téléportation]: spells_hd.md#téléportation

  [Cercle de téléportation]: spells_hd.md#cercle-de-téléportation

  [Disque flottant]: spells_hd.md#disque-flottant

  [Thaumaturgie]: spells_hd.md#thaumaturgie

  [Vague tonnante]: spells_hd.md#vague-tonnante

  [Arrêt du temps]: spells_hd.md#arrêt-du-temps

  [Langues]: spells_hd.md#langues

  [Transport végétal]: spells_hd.md#transport-végétal

  [Passage par les arbres]: spells_hd.md#passage-par-les-arbres

  [Métamorphose suprême]: spells_hd.md#métamorphose-suprême

  [Résurrection suprême]: spells_hd.md#résurrection-suprême

  [Vision suprême]: spells_hd.md#vision-suprême

  [Viser juste]: spells_hd.md#viser-juste

  [Serviteur invisible]: spells_hd.md#serviteur-invisible

  [Caresse du vampire]: spells_hd.md#caresse-du-vampire

  [Moquerie cruelle]: spells_hd.md#moquerie-cruelle

  [Mur de feu]: spells_hd.md#mur-de-feu

  [Mur de force]: spells_hd.md#mur-de-force

  [Mur de glace]: spells_hd.md#mur-de-glace

  [Mur de pierre]: spells_hd.md#mur-de-pierre

  [Mur d'épines]: spells_hd.md#mur-dépines

  [Lien de protection]: spells_hd.md#lien-de-protection

  [Respiration aquatique]: spells_hd.md#respiration-aquatique

  [Marche sur l'eau]: spells_hd.md#marche-sur-leau

  [Toile d'araignée]: spells_hd.md#toile-daraignée

  [Étrangeté]: spells_hd.md#Étrangeté

  [Marche sur le vent]: spells_hd.md#marche-sur-le-vent

  [Mur de vent]: spells_hd.md#mur-de-vent

  [Souhait]: spells_hd.md#souhait

  [Mot de retour]: spells_hd.md#mot-de-retour

  [Zone de vérité]: spells_hd.md#zone-de-vérité

  [antimagic field]: spells_vo.hd#antimagic-field

  [arcane lock]: spells_vo.hd#arcane-lock

  [charm person]: spells_vo.hd#charm-person

  [confusion]: spells_vo.hd#confusion

  [daylight]: spells_vo.hd#daylight

  [dancing lights]: spells_vo.hd#dancing-lights

  [detect magic]: spells_vo.hd#detect-magic

  [disintegrate]: spells_vo.hd#disintegrate

  [dispel magic]: spells_vo.hd#dispel-magic

  [entangle]: spells_vo.hd#entangle

  [fireball]: spells_vo.hd#fireball

  [greater restoration]: spells_vo.hd#greater-restoration

  [heal]: spells_vo.hd#heal

  [knock]: spells_vo.hd#knock

  [magic missile]: spells_vo.hd#magic-missile

  [minor illusion]: spells_vo.hd#minor-illusion

  [passwall]: spells_vo.hd#passwall

  [plane shift]: spells_vo.hd#plane-shift

  [protection from evil and good]: spells_vo.hd#protection-from-evil-and-good

  [remove curse]: spells_vo.hd#remove-curse

  [stinking cloud]: spells_vo.hd#stinking-cloud

  [suggestion]: spells_vo.hd#suggestion

  [true resurrection]: spells_vo.hd#true-resurrection

  [wall of fire]: spells_vo.hd#wall-of-fire

  [wall of force]: spells_vo.hd#wall-of-force

  [web]: spells_vo.hd#web

  [wish]: spells_vo.hd#wish

  [SpellsVO]: #

  [SpellVO]: #
AltName: '[Aspersion acide](spells_hd.md#aspersion-acide)'
Source: (SRD p114)
Type: Conjuration
Level: cantrip
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Acid Splash<!--/Name-->

- MDR: <!--AltName-->[Aspersion acide](spells_hd.md#aspersion-acide)<!--/AltName-->
- Source: <!--Source-->(SRD p114)<!--/Source-->
-  <!--Type-->Conjuration<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

[Aspersion acide]: spells_hd.md#aspersion-acide
[Aide]: spells_hd.md#aide
[Alarme]: spells_hd.md#alarme
[Modifier son apparence]: spells_hd.md#modifier-son-apparence
[Amitié avec les animaux]: spells_hd.md#amitié-avec-les-animaux
[Messager animal]: spells_hd.md#messager-animal
[Formes animales]: spells_hd.md#formes-animales
[Animation des morts]: spells_hd.md#animation-des-morts
[Animation des objets]: spells_hd.md#animation-des-objets
[Coquille antivie]: spells_hd.md#coquille-antivie
[Champ antimagie]: spells_hd.md#champ-antimagie
[Répulsion/attirance]: spells_hd.md#répulsionattirance
[Oeil magique]: spells_hd.md#oeil-magique
[Verrou magique]: spells_hd.md#verrou-magique
[Projection astrale]: spells_hd.md#projection-astrale
[Augure]: spells_hd.md#augure
[Éveil]: spells_hd.md#Éveil
[Fléau]: spells_hd.md#fléau
[Bannissement]: spells_hd.md#bannissement
[Peau d'écorce]: spells_hd.md#peau-décorce
[Lueur d'espoir]: spells_hd.md#lueur-despoir
[Jeter une malédiction]: spells_hd.md#jeter-une-malédiction
[Main magique]: spells_hd.md#main-magique
[Barrière de lames]: spells_hd.md#barrière-de-lames
[Bénédiction]: spells_hd.md#bénédiction
[Flétrissement]: spells_hd.md#flétrissement
[Cécité/Surdité]: spells_hd.md#cécitésurdité
[Clignotement]: spells_hd.md#clignotement
[Flou]: spells_hd.md#flou
[Frappe lumineuse]: spells_hd.md#frappe-lumineuse
[Mains brûlantes]: spells_hd.md#mains-brûlantes
[Appel de la foudre]: spells_hd.md#appel-de-la-foudre
[Apaisement des émotions]: spells_hd.md#apaisement-des-émotions
[Chaîne d'éclairs]: spells_hd.md#chaîne-déclairs
[Charme-personne]: spells_hd.md#charme-personne
[Contact glacial]: spells_hd.md#contact-glacial
[Cercle de mort]: spells_hd.md#cercle-de-mort
[Clairvoyance]: spells_hd.md#clairvoyance
[Clone]: spells_hd.md#clone
[Nuage mortel]: spells_hd.md#nuage-mortel
[Couleurs dansantes]: spells_hd.md#couleurs-dansantes
[Injonction]: spells_hd.md#injonction
[Communion]: spells_hd.md#communion
[Communion avec la nature]: spells_hd.md#communion-avec-la-nature
[Compréhension des langues]: spells_hd.md#compréhension-des-langues
[Compulsion]: spells_hd.md#compulsion
[Cône de froid]: spells_hd.md#cône-de-froid
[Confusion]: spells_hd.md#confusion
[Invoquer des animaux]: spells_hd.md#invoquer-des-animaux
[Invoquer un céleste]: spells_hd.md#invoquer-un-céleste
[Invoquer un élémentaire]: spells_hd.md#invoquer-un-élémentaire
[Invoquer une fée]: spells_hd.md#invoquer-une-fée
[Invoquer des élémentaires mineurs]: spells_hd.md#invoquer-des-élémentaires-mineurs
[Invoquer des êtres des bois]: spells_hd.md#invoquer-des-êtres-des-bois
[Contacter un autre plan]: spells_hd.md#contacter-un-autre-plan
[Contagion]: spells_hd.md#contagion
[Contingence]: spells_hd.md#contingence
[Flamme éternelle]: spells_hd.md#flamme-éternelle
[Contrôle de l'eau]: spells_hd.md#contrôle-de-leau
[Contrôle du climat]: spells_hd.md#contrôle-du-climat
[Contresort]: spells_hd.md#contresort
[Création de nourriture et d'eau]: spells_hd.md#création-de-nourriture-et-deau
[Création ou destruction d'eau]: spells_hd.md#création-ou-destruction-deau
[Création de mort-vivant]: spells_hd.md#création-de-mort-vivant
[Création]: spells_hd.md#création
[Soin des blessures]: spells_hd.md#soin-des-blessures
[Lumières dansantes]: spells_hd.md#lumières-dansantes
[Ténèbres]: spells_hd.md#ténèbres
[Vision dans le noir]: spells_hd.md#vision-dans-le-noir
[Lumière du jour]: spells_hd.md#lumière-du-jour
[Protection contre la mort]: spells_hd.md#protection-contre-la-mort
[Boule de feu à explosion retardée]: spells_hd.md#boule-de-feu-à-explosion-retardée
[Demi-plan]: spells_hd.md#demi-plan
[Détection du mal et du bien]: spells_hd.md#détection-du-mal-et-du-bien
[Détection de la magie]: spells_hd.md#détection-de-la-magie
[Détection du poison et des maladies]: spells_hd.md#détection-du-poison-et-des-maladies
[Détection des pensées]: spells_hd.md#détection-des-pensées
[Porte dimensionnelle]: spells_hd.md#porte-dimensionnelle
[Déguisement]: spells_hd.md#déguisement
[Désintégration]: spells_hd.md#désintégration
[Dissipation du mal et du bien]: spells_hd.md#dissipation-du-mal-et-du-bien
[Dissipation de la magie]: spells_hd.md#dissipation-de-la-magie
[Divination]: spells_hd.md#divination
[Faveur divine]: spells_hd.md#faveur-divine
[Parole divine]: spells_hd.md#parole-divine
[Dominer une bête]: spells_hd.md#dominer-une-bête
[Dominer un monstre]: spells_hd.md#dominer-un-monstre
[Dominer un humanoïde]: spells_hd.md#dominer-un-humanoïde
[Convocations instantanées]: spells_hd.md#convocations-instantanées
[Rêve]: spells_hd.md#rêve
[Druidisme]: spells_hd.md#druidisme
[Tremblement de terre]: spells_hd.md#tremblement-de-terre
[Explosion occulte]: spells_hd.md#explosion-occulte
[Amélioration de caractéristique]: spells_hd.md#amélioration-de-caractéristique
[Agrandir/Rétrécir]: spells_hd.md#agrandirrétrécir
[Enchevêtrement]: spells_hd.md#enchevêtrement
[Envoûtement]: spells_hd.md#envoûtement
[Forme éthérée]: spells_hd.md#forme-éthérée
[Tentacules noirs]: spells_hd.md#tentacules-noirs
[Repli expéditif]: spells_hd.md#repli-expéditif
[Mauvais oeil]: spells_hd.md#mauvais-oeil
[Fabrication]: spells_hd.md#fabrication
[Lueurs féeriques]: spells_hd.md#lueurs-féeriques
[Simulacre de vie]: spells_hd.md#simulacre-de-vie
[Peur]: spells_hd.md#peur
[Léger comme une plume]: spells_hd.md#léger-comme-une-plume
[Esprit faible]: spells_hd.md#esprit-faible
[Appel de familier]: spells_hd.md#appel-de-familier
[Trouver une monture]: spells_hd.md#trouver-une-monture
[Trouver un chemin]: spells_hd.md#trouver-un-chemin
[Trouver les pièges]: spells_hd.md#trouver-les-pièges
[Doigt de mort]: spells_hd.md#doigt-de-mort
[Trait de feu]: spells_hd.md#trait-de-feu
[Bouclier de feu]: spells_hd.md#bouclier-de-feu
[Tempête de feu]: spells_hd.md#tempête-de-feu
[Boule de feu]: spells_hd.md#boule-de-feu
[Lame de feu]: spells_hd.md#lame-de-feu
[Colonne de flamme]: spells_hd.md#colonne-de-flamme
[Sphère de feu]: spells_hd.md#sphère-de-feu
[Pétrification]: spells_hd.md#pétrification
[Vol]: spells_hd.md#vol
[Nappe de brouillard]: spells_hd.md#nappe-de-brouillard
[Interdiction]: spells_hd.md#interdiction
[Cage de force]: spells_hd.md#cage-de-force
[Prémonition]: spells_hd.md#prémonition
[Liberté de mouvement]: spells_hd.md#liberté-de-mouvement
[Forme gazeuse]: spells_hd.md#forme-gazeuse
[Portail]: spells_hd.md#portail
[Coercition mystique]: spells_hd.md#coercition-mystique
[Doux repos]: spells_hd.md#doux-repos
[Insecte géant]: spells_hd.md#insecte-géant
[Bagou]: spells_hd.md#bagou
[Globe d'invulnérabilité]: spells_hd.md#globe-dinvulnérabilité
[Glyphe de protection]: spells_hd.md#glyphe-de-protection
[Baies nourricières]: spells_hd.md#baies-nourricières
[Graisse]: spells_hd.md#graisse
[Invisibilité supérieure]: spells_hd.md#invisibilité-supérieure
[Restauration supérieure]: spells_hd.md#restauration-supérieure
[Gardien de la foi]: spells_hd.md#gardien-de-la-foi
[Protections et sceaux]: spells_hd.md#protections-et-sceaux
[Assistance]: spells_hd.md#assistance
[Balisage]: spells_hd.md#balisage
[Bourrasque]: spells_hd.md#bourrasque
[Sanctification]: spells_hd.md#sanctification
[Terrain hallucinatoire]: spells_hd.md#terrain-hallucinatoire
[Contamination]: spells_hd.md#contamination
[Hâte]: spells_hd.md#hâte
[Guérison]: spells_hd.md#guérison
[Mot de guérison]: spells_hd.md#mot-de-guérison
[Chauffer le métal]: spells_hd.md#chauffer-le-métal
[Représailles infernales]: spells_hd.md#représailles-infernales
[Festin des héros]: spells_hd.md#festin-des-héros
[Héroïsme]: spells_hd.md#héroïsme
[Immobiliser un monstre]: spells_hd.md#immobiliser-un-monstre
[Immobiliser un humanoïde]: spells_hd.md#immobiliser-un-humanoïde
[Aura sacrée]: spells_hd.md#aura-sacrée
[Marque du chasseur]: spells_hd.md#marque-du-chasseur
[Motif hypnotique]: spells_hd.md#motif-hypnotique
[Tempête de grêle]: spells_hd.md#tempête-de-grêle
[Identification]: spells_hd.md#identification
[Texte illusoire]: spells_hd.md#texte-illusoire
[Emprisonnement]: spells_hd.md#emprisonnement
[Nuage incendiaire]: spells_hd.md#nuage-incendiaire
[Blessure]: spells_hd.md#blessure
[Fléau d'insectes]: spells_hd.md#fléau-dinsectes
[Invisibilité]: spells_hd.md#invisibilité
[Saut]: spells_hd.md#saut
[Déblocage]: spells_hd.md#déblocage
[Légende]: spells_hd.md#légende
[Coffre secret]: spells_hd.md#coffre-secret
[Petite hutte]: spells_hd.md#petite-hutte
[Restauration inférieure]: spells_hd.md#restauration-inférieure
[Lévitation]: spells_hd.md#lévitation
[Lumière]: spells_hd.md#lumière
[Éclair]: spells_hd.md#Éclair
[Localiser des animaux ou des plantes]: spells_hd.md#localiser-des-animaux-ou-des-plantes
[Localiser une créature]: spells_hd.md#localiser-une-créature
[Localiser un objet]: spells_hd.md#localiser-un-objet
[Grande foulée]: spells_hd.md#grande-foulée
[Armure du mage]: spells_hd.md#armure-du-mage
[Main du mage]: spells_hd.md#main-du-mage
[Cercle magique]: spells_hd.md#cercle-magique
[Possession]: spells_hd.md#possession
[Projectile magique]: spells_hd.md#projectile-magique
[Bouche magique]: spells_hd.md#bouche-magique
[Arme magique]: spells_hd.md#arme-magique
[Image majeure]: spells_hd.md#image-majeure
[Soin des blessures de groupe]: spells_hd.md#soin-des-blessures-de-groupe
[Guérison de groupe]: spells_hd.md#guérison-de-groupe
[Mot de guérison de groupe]: spells_hd.md#mot-de-guérison-de-groupe
[Suggestion de groupe]: spells_hd.md#suggestion-de-groupe
[Labyrinthe]: spells_hd.md#labyrinthe
[Fusion dans la pierre]: spells_hd.md#fusion-dans-la-pierre
[Flèche acide]: spells_hd.md#flèche-acide
[Réparation]: spells_hd.md#réparation
[Message]: spells_hd.md#message
[Nuée de météores]: spells_hd.md#nuée-de-météores
[Esprit impénétrable]: spells_hd.md#esprit-impénétrable
[Illusion mineure]: spells_hd.md#illusion-mineure
[Mirage]: spells_hd.md#mirage
[Image miroir]: spells_hd.md#image-miroir
[Tromperie]: spells_hd.md#tromperie
[Pas brumeux]: spells_hd.md#pas-brumeux
[Modification de mémoire]: spells_hd.md#modification-de-mémoire
[Rayon de lune]: spells_hd.md#rayon-de-lune
[Chien de garde]: spells_hd.md#chien-de-garde
[Manoir somptueux]: spells_hd.md#manoir-somptueux
[Sanctuaire privé]: spells_hd.md#sanctuaire-privé
[Épée magique]: spells_hd.md#Épée-magique
[Déplacer la terre]: spells_hd.md#déplacer-la-terre
[Non-détection]: spells_hd.md#non-détection
[Aura magique de l'arcaniste]: spells_hd.md#aura-magique-de-larcaniste
[Sphère glacée]: spells_hd.md#sphère-glacée
[Sphère résiliente]: spells_hd.md#sphère-résiliente
[Danse irrésistible]: spells_hd.md#danse-irrésistible
[Passage sans trace]: spells_hd.md#passage-sans-trace
[Passe-muraille]: spells_hd.md#passe-muraille
[Assassin imaginaire]: spells_hd.md#assassin-imaginaire
[Monture fantôme]: spells_hd.md#monture-fantôme
[Allié planaire]: spells_hd.md#allié-planaire
[Entrave planaire]: spells_hd.md#entrave-planaire
[Changement de plan]: spells_hd.md#changement-de-plan
[Croissance végétale]: spells_hd.md#croissance-végétale
[Bouffée de poison]: spells_hd.md#bouffée-de-poison
[Métamorphose]: spells_hd.md#métamorphose
[Mot de pouvoir mortel]: spells_hd.md#mot-de-pouvoir-mortel
[Mot de pouvoir étourdissant]: spells_hd.md#mot-de-pouvoir-étourdissant
[Prière de soins]: spells_hd.md#prière-de-soins
[Prestidigitation]: spells_hd.md#prestidigitation
[Embruns prismatiques]: spells_hd.md#embruns-prismatiques
[Mur prismatique]: spells_hd.md#mur-prismatique
[Produire une flamme]: spells_hd.md#produire-une-flamme
[Illusion programmée]: spells_hd.md#illusion-programmée
[Image projetée]: spells_hd.md#image-projetée
[Protection contre les énergies]: spells_hd.md#protection-contre-les-énergies
[Protection contre le mal et le bien]: spells_hd.md#protection-contre-le-mal-et-le-bien
[Protection contre le poison]: spells_hd.md#protection-contre-le-poison
[Purification de la nourriture et de l'eau]: spells_hd.md#purification-de-la-nourriture-et-de-leau
[Rappel à la vie]: spells_hd.md#rappel-à-la-vie
[Lien télépathique]: spells_hd.md#lien-télépathique
[Rayon affaiblissant]: spells_hd.md#rayon-affaiblissant
[Rayon de givre]: spells_hd.md#rayon-de-givre
[Régénération]: spells_hd.md#régénération
[Réincarnation]: spells_hd.md#réincarnation
[Lever une malédiction]: spells_hd.md#lever-une-malédiction
[Résistance]: spells_hd.md#résistance
[Résurrection]: spells_hd.md#résurrection
[Inversion de la gravité]: spells_hd.md#inversion-de-la-gravité
[Revigorer]: spells_hd.md#revigorer
[Corde enchantée]: spells_hd.md#corde-enchantée
[Flamme sacrée]: spells_hd.md#flamme-sacrée
[Sanctuaire]: spells_hd.md#sanctuaire
[Rayon ardent]: spells_hd.md#rayon-ardent
[Scrutation]: spells_hd.md#scrutation
[Voir l'invisible]: spells_hd.md#voir-linvisible
[Apparence trompeuse]: spells_hd.md#apparence-trompeuse
[Envoi de message]: spells_hd.md#envoi-de-message
[Séquestration]: spells_hd.md#séquestration
[Changement de forme]: spells_hd.md#changement-de-forme
[Briser]: spells_hd.md#briser
[Bouclier]: spells_hd.md#bouclier
[Bouclier de la foi]: spells_hd.md#bouclier-de-la-foi
[Gourdin magique]: spells_hd.md#gourdin-magique
[Poigne électrique]: spells_hd.md#poigne-électrique
[Silence]: spells_hd.md#silence
[Image silencieuse]: spells_hd.md#image-silencieuse
[Simulacre]: spells_hd.md#simulacre
[Sommeil]: spells_hd.md#sommeil
[Tempête de neige]: spells_hd.md#tempête-de-neige
[Lenteur]: spells_hd.md#lenteur
[Épargner les mourants]: spells_hd.md#Épargner-les-mourants
[Communication avec les animaux]: spells_hd.md#communication-avec-les-animaux
[Communication avec les morts]: spells_hd.md#communication-avec-les-morts
[Communication avec les plantes]: spells_hd.md#communication-avec-les-plantes
[Pattes d'araignée]: spells_hd.md#pattes-daraignée
[Croissance d'épines]: spells_hd.md#croissance-dépines
[Esprits gardiens]: spells_hd.md#esprits-gardiens
[Arme spirituelle]: spells_hd.md#arme-spirituelle
[Nuage puant]: spells_hd.md#nuage-puant
[Façonnage de la pierre]: spells_hd.md#façonnage-de-la-pierre
[Peau de pierre]: spells_hd.md#peau-de-pierre
[Tempête vengeresse]: spells_hd.md#tempête-vengeresse
[Suggestion]: spells_hd.md#suggestion
[Rayon de soleil]: spells_hd.md#rayon-de-soleil
[Éclat du soleil]: spells_hd.md#Éclat-du-soleil
[Symbole]: spells_hd.md#symbole
[Fou rire]: spells_hd.md#fou-rire
[Télékinésie]: spells_hd.md#télékinésie
[Téléportation]: spells_hd.md#téléportation
[Cercle de téléportation]: spells_hd.md#cercle-de-téléportation
[Disque flottant]: spells_hd.md#disque-flottant
[Thaumaturgie]: spells_hd.md#thaumaturgie
[Vague tonnante]: spells_hd.md#vague-tonnante
[Arrêt du temps]: spells_hd.md#arrêt-du-temps
[Langues]: spells_hd.md#langues
[Transport végétal]: spells_hd.md#transport-végétal
[Passage par les arbres]: spells_hd.md#passage-par-les-arbres
[Métamorphose suprême]: spells_hd.md#métamorphose-suprême
[Résurrection suprême]: spells_hd.md#résurrection-suprême
[Vision suprême]: spells_hd.md#vision-suprême
[Viser juste]: spells_hd.md#viser-juste
[Serviteur invisible]: spells_hd.md#serviteur-invisible
[Caresse du vampire]: spells_hd.md#caresse-du-vampire
[Moquerie cruelle]: spells_hd.md#moquerie-cruelle
[Mur de feu]: spells_hd.md#mur-de-feu
[Mur de force]: spells_hd.md#mur-de-force
[Mur de glace]: spells_hd.md#mur-de-glace
[Mur de pierre]: spells_hd.md#mur-de-pierre
[Mur d'épines]: spells_hd.md#mur-dépines
[Lien de protection]: spells_hd.md#lien-de-protection
[Respiration aquatique]: spells_hd.md#respiration-aquatique
[Marche sur l'eau]: spells_hd.md#marche-sur-leau
[Toile d'araignée]: spells_hd.md#toile-daraignée
[Étrangeté]: spells_hd.md#Étrangeté
[Marche sur le vent]: spells_hd.md#marche-sur-le-vent
[Mur de vent]: spells_hd.md#mur-de-vent
[Souhait]: spells_hd.md#souhait
[Mot de retour]: spells_hd.md#mot-de-retour
[Zone de vérité]: spells_hd.md#zone-de-vérité
[antimagic field]: spells_vo.hd#antimagic-field
[arcane lock]: spells_vo.hd#arcane-lock
[charm person]: spells_vo.hd#charm-person
[confusion]: spells_vo.hd#confusion
[daylight]: spells_vo.hd#daylight
[dancing lights]: spells_vo.hd#dancing-lights
[detect magic]: spells_vo.hd#detect-magic
[disintegrate]: spells_vo.hd#disintegrate
[dispel magic]: spells_vo.hd#dispel-magic
[entangle]: spells_vo.hd#entangle
[fireball]: spells_vo.hd#fireball
[greater restoration]: spells_vo.hd#greater-restoration
[heal]: spells_vo.hd#heal
[knock]: spells_vo.hd#knock
[magic missile]: spells_vo.hd#magic-missile
[minor illusion]: spells_vo.hd#minor-illusion
[passwall]: spells_vo.hd#passwall
[plane shift]: spells_vo.hd#plane-shift
[protection from evil and good]: spells_vo.hd#protection-from-evil-and-good
[remove curse]: spells_vo.hd#remove-curse
[stinking cloud]: spells_vo.hd#stinking-cloud
[suggestion]: spells_vo.hd#suggestion
[true resurrection]: spells_vo.hd#true-resurrection
[wall of fire]: spells_vo.hd#wall-of-fire
[wall of force]: spells_vo.hd#wall-of-force
[web]: spells_vo.hd#web
[wish]: spells_vo.hd#wish
[SpellsVO]: #
[SpellVO]: #


Id: spells_hd.md#vol
AltName: [Fly](spells_vo.md#fly)
Discriminator: SpellItem
Name: Vol
ParentLink: spells_hd.md#sorts
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)(SRD)
SpellItemsId: spells_hd.md#sorts
CastingTime: 1 action
Classes: [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Sorcier](warlock_hd.md)
Components: V, S, M (une rémige)
Concentration: concentration
Duration: jusqu'à 10 minutes
SpellItem_Family: SpellHD
Level: 3
MaterialComponent: M (une rémige)
Range: contact
SomaticComponent: S
SpellItem_Type: Transmutation
VerbalComponent: V
AttributesDictionary:
Name: Vol
Markdown: >+
  # <!--Name-->Vol<!--/Name-->


  - SRD: <!--AltName-->[Fly](spells_vo.md#fly)<!--/AltName-->


  -  <!--Type-->Transmutation<!--/Type--> de niveau <!--Level-->3<!--/Level-->


  - **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->


  - **Portée :** <!--Range-->contact<!--/Range-->


  - **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent-->, <!--MaterialComponent-->M (une rémige)<!--/MaterialComponent--></Components-->


  - **Durée :** <!--Concentration-->concentration<!--/Concentration-->, <!--Duration-->jusqu'à 10 minutes<!--/Duration-->


  - Classes: <!--Classes-->[Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Sorcier](warlock_hd.md)<!--/Classes-->


  - Source: <!--Source-->(MDR p)(SRD)<!--/Source-->


  ### Description


  Vous touchez une créature consentante et lui conférez la capacité de voler à une vitesse de 18 mètres pendant toute la durée du sort. Si la cible se trouve dans les airs quand le sort se termine, elle tombe, à moins de pouvoir arrêter sa chute.


  **_À plus haut niveau._** Si vous lancez ce sort en utilisant un emplacement de niveau 4 ou supérieur, vous pouvez viser une créature de plus par niveau au-delà du niveau 3.

AltName: '[Fly](spells_vo.md#fly)'
Type: Transmutation
Level: 3
CastingTime: 1 action
Range: contact
Components: V, S, M (une rémige)
VerbalComponent: V
SomaticComponent: S
MaterialComponent: M (une rémige)
Concentration: concentration
Duration: jusqu'à 10 minutes
Classes: '[Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Sorcier](warlock_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Vous touchez une créature consentante et lui conférez la capacité de voler à une vitesse de 18 mètres pendant toute la durée du sort. Si la cible se trouve dans les airs quand le sort se termine, elle tombe, à moins de pouvoir arrêter sa chute.


  **_À plus haut niveau._** Si vous lancez ce sort en utilisant un emplacement de niveau 4 ou supérieur, vous pouvez viser une créature de plus par niveau au-delà du niveau 3.


Description:
Vous touchez une créature consentante et lui conférez la capacité de voler à une vitesse de 18 mètres pendant toute la durée du sort. Si la cible se trouve dans les airs quand le sort se termine, elle tombe, à moins de pouvoir arrêter sa chute.

**_À plus haut niveau._** Si vous lancez ce sort en utilisant un emplacement de niveau 4 ou supérieur, vous pouvez viser une créature de plus par niveau au-delà du niveau 3.

Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Vol<!--/Name-->

- SRD: <!--AltName-->[Fly](spells_vo.md#fly)<!--/AltName-->

-  <!--Type-->Transmutation<!--/Type--> de niveau <!--Level-->3<!--/Level-->

- **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->

- **Portée :** <!--Range-->contact<!--/Range-->

- **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent-->, <!--MaterialComponent-->M (une rémige)<!--/MaterialComponent--></Components-->

- **Durée :** <!--Concentration-->concentration<!--/Concentration-->, <!--Duration-->jusqu'à 10 minutes<!--/Duration-->

- Classes: <!--Classes-->[Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Sorcier](warlock_hd.md)<!--/Classes-->

- Source: <!--Source-->(MDR p)(SRD)<!--/Source-->

### Description

Vous touchez une créature consentante et lui conférez la capacité de voler à une vitesse de 18 mètres pendant toute la durée du sort. Si la cible se trouve dans les airs quand le sort se termine, elle tombe, à moins de pouvoir arrêter sa chute.

**_À plus haut niveau._** Si vous lancez ce sort en utilisant un emplacement de niveau 4 ou supérieur, vous pouvez viser une créature de plus par niveau au-delà du niveau 3.


Id: spells_hd.md#transpercer
Discriminator: SpellItem
Name: Transpercer
ParentLink: spells_hd.md#sorts
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)
SpellItemsId: spells_hd.md#sorts
CastingTime: 1 action bonus
Classes: [Rôdeur](ranger_hd.md)
Components: V
Concentration: concentration
Duration: jusqu'à 1 minute
SpellItem_Family: SpellHD
Level: 1
Range: personnelle
SpellItem_Type: Invocation
VerbalComponent: V
AttributesDictionary:
Name: Transpercer
Markdown: >+
  # <!--Name-->Transpercer<!--/Name-->


  -  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->1<!--/Level-->

  - **Temps d'incantation :** <!--CastingTime-->1 action bonus<!--/CastingTime-->

  - **Portée :** <!--Range-->personnelle<!--/Range-->

  - **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent--></Components-->

  - **Durée :** <!--Concentration-->concentration<!--/Concentration-->, <!--Duration-->jusqu'à 1 minute<!--/Duration-->

  - Classes: <!--Classes-->[Rôdeur](ranger_hd.md)<!--/Classes-->

  - Source: <!--Source-->(MDR p)<!--/Source-->


  ### Description


  La prochaine fois que vous blessez une créature avec une arme à distance qui inflige des dégâts perçants ou tranchants, l'arme reste fichée dans le corps de votre cible. Elle lui inflige 1d4 dégâts supplémentaires à chacun de vos tours suivants jusqu'à la fin du sort, ou jusqu'à ce qu'elle utilise son action pour retirer l'arme.


  Retirer l'arme lui inflige 2d4 dégâts, ou la moitié si elle réussit un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md).


  **_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2, remplacez les d4 par des d6. Pour chaque niveau de sort supérieur augmentez le dé utilisé, jusqu'au d12 pour un emplacement de niveau 5.

Type: Invocation
Level: 1
CastingTime: 1 action bonus
Range: personnelle
Components: V
VerbalComponent: V
Concentration: concentration
Duration: jusqu'à 1 minute
Classes: '[Rôdeur](ranger_hd.md)'
Source: (MDR p)
Description: >+
  La prochaine fois que vous blessez une créature avec une arme à distance qui inflige des dégâts perçants ou tranchants, l'arme reste fichée dans le corps de votre cible. Elle lui inflige 1d4 dégâts supplémentaires à chacun de vos tours suivants jusqu'à la fin du sort, ou jusqu'à ce qu'elle utilise son action pour retirer l'arme.


  Retirer l'arme lui inflige 2d4 dégâts, ou la moitié si elle réussit un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md).


  **_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2, remplacez les d4 par des d6. Pour chaque niveau de sort supérieur augmentez le dé utilisé, jusqu'au d12 pour un emplacement de niveau 5.


Description:
La prochaine fois que vous blessez une créature avec une arme à distance qui inflige des dégâts perçants ou tranchants, l'arme reste fichée dans le corps de votre cible. Elle lui inflige 1d4 dégâts supplémentaires à chacun de vos tours suivants jusqu'à la fin du sort, ou jusqu'à ce qu'elle utilise son action pour retirer l'arme.

Retirer l'arme lui inflige 2d4 dégâts, ou la moitié si elle réussit un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md).

**_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2, remplacez les d4 par des d6. Pour chaque niveau de sort supérieur augmentez le dé utilisé, jusqu'au d12 pour un emplacement de niveau 5.

Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Transpercer<!--/Name-->

-  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->1<!--/Level-->
- **Temps d'incantation :** <!--CastingTime-->1 action bonus<!--/CastingTime-->
- **Portée :** <!--Range-->personnelle<!--/Range-->
- **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent--></Components-->
- **Durée :** <!--Concentration-->concentration<!--/Concentration-->, <!--Duration-->jusqu'à 1 minute<!--/Duration-->
- Classes: <!--Classes-->[Rôdeur](ranger_hd.md)<!--/Classes-->
- Source: <!--Source-->(MDR p)<!--/Source-->

### Description

La prochaine fois que vous blessez une créature avec une arme à distance qui inflige des dégâts perçants ou tranchants, l'arme reste fichée dans le corps de votre cible. Elle lui inflige 1d4 dégâts supplémentaires à chacun de vos tours suivants jusqu'à la fin du sort, ou jusqu'à ce qu'elle utilise son action pour retirer l'arme.

Retirer l'arme lui inflige 2d4 dégâts, ou la moitié si elle réussit un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md).

**_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2, remplacez les d4 par des d6. Pour chaque niveau de sort supérieur augmentez le dé utilisé, jusqu'au d12 pour un emplacement de niveau 5.


Id: spells_hd.md#transport-végétal
AltName: [Transport via Plants](spells_vo.md#transport-via-plants)
Discriminator: SpellItem
Name: Transport végétal
ParentLink: spells_hd.md#sorts
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)(SRD)
SpellItemsId: spells_hd.md#sorts
CastingTime: 1 action
Classes: [Druide](druid_hd.md)
Components: V, S
Duration: 1 round
SpellItem_Family: SpellHD
Level: 6
Range: 3 mètres
SomaticComponent: S
SpellItem_Type: Invocation
VerbalComponent: V
AttributesDictionary:
Name: Transport végétal
Markdown: >+
  # <!--Name-->Transport végétal<!--/Name-->


  - SRD: <!--AltName-->[Transport via Plants](spells_vo.md#transport-via-plants)<!--/AltName-->


  -  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->6<!--/Level-->


  - **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->


  - **Portée :** <!--Range-->3 mètres<!--/Range-->


  - **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent--></Components-->


  - **Durée :** <!--Duration-->1 round<!--/Duration-->


  - Classes: <!--Classes-->[Druide](druid_hd.md)<!--/Classes-->


  - Source: <!--Source-->(MDR p)(SRD)<!--/Source-->


  ### Description


  Ce sort crée un lien magique entre une plante inanimée de taille G ou supérieure située à portée et une autre plante de mêmes dimensions, située à n'importe quelle distance mais sur le même plan d'existence. Vous devez impérativement avoir vu ou touché la plante de destination au moins une fois auparavant. Pendant toute la durée du sort, n'importe quelle créature peut entrer par la plante de départ et ressortir par celle d'arrivée en dépensant 1,50 mètre de déplacement.

AltName: '[Transport via Plants](spells_vo.md#transport-via-plants)'
Type: Invocation
Level: 6
CastingTime: 1 action
Range: 3 mètres
Components: V, S
VerbalComponent: V
SomaticComponent: S
Duration: 1 round
Classes: '[Druide](druid_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Ce sort crée un lien magique entre une plante inanimée de taille G ou supérieure située à portée et une autre plante de mêmes dimensions, située à n'importe quelle distance mais sur le même plan d'existence. Vous devez impérativement avoir vu ou touché la plante de destination au moins une fois auparavant. Pendant toute la durée du sort, n'importe quelle créature peut entrer par la plante de départ et ressortir par celle d'arrivée en dépensant 1,50 mètre de déplacement.


Description:
Ce sort crée un lien magique entre une plante inanimée de taille G ou supérieure située à portée et une autre plante de mêmes dimensions, située à n'importe quelle distance mais sur le même plan d'existence. Vous devez impérativement avoir vu ou touché la plante de destination au moins une fois auparavant. Pendant toute la durée du sort, n'importe quelle créature peut entrer par la plante de départ et ressortir par celle d'arrivée en dépensant 1,50 mètre de déplacement.

Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Transport végétal<!--/Name-->

- SRD: <!--AltName-->[Transport via Plants](spells_vo.md#transport-via-plants)<!--/AltName-->

-  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->6<!--/Level-->

- **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->

- **Portée :** <!--Range-->3 mètres<!--/Range-->

- **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent--></Components-->

- **Durée :** <!--Duration-->1 round<!--/Duration-->

- Classes: <!--Classes-->[Druide](druid_hd.md)<!--/Classes-->

- Source: <!--Source-->(MDR p)(SRD)<!--/Source-->

### Description

Ce sort crée un lien magique entre une plante inanimée de taille G ou supérieure située à portée et une autre plante de mêmes dimensions, située à n'importe quelle distance mais sur le même plan d'existence. Vous devez impérativement avoir vu ou touché la plante de destination au moins une fois auparavant. Pendant toute la durée du sort, n'importe quelle créature peut entrer par la plante de départ et ressortir par celle d'arrivée en dépensant 1,50 mètre de déplacement.


Id: spells_hd.md#tremblement-de-terre
AltName: [Earthquake](spells_vo.md#earthquake)
Discriminator: SpellItem
Name: Tremblement de terre
ParentLink: spells_hd.md#sorts
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)(SRD)
SpellItemsId: spells_hd.md#sorts
CastingTime: 1 action
Classes: [Clerc](cleric_hd.md), [Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md)
Components: V, S, M (une pincée de poussière, un caillou et un peu d'argile)
Concentration: concentration
Duration: jusqu'à 1 minute
SpellItem_Family: SpellHD
Level: 8
MaterialComponent: M (une pincée de poussière, un caillou et un peu d'argile)
Range: 150 mètres
SomaticComponent: S
SpellItem_Type: Évocation
VerbalComponent: V
AttributesDictionary:
Name: Tremblement de terre
Markdown: >+
  # <!--Name-->Tremblement de terre<!--/Name-->


  - SRD: <!--AltName-->[Earthquake](spells_vo.md#earthquake)<!--/AltName-->


  -  <!--Type-->Évocation<!--/Type--> de niveau <!--Level-->8<!--/Level-->


  - **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->


  - **Portée :** <!--Range-->150 mètres<!--/Range-->


  - **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent-->, <!--MaterialComponent-->M (une pincée de poussière, un caillou et un peu d'argile)<!--/MaterialComponent--></Components-->


  - **Durée :** <!--Concentration-->concentration<!--/Concentration-->, <!--Duration-->jusqu'à 1 minute<!--/Duration-->


  - Classes: <!--Classes-->[Clerc](cleric_hd.md), [Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md)<!--/Classes-->


  - Source: <!--Source-->(MDR p)(SRD)<!--/Source-->


  ### Description


  Vous créez une perturbation sismique en un point situé au niveau du sol, dans votre champ de vision et à portée. Pendant toute la durée du sort, d'intenses secousses agitent le sol dans un cercle de 30 mètres de rayon centré sur le point choisi. Elles ébranlent toutes les créatures et structures en contact avec le sol de cette zone.


  Le sol affecté devient un terrain difficile. Toute créature qui se trouve en contact avec le sol et en pleine concentration doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md) sous peine de voir sa concentration brisée.


  Quand vous lancez ce sort, et à la fin de chacun de vos tours passés à vous concentrer dessus, toutes les créatures en contact avec le sol de la zone affectée doivent réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md) ou tomber à terre.


  Le sort a des effets supplémentaires selon le terrain affecté.


  C'est au MJ de déterminer cela.


  **_Fissures._** Une fois que vous avez lancé le sort, des fissures s'ouvrent dans toute la zone affectée au début de votre tour suivant. 1d6 fissures s'ouvrent en des points choisis par le MJ. Chacune fait 1d10×3 mètres de profondeur pour 3 mètres de large et s'étend d'un bout de la zone sismique à l'autre. Une créature qui se tient sur l'emplacement d'une fissure en train de s'ouvrir doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md). Si elle le rate, elle tombe dedans, sinon elle réussit à s'écarter à temps.


  Une structure s'effondre automatiquement si une fissure s'ouvre sous elle (voir plus loin).


  **_Structures._** Les secousses infligent 50 dégâts contondants à toute structure en contact avec le sol au moment où vous lancez le sort et au début de chacun de vos tours jusqu'à la fin du sort. Si l'une d'elles tombe à 0 point de vie, elle s'effondre et blesse peut-être les créatures voisines.


  Une créature qui se trouve près d'un bâtiment en train de s'effondrer, à une distance égale ou inférieure à la moitié de la hauteur de ce bâtiment, doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md). Si elle échoue, elle subit 5d6 dégâts contondants, elle tombe à terre et elle est ensevelie sous les décombres. Il faut réussir un test de [Force (Athlétisme)](abilities_strength_hd.md#athlétisme) DD 20 via une action pour y échapper. Le MJ peut modifier le DD en fonction de la nature des décombres. Si la créature réussit son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), elle subit seulement la moitié des dégâts, ne tombe pas à terre et n'est pas ensevelie.

AltName: '[Earthquake](spells_vo.md#earthquake)'
Type: Évocation
Level: 8
CastingTime: 1 action
Range: 150 mètres
Components: V, S, M (une pincée de poussière, un caillou et un peu d'argile)
VerbalComponent: V
SomaticComponent: S
MaterialComponent: M (une pincée de poussière, un caillou et un peu d'argile)
Concentration: concentration
Duration: jusqu'à 1 minute
Classes: '[Clerc](cleric_hd.md), [Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Vous créez une perturbation sismique en un point situé au niveau du sol, dans votre champ de vision et à portée. Pendant toute la durée du sort, d'intenses secousses agitent le sol dans un cercle de 30 mètres de rayon centré sur le point choisi. Elles ébranlent toutes les créatures et structures en contact avec le sol de cette zone.


  Le sol affecté devient un terrain difficile. Toute créature qui se trouve en contact avec le sol et en pleine concentration doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md) sous peine de voir sa concentration brisée.


  Quand vous lancez ce sort, et à la fin de chacun de vos tours passés à vous concentrer dessus, toutes les créatures en contact avec le sol de la zone affectée doivent réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md) ou tomber à terre.


  Le sort a des effets supplémentaires selon le terrain affecté.


  C'est au MJ de déterminer cela.


  **_Fissures._** Une fois que vous avez lancé le sort, des fissures s'ouvrent dans toute la zone affectée au début de votre tour suivant. 1d6 fissures s'ouvrent en des points choisis par le MJ. Chacune fait 1d10×3 mètres de profondeur pour 3 mètres de large et s'étend d'un bout de la zone sismique à l'autre. Une créature qui se tient sur l'emplacement d'une fissure en train de s'ouvrir doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md). Si elle le rate, elle tombe dedans, sinon elle réussit à s'écarter à temps.


  Une structure s'effondre automatiquement si une fissure s'ouvre sous elle (voir plus loin).


  **_Structures._** Les secousses infligent 50 dégâts contondants à toute structure en contact avec le sol au moment où vous lancez le sort et au début de chacun de vos tours jusqu'à la fin du sort. Si l'une d'elles tombe à 0 point de vie, elle s'effondre et blesse peut-être les créatures voisines.


  Une créature qui se trouve près d'un bâtiment en train de s'effondrer, à une distance égale ou inférieure à la moitié de la hauteur de ce bâtiment, doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md). Si elle échoue, elle subit 5d6 dégâts contondants, elle tombe à terre et elle est ensevelie sous les décombres. Il faut réussir un test de [Force (Athlétisme)](abilities_strength_hd.md#athlétisme) DD 20 via une action pour y échapper. Le MJ peut modifier le DD en fonction de la nature des décombres. Si la créature réussit son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), elle subit seulement la moitié des dégâts, ne tombe pas à terre et n'est pas ensevelie.


Description:
Vous créez une perturbation sismique en un point situé au niveau du sol, dans votre champ de vision et à portée. Pendant toute la durée du sort, d'intenses secousses agitent le sol dans un cercle de 30 mètres de rayon centré sur le point choisi. Elles ébranlent toutes les créatures et structures en contact avec le sol de cette zone.

Le sol affecté devient un terrain difficile. Toute créature qui se trouve en contact avec le sol et en pleine concentration doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md) sous peine de voir sa concentration brisée.

Quand vous lancez ce sort, et à la fin de chacun de vos tours passés à vous concentrer dessus, toutes les créatures en contact avec le sol de la zone affectée doivent réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md) ou tomber à terre.

Le sort a des effets supplémentaires selon le terrain affecté.

C'est au MJ de déterminer cela.

**_Fissures._** Une fois que vous avez lancé le sort, des fissures s'ouvrent dans toute la zone affectée au début de votre tour suivant. 1d6 fissures s'ouvrent en des points choisis par le MJ. Chacune fait 1d10×3 mètres de profondeur pour 3 mètres de large et s'étend d'un bout de la zone sismique à l'autre. Une créature qui se tient sur l'emplacement d'une fissure en train de s'ouvrir doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md). Si elle le rate, elle tombe dedans, sinon elle réussit à s'écarter à temps.

Une structure s'effondre automatiquement si une fissure s'ouvre sous elle (voir plus loin).

**_Structures._** Les secousses infligent 50 dégâts contondants à toute structure en contact avec le sol au moment où vous lancez le sort et au début de chacun de vos tours jusqu'à la fin du sort. Si l'une d'elles tombe à 0 point de vie, elle s'effondre et blesse peut-être les créatures voisines.

Une créature qui se trouve près d'un bâtiment en train de s'effondrer, à une distance égale ou inférieure à la moitié de la hauteur de ce bâtiment, doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md). Si elle échoue, elle subit 5d6 dégâts contondants, elle tombe à terre et elle est ensevelie sous les décombres. Il faut réussir un test de [Force (Athlétisme)](abilities_strength_hd.md#athlétisme) DD 20 via une action pour y échapper. Le MJ peut modifier le DD en fonction de la nature des décombres. Si la créature réussit son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), elle subit seulement la moitié des dégâts, ne tombe pas à terre et n'est pas ensevelie.

Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Tremblement de terre<!--/Name-->

- SRD: <!--AltName-->[Earthquake](spells_vo.md#earthquake)<!--/AltName-->

-  <!--Type-->Évocation<!--/Type--> de niveau <!--Level-->8<!--/Level-->

- **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->

- **Portée :** <!--Range-->150 mètres<!--/Range-->

- **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent-->, <!--MaterialComponent-->M (une pincée de poussière, un caillou et un peu d'argile)<!--/MaterialComponent--></Components-->

- **Durée :** <!--Concentration-->concentration<!--/Concentration-->, <!--Duration-->jusqu'à 1 minute<!--/Duration-->

- Classes: <!--Classes-->[Clerc](cleric_hd.md), [Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md)<!--/Classes-->

- Source: <!--Source-->(MDR p)(SRD)<!--/Source-->

### Description

Vous créez une perturbation sismique en un point situé au niveau du sol, dans votre champ de vision et à portée. Pendant toute la durée du sort, d'intenses secousses agitent le sol dans un cercle de 30 mètres de rayon centré sur le point choisi. Elles ébranlent toutes les créatures et structures en contact avec le sol de cette zone.

Le sol affecté devient un terrain difficile. Toute créature qui se trouve en contact avec le sol et en pleine concentration doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md) sous peine de voir sa concentration brisée.

Quand vous lancez ce sort, et à la fin de chacun de vos tours passés à vous concentrer dessus, toutes les créatures en contact avec le sol de la zone affectée doivent réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md) ou tomber à terre.

Le sort a des effets supplémentaires selon le terrain affecté.

C'est au MJ de déterminer cela.

**_Fissures._** Une fois que vous avez lancé le sort, des fissures s'ouvrent dans toute la zone affectée au début de votre tour suivant. 1d6 fissures s'ouvrent en des points choisis par le MJ. Chacune fait 1d10×3 mètres de profondeur pour 3 mètres de large et s'étend d'un bout de la zone sismique à l'autre. Une créature qui se tient sur l'emplacement d'une fissure en train de s'ouvrir doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md). Si elle le rate, elle tombe dedans, sinon elle réussit à s'écarter à temps.

Une structure s'effondre automatiquement si une fissure s'ouvre sous elle (voir plus loin).

**_Structures._** Les secousses infligent 50 dégâts contondants à toute structure en contact avec le sol au moment où vous lancez le sort et au début de chacun de vos tours jusqu'à la fin du sort. Si l'une d'elles tombe à 0 point de vie, elle s'effondre et blesse peut-être les créatures voisines.

Une créature qui se trouve près d'un bâtiment en train de s'effondrer, à une distance égale ou inférieure à la moitié de la hauteur de ce bâtiment, doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md). Si elle échoue, elle subit 5d6 dégâts contondants, elle tombe à terre et elle est ensevelie sous les décombres. Il faut réussir un test de [Force (Athlétisme)](abilities_strength_hd.md#athlétisme) DD 20 via une action pour y échapper. Le MJ peut modifier le DD en fonction de la nature des décombres. Si la créature réussit son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), elle subit seulement la moitié des dégâts, ne tombe pas à terre et n'est pas ensevelie.


Id: spells_hd.md#tromperie
AltName: [Mislead](spells_vo.md#mislead)
Discriminator: SpellItem
Name: Tromperie
ParentLink: spells_hd.md#sorts
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)
SpellItemsId: spells_hd.md#sorts
CastingTime: 1 action
Classes: [Barde](bard_hd.md), [Magicien](wizard_hd.md)
Components: S
Concentration: concentration
Duration: jusqu'à 1 heure
SpellItem_Family: SpellHD
Level: 5
Range: personnelle
SomaticComponent: S
SpellItem_Type: Illusion
AttributesDictionary:
Name: Tromperie
Markdown: >+
  # <!--Name-->Tromperie<!--/Name-->


  - SRD: <!--AltName-->[Mislead](spells_vo.md#mislead)<!--/AltName-->


  -  <!--Type-->Illusion<!--/Type--> de niveau <!--Level-->5<!--/Level-->


  - **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->


  - **Portée :** <!--Range-->personnelle<!--/Range-->


  - **Composantes :** <!--Components--><!--SomaticComponent-->S<!--/SomaticComponent--></Components-->


  - **Durée :** <!--Concentration-->concentration<!--/Concentration-->, <!--Duration-->jusqu'à 1 heure<!--/Duration-->


  - Classes: <!--Classes-->[Barde](bard_hd.md), [Magicien](wizard_hd.md)<!--/Classes-->


  - Source: <!--Source-->(MDR p)<!--/Source-->


  ### Description


  Vous devenez [invisible](conditions_hd.md#invisible) à l'instant même où un double illusoire de votre personne apparaît là où vous vous trouvez. Ce double persiste pendant toute la durée du sort, mais votre invisibilité se termine dès que vous lancez un sort ou attaquez.


  Vous pouvez utiliser votre action pour déplacer votre double d'un maximum de deux fois votre vitesse et le faire bouger, parler et se comporter comme bon vous semble.


  Vous pouvez voir par les yeux et entendre par les oreilles de votre double comme si vous vous trouviez à son emplacement. À chacun de vos tours, vous pouvez utiliser une action bonus pour passer d'une perception via ses sens à une perception via les vôtres ou inversement.


  Tant que vous utilisez les sens de votre double, vous êtes sourd et aveugle à ce qui se passe directement autour de vous.

AltName: '[Mislead](spells_vo.md#mislead)'
Type: Illusion
Level: 5
CastingTime: 1 action
Range: personnelle
Components: S
SomaticComponent: S
Concentration: concentration
Duration: jusqu'à 1 heure
Classes: '[Barde](bard_hd.md), [Magicien](wizard_hd.md)'
Source: (MDR p)
Description: >+
  Vous devenez [invisible](conditions_hd.md#invisible) à l'instant même où un double illusoire de votre personne apparaît là où vous vous trouvez. Ce double persiste pendant toute la durée du sort, mais votre invisibilité se termine dès que vous lancez un sort ou attaquez.


  Vous pouvez utiliser votre action pour déplacer votre double d'un maximum de deux fois votre vitesse et le faire bouger, parler et se comporter comme bon vous semble.


  Vous pouvez voir par les yeux et entendre par les oreilles de votre double comme si vous vous trouviez à son emplacement. À chacun de vos tours, vous pouvez utiliser une action bonus pour passer d'une perception via ses sens à une perception via les vôtres ou inversement.


  Tant que vous utilisez les sens de votre double, vous êtes sourd et aveugle à ce qui se passe directement autour de vous.


Description:
Vous devenez [invisible](conditions_hd.md#invisible) à l'instant même où un double illusoire de votre personne apparaît là où vous vous trouvez. Ce double persiste pendant toute la durée du sort, mais votre invisibilité se termine dès que vous lancez un sort ou attaquez.

Vous pouvez utiliser votre action pour déplacer votre double d'un maximum de deux fois votre vitesse et le faire bouger, parler et se comporter comme bon vous semble.

Vous pouvez voir par les yeux et entendre par les oreilles de votre double comme si vous vous trouviez à son emplacement. À chacun de vos tours, vous pouvez utiliser une action bonus pour passer d'une perception via ses sens à une perception via les vôtres ou inversement.

Tant que vous utilisez les sens de votre double, vous êtes sourd et aveugle à ce qui se passe directement autour de vous.

Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Tromperie<!--/Name-->

- SRD: <!--AltName-->[Mislead](spells_vo.md#mislead)<!--/AltName-->

-  <!--Type-->Illusion<!--/Type--> de niveau <!--Level-->5<!--/Level-->

- **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->

- **Portée :** <!--Range-->personnelle<!--/Range-->

- **Composantes :** <!--Components--><!--SomaticComponent-->S<!--/SomaticComponent--></Components-->

- **Durée :** <!--Concentration-->concentration<!--/Concentration-->, <!--Duration-->jusqu'à 1 heure<!--/Duration-->

- Classes: <!--Classes-->[Barde](bard_hd.md), [Magicien](wizard_hd.md)<!--/Classes-->

- Source: <!--Source-->(MDR p)<!--/Source-->

### Description

Vous devenez [invisible](conditions_hd.md#invisible) à l'instant même où un double illusoire de votre personne apparaît là où vous vous trouvez. Ce double persiste pendant toute la durée du sort, mais votre invisibilité se termine dès que vous lancez un sort ou attaquez.

Vous pouvez utiliser votre action pour déplacer votre double d'un maximum de deux fois votre vitesse et le faire bouger, parler et se comporter comme bon vous semble.

Vous pouvez voir par les yeux et entendre par les oreilles de votre double comme si vous vous trouviez à son emplacement. À chacun de vos tours, vous pouvez utiliser une action bonus pour passer d'une perception via ses sens à une perception via les vôtres ou inversement.

Tant que vous utilisez les sens de votre double, vous êtes sourd et aveugle à ce qui se passe directement autour de vous.


Id: spells_hd.md#trouver-les-pièges
AltName: [Find Traps](spells_vo.md#find-traps)
Discriminator: SpellItem
Name: Trouver les pièges
ParentLink: spells_hd.md#sorts
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)(SRD)
SpellItemsId: spells_hd.md#sorts
CastingTime: 1 action
Classes: [Clerc](cleric_hd.md), [Druide](druid_hd.md), [Rôdeur](ranger_hd.md)
Components: V, S
Duration: instantanée
SpellItem_Family: SpellHD
Level: 2
Range: 36 mètres
SomaticComponent: S
SpellItem_Type: Divination
VerbalComponent: V
AttributesDictionary:
Name: Trouver les pièges
Markdown: >+
  # <!--Name-->Trouver les pièges<!--/Name-->


  - SRD: <!--AltName-->[Find Traps](spells_vo.md#find-traps)<!--/AltName-->


  -  <!--Type-->Divination<!--/Type--> de niveau <!--Level-->2<!--/Level-->


  - **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->


  - **Portée :** <!--Range-->36 mètres<!--/Range-->


  - **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent--></Components-->


  - **Durée :** <!--Duration-->instantanée<!--/Duration-->


  - Classes: <!--Classes-->[Clerc](cleric_hd.md), [Druide](druid_hd.md), [Rôdeur](ranger_hd.md)<!--/Classes-->


  - Source: <!--Source-->(MDR p)(SRD)<!--/Source-->


  ### Description


  Vous percevez la présence de tout piège se trouvant à portée et dans votre champ de vision. Concernant ce sort, le terme de piège désigne toute chose qui inflige soudainement ou de façon inattendue un effet considéré comme néfaste ou indésirable et que son créateur a conçu dans ce but. Ainsi, le sort prévient si une zone est affectée par une alarme, un glyphe de garde ou une fosse piégée mécanique, mais il ne révèle pas une faiblesse naturelle dans un plancher, un plafond instable ou une doline cachée.


  Le sort indique simplement qu'il y a un piège ; il ne précise pas où, mais vous donne une idée générale de la nature du danger qu'il représente.

AltName: '[Find Traps](spells_vo.md#find-traps)'
Type: Divination
Level: 2
CastingTime: 1 action
Range: 36 mètres
Components: V, S
VerbalComponent: V
SomaticComponent: S
Duration: instantanée
Classes: '[Clerc](cleric_hd.md), [Druide](druid_hd.md), [Rôdeur](ranger_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Vous percevez la présence de tout piège se trouvant à portée et dans votre champ de vision. Concernant ce sort, le terme de piège désigne toute chose qui inflige soudainement ou de façon inattendue un effet considéré comme néfaste ou indésirable et que son créateur a conçu dans ce but. Ainsi, le sort prévient si une zone est affectée par une alarme, un glyphe de garde ou une fosse piégée mécanique, mais il ne révèle pas une faiblesse naturelle dans un plancher, un plafond instable ou une doline cachée.


  Le sort indique simplement qu'il y a un piège ; il ne précise pas où, mais vous donne une idée générale de la nature du danger qu'il représente.


Description:
Vous percevez la présence de tout piège se trouvant à portée et dans votre champ de vision. Concernant ce sort, le terme de piège désigne toute chose qui inflige soudainement ou de façon inattendue un effet considéré comme néfaste ou indésirable et que son créateur a conçu dans ce but. Ainsi, le sort prévient si une zone est affectée par une alarme, un glyphe de garde ou une fosse piégée mécanique, mais il ne révèle pas une faiblesse naturelle dans un plancher, un plafond instable ou une doline cachée.

Le sort indique simplement qu'il y a un piège ; il ne précise pas où, mais vous donne une idée générale de la nature du danger qu'il représente.

Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Trouver les pièges<!--/Name-->

- SRD: <!--AltName-->[Find Traps](spells_vo.md#find-traps)<!--/AltName-->

-  <!--Type-->Divination<!--/Type--> de niveau <!--Level-->2<!--/Level-->

- **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->

- **Portée :** <!--Range-->36 mètres<!--/Range-->

- **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent--></Components-->

- **Durée :** <!--Duration-->instantanée<!--/Duration-->

- Classes: <!--Classes-->[Clerc](cleric_hd.md), [Druide](druid_hd.md), [Rôdeur](ranger_hd.md)<!--/Classes-->

- Source: <!--Source-->(MDR p)(SRD)<!--/Source-->

### Description

Vous percevez la présence de tout piège se trouvant à portée et dans votre champ de vision. Concernant ce sort, le terme de piège désigne toute chose qui inflige soudainement ou de façon inattendue un effet considéré comme néfaste ou indésirable et que son créateur a conçu dans ce but. Ainsi, le sort prévient si une zone est affectée par une alarme, un glyphe de garde ou une fosse piégée mécanique, mais il ne révèle pas une faiblesse naturelle dans un plancher, un plafond instable ou une doline cachée.

Le sort indique simplement qu'il y a un piège ; il ne précise pas où, mais vous donne une idée générale de la nature du danger qu'il représente.


Id: spells_hd.md#trouver-un-chemin
AltName: [Find the Path](spells_vo.md#find-the-path)
Discriminator: SpellItem
Name: Trouver un chemin
ParentLink: spells_hd.md#sorts
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)(SRD)
SpellItemsId: spells_hd.md#sorts
CastingTime: 1 minute
Classes: [Barde](bard_hd.md), [Clerc](cleric_hd.md), [Druide](druid_hd.md)
Concentration: concentration
Duration: jusqu'à 1 jour
SpellItem_Family: SpellHD
Level: 6
Range: personnelle
SomaticComponent: S
SpellItem_Type: Divination
VerbalComponent: V
AttributesDictionary:
Name: Trouver un chemin
Markdown: >+
  # <!--Name-->Trouver un chemin<!--/Name-->


  - SRD: <!--AltName-->[Find the Path](spells_vo.md#find-the-path)<!--/AltName-->


  -  <!--Type-->Divination<!--/Type--> de niveau <!--Level-->6<!--/Level-->


  - **Temps d'incantation :** <!--CastingTime-->1 minute<!--/CastingTime-->


  - **Portée :** <!--Range-->personnelle<!--/Range-->


  - **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent-->, <!--MaterialComponent-->M (un ensemble d'instruments de divination comme des os, des bâtonnets en ivoire, des cartes, des dents ou des runes gravées d'une valeur de 100 po et un objet venant de l'endroit que vous cherchez)<!--/MaterialComponent--></Components-->


  - **Durée :** <!--Concentration-->concentration<!--/Concentration-->, <!--Duration-->jusqu'à 1 jour<!--/Duration-->


  - Classes: <!--Classes-->[Barde](bard_hd.md), [Clerc](cleric_hd.md), [Druide](druid_hd.md)<!--/Classes-->


  - Source: <!--Source-->(MDR p)(SRD)<!--/Source-->


  ### Description


  Ce sort vous permet de trouver le chemin physique le plus direct et le plus court vers un endroit fixe spécifique avec lequel vous êtes familier et qui se trouve sur le même plan d'existence que vous. Le sort échoue si vous choisissez une destination située sur un autre plan d'existence, une destination mouvante (comme une forteresse mobile) ou une destination n'ayant rien de spécifique (comme l'antre d'un dragon vert).


  Tant que le sort persiste et que vous êtes sur le même plan d'existence que votre destination, vous savez dans quelle direction et à quelle distance elle se trouve. Tant que vous faites route vers votre destination, à chaque fois que vous avez le choix entre plusieurs itinéraires, vous déterminez automatiquement celui qui sera le plus court et le plus direct (mais pas forcément le plus sûr).

AltName: '[Find the Path](spells_vo.md#find-the-path)'
Type: Divination
Level: 6
CastingTime: 1 minute
Range: personnelle
Components: V, S, M (un ensemble d'instruments de divination comme des os, des bâtonnets en ivoire, des cartes, des dents ou des runes gravées d'une valeur de 100 po et un objet venant de l'endroit que vous cherchez)
VerbalComponent: V
SomaticComponent: S
MaterialComponent: M (un ensemble d'instruments de divination comme des os, des bâtonnets en ivoire, des cartes, des dents ou des runes gravées d'une valeur de 100 po et un objet venant de l'endroit que vous cherchez)
Concentration: concentration
Duration: jusqu'à 1 jour
Classes: '[Barde](bard_hd.md), [Clerc](cleric_hd.md), [Druide](druid_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Ce sort vous permet de trouver le chemin physique le plus direct et le plus court vers un endroit fixe spécifique avec lequel vous êtes familier et qui se trouve sur le même plan d'existence que vous. Le sort échoue si vous choisissez une destination située sur un autre plan d'existence, une destination mouvante (comme une forteresse mobile) ou une destination n'ayant rien de spécifique (comme l'antre d'un dragon vert).


  Tant que le sort persiste et que vous êtes sur le même plan d'existence que votre destination, vous savez dans quelle direction et à quelle distance elle se trouve. Tant que vous faites route vers votre destination, à chaque fois que vous avez le choix entre plusieurs itinéraires, vous déterminez automatiquement celui qui sera le plus court et le plus direct (mais pas forcément le plus sûr).


Description:
Ce sort vous permet de trouver le chemin physique le plus direct et le plus court vers un endroit fixe spécifique avec lequel vous êtes familier et qui se trouve sur le même plan d'existence que vous. Le sort échoue si vous choisissez une destination située sur un autre plan d'existence, une destination mouvante (comme une forteresse mobile) ou une destination n'ayant rien de spécifique (comme l'antre d'un dragon vert).

Tant que le sort persiste et que vous êtes sur le même plan d'existence que votre destination, vous savez dans quelle direction et à quelle distance elle se trouve. Tant que vous faites route vers votre destination, à chaque fois que vous avez le choix entre plusieurs itinéraires, vous déterminez automatiquement celui qui sera le plus court et le plus direct (mais pas forcément le plus sûr).

Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Trouver un chemin<!--/Name-->

- SRD: <!--AltName-->[Find the Path](spells_vo.md#find-the-path)<!--/AltName-->

-  <!--Type-->Divination<!--/Type--> de niveau <!--Level-->6<!--/Level-->

- **Temps d'incantation :** <!--CastingTime-->1 minute<!--/CastingTime-->

- **Portée :** <!--Range-->personnelle<!--/Range-->

- **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent-->, <!--MaterialComponent-->M (un ensemble d'instruments de divination comme des os, des bâtonnets en ivoire, des cartes, des dents ou des runes gravées d'une valeur de 100 po et un objet venant de l'endroit que vous cherchez)<!--/MaterialComponent--></Components-->

- **Durée :** <!--Concentration-->concentration<!--/Concentration-->, <!--Duration-->jusqu'à 1 jour<!--/Duration-->

- Classes: <!--Classes-->[Barde](bard_hd.md), [Clerc](cleric_hd.md), [Druide](druid_hd.md)<!--/Classes-->

- Source: <!--Source-->(MDR p)(SRD)<!--/Source-->

### Description

Ce sort vous permet de trouver le chemin physique le plus direct et le plus court vers un endroit fixe spécifique avec lequel vous êtes familier et qui se trouve sur le même plan d'existence que vous. Le sort échoue si vous choisissez une destination située sur un autre plan d'existence, une destination mouvante (comme une forteresse mobile) ou une destination n'ayant rien de spécifique (comme l'antre d'un dragon vert).

Tant que le sort persiste et que vous êtes sur le même plan d'existence que votre destination, vous savez dans quelle direction et à quelle distance elle se trouve. Tant que vous faites route vers votre destination, à chaque fois que vous avez le choix entre plusieurs itinéraires, vous déterminez automatiquement celui qui sera le plus court et le plus direct (mais pas forcément le plus sûr).

Components:
V, S, M (un ensemble d'instruments de divination comme des os, des bâtonnets en ivoire, des cartes, des dents ou des runes gravées d'une valeur de 100 po et un objet venant de l'endroit que vous cherchez)

MaterialComponent:
M (un ensemble d'instruments de divination comme des os, des bâtonnets en ivoire, des cartes, des dents ou des runes gravées d'une valeur de 100 po et un objet venant de l'endroit que vous cherchez)


Id: spells_hd.md#zone-de-vérité
AltName: [Zone of Truth](spells_vo.md#zone-of-truth)
Discriminator: SpellItem
Name: Zone de vérité
ParentLink: spells_hd.md#sorts
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)(SRD)
SpellItemsId: spells_hd.md#sorts
CastingTime: 1 action
Classes: [Barde](bard_hd.md), [Clerc](cleric_hd.md), [Paladin](paladin_hd.md)
Components: V, S
Duration: 10 minutes
SpellItem_Family: SpellHD
Level: 2
Range: 18 mètres
SomaticComponent: S
SpellItem_Type: Enchantement
VerbalComponent: V
AttributesDictionary:
Name: Zone de vérité
Markdown: >+
  # <!--Name-->Zone de vérité<!--/Name-->


  - SRD: <!--AltName-->[Zone of Truth](spells_vo.md#zone-of-truth)<!--/AltName-->


  -  <!--Type-->Enchantement<!--/Type--> de niveau <!--Level-->2<!--/Level-->


  - **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->


  - **Portée :** <!--Range-->18 mètres<!--/Range-->


  - **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent--></Components-->


  - **Durée :** <!--Duration-->10 minutes<!--/Duration-->


  - Classes: <!--Classes-->[Barde](bard_hd.md), [Clerc](cleric_hd.md), [Paladin](paladin_hd.md)<!--/Classes-->


  - Source: <!--Source-->(MDR p)(SRD)<!--/Source-->


  ### Description


  Vous créez une zone magique capable de protéger contre la duplicité, de la forme d'une sphère de 4,50 mètres de rayon centrée sur un point de votre choix situé à portée. Jusqu'à la fin du sort, une créature qui pénètre dans la sphère pour la première fois de son tour ou y commence son tour doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Charisme](abilities_charisma_hd.md). Si elle échoue, elle ne peut pas mentir délibérément tant qu'elle reste dans la zone du sort. Vous savez si chaque créature présente a réussi ou raté son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde).


  Une créature affectée est consciente du sort qui la limite et peut donc soigneusement éviter de répondre aux questions qui susciteraient normalement un mensonge de sa part. Une telle créature peut rester évasive dans ses réponses, tant qu'elle reste dans les limites de la vérité.

AltName: '[Zone of Truth](spells_vo.md#zone-of-truth)'
Type: Enchantement
Level: 2
CastingTime: 1 action
Range: 18 mètres
Components: V, S
VerbalComponent: V
SomaticComponent: S
Duration: 10 minutes
Classes: '[Barde](bard_hd.md), [Clerc](cleric_hd.md), [Paladin](paladin_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Vous créez une zone magique capable de protéger contre la duplicité, de la forme d'une sphère de 4,50 mètres de rayon centrée sur un point de votre choix situé à portée. Jusqu'à la fin du sort, une créature qui pénètre dans la sphère pour la première fois de son tour ou y commence son tour doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Charisme](abilities_charisma_hd.md). Si elle échoue, elle ne peut pas mentir délibérément tant qu'elle reste dans la zone du sort. Vous savez si chaque créature présente a réussi ou raté son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde).


  Une créature affectée est consciente du sort qui la limite et peut donc soigneusement éviter de répondre aux questions qui susciteraient normalement un mensonge de sa part. Une telle créature peut rester évasive dans ses réponses, tant qu'elle reste dans les limites de la vérité.


Description:
Vous créez une zone magique capable de protéger contre la duplicité, de la forme d'une sphère de 4,50 mètres de rayon centrée sur un point de votre choix situé à portée. Jusqu'à la fin du sort, une créature qui pénètre dans la sphère pour la première fois de son tour ou y commence son tour doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Charisme](abilities_charisma_hd.md). Si elle échoue, elle ne peut pas mentir délibérément tant qu'elle reste dans la zone du sort. Vous savez si chaque créature présente a réussi ou raté son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde).

Une créature affectée est consciente du sort qui la limite et peut donc soigneusement éviter de répondre aux questions qui susciteraient normalement un mensonge de sa part. Une telle créature peut rester évasive dans ses réponses, tant qu'elle reste dans les limites de la vérité.

Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Zone de vérité<!--/Name-->

- SRD: <!--AltName-->[Zone of Truth](spells_vo.md#zone-of-truth)<!--/AltName-->

-  <!--Type-->Enchantement<!--/Type--> de niveau <!--Level-->2<!--/Level-->

- **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->

- **Portée :** <!--Range-->18 mètres<!--/Range-->

- **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent--></Components-->

- **Durée :** <!--Duration-->10 minutes<!--/Duration-->

- Classes: <!--Classes-->[Barde](bard_hd.md), [Clerc](cleric_hd.md), [Paladin](paladin_hd.md)<!--/Classes-->

- Source: <!--Source-->(MDR p)(SRD)<!--/Source-->

### Description

Vous créez une zone magique capable de protéger contre la duplicité, de la forme d'une sphère de 4,50 mètres de rayon centrée sur un point de votre choix situé à portée. Jusqu'à la fin du sort, une créature qui pénètre dans la sphère pour la première fois de son tour ou y commence son tour doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Charisme](abilities_charisma_hd.md). Si elle échoue, elle ne peut pas mentir délibérément tant qu'elle reste dans la zone du sort. Vous savez si chaque créature présente a réussi ou raté son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde).

Une créature affectée est consciente du sort qui la limite et peut donc soigneusement éviter de répondre aux questions qui susciteraient normalement un mensonge de sa part. Une telle créature peut rester évasive dans ses réponses, tant qu'elle reste dans les limites de la vérité.


Id: spells_hd.md#trouver-une-monture
AltName: [Find Steed](spells_vo.md#find-steed)
Discriminator: SpellItem
Name: Trouver une monture
ParentLink: spells_hd.md#sorts
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)(SRD)
SpellItemsId: spells_hd.md#sorts
CastingTime: 10 minutes
Classes: [Paladin](paladin_hd.md)
Components: V, S
Duration: instantanée
SpellItem_Family: SpellHD
Level: 2
Range: 9 mètres
SomaticComponent: S
SpellItem_Type: Invocation
VerbalComponent: V
AttributesDictionary:
Name: Trouver une monture
Markdown: >+
  # <!--Name-->Trouver une monture<!--/Name-->


  - SRD: <!--AltName-->[Find Steed](spells_vo.md#find-steed)<!--/AltName-->


  -  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->2<!--/Level-->


  - **Temps d'incantation :** <!--CastingTime-->10 minutes<!--/CastingTime-->


  - **Portée :** <!--Range-->9 mètres<!--/Range-->


  - **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent--></Components-->


  - **Durée :** <!--Duration-->instantanée<!--/Duration-->


  - Classes: <!--Classes-->[Paladin](paladin_hd.md)<!--/Classes-->


  - Source: <!--Source-->(MDR p)(SRD)<!--/Source-->


  ### Description


  Vous invoquez un esprit qui prend la forme d'une monture dotée d'une intelligence, d'une puissance et d'une loyauté hors du commun, et créez un lien durable avec lui. La monture apparaît dans un emplacement inoccupé à portée et prend l'apparence de votre choix : un cheval de guerre, un poney, un chameau, un élan ou un mastiff. (Votre MJ peut autoriser d'autres formes animales.) La monture possède le profil technique de la forme choisie mais, au lieu d'être de type normal, elle est céleste, féerique ou fiélone (à vous de choisir).


  De plus, si elle a d'ordinaire une [Intelligence](abilities_intelligence_hd.md) de 5 ou moins, cette caractéristique passe à 6 et elle comprend un langage de votre choix que vous maîtrisez.


  Vous pouvez chevaucher votre monture au combat ou en dehors des affrontements, et le lien instinctif que vous partagez avec elle vous permet de vous battre ensemble comme si vous étiez une seule et même entité.


  Tant que vous la chevauchez, les sorts qui vous visent exclusivement l'affectent aussi si vous le désirez.


  Quand la monture tombe à 0 point de vie, elle disparaît sans laisser de cadavre physique. Vous pouvez la renvoyer quand vous le désirez par une action qui la fait disparaître. Si vous lancez de nouveau ce sort, c'est la même monture qui apparaît, disposant à nouveau de tous ses points de vie.


  Vous pouvez communiquer par télépathie avec votre monture tant qu'elle se trouve dans un rayon de 1,50 kilomètre.


  Vous ne pouvez vous lier qu'à une seule monture issue de ce sort à la fois. Vous pouvez libérer la monture du lien quand vous le désirez, par une action qui la fait disparaître.

AltName: '[Find Steed](spells_vo.md#find-steed)'
Type: Invocation
Level: 2
CastingTime: 10 minutes
Range: 9 mètres
Components: V, S
VerbalComponent: V
SomaticComponent: S
Duration: instantanée
Classes: '[Paladin](paladin_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Vous invoquez un esprit qui prend la forme d'une monture dotée d'une intelligence, d'une puissance et d'une loyauté hors du commun, et créez un lien durable avec lui. La monture apparaît dans un emplacement inoccupé à portée et prend l'apparence de votre choix : un cheval de guerre, un poney, un chameau, un élan ou un mastiff. (Votre MJ peut autoriser d'autres formes animales.) La monture possède le profil technique de la forme choisie mais, au lieu d'être de type normal, elle est céleste, féerique ou fiélone (à vous de choisir).


  De plus, si elle a d'ordinaire une [Intelligence](abilities_intelligence_hd.md) de 5 ou moins, cette caractéristique passe à 6 et elle comprend un langage de votre choix que vous maîtrisez.


  Vous pouvez chevaucher votre monture au combat ou en dehors des affrontements, et le lien instinctif que vous partagez avec elle vous permet de vous battre ensemble comme si vous étiez une seule et même entité.


  Tant que vous la chevauchez, les sorts qui vous visent exclusivement l'affectent aussi si vous le désirez.


  Quand la monture tombe à 0 point de vie, elle disparaît sans laisser de cadavre physique. Vous pouvez la renvoyer quand vous le désirez par une action qui la fait disparaître. Si vous lancez de nouveau ce sort, c'est la même monture qui apparaît, disposant à nouveau de tous ses points de vie.


  Vous pouvez communiquer par télépathie avec votre monture tant qu'elle se trouve dans un rayon de 1,50 kilomètre.


  Vous ne pouvez vous lier qu'à une seule monture issue de ce sort à la fois. Vous pouvez libérer la monture du lien quand vous le désirez, par une action qui la fait disparaître.


Description:
Vous invoquez un esprit qui prend la forme d'une monture dotée d'une intelligence, d'une puissance et d'une loyauté hors du commun, et créez un lien durable avec lui. La monture apparaît dans un emplacement inoccupé à portée et prend l'apparence de votre choix : un cheval de guerre, un poney, un chameau, un élan ou un mastiff. (Votre MJ peut autoriser d'autres formes animales.) La monture possède le profil technique de la forme choisie mais, au lieu d'être de type normal, elle est céleste, féerique ou fiélone (à vous de choisir).

De plus, si elle a d'ordinaire une [Intelligence](abilities_intelligence_hd.md) de 5 ou moins, cette caractéristique passe à 6 et elle comprend un langage de votre choix que vous maîtrisez.

Vous pouvez chevaucher votre monture au combat ou en dehors des affrontements, et le lien instinctif que vous partagez avec elle vous permet de vous battre ensemble comme si vous étiez une seule et même entité.

Tant que vous la chevauchez, les sorts qui vous visent exclusivement l'affectent aussi si vous le désirez.

Quand la monture tombe à 0 point de vie, elle disparaît sans laisser de cadavre physique. Vous pouvez la renvoyer quand vous le désirez par une action qui la fait disparaître. Si vous lancez de nouveau ce sort, c'est la même monture qui apparaît, disposant à nouveau de tous ses points de vie.

Vous pouvez communiquer par télépathie avec votre monture tant qu'elle se trouve dans un rayon de 1,50 kilomètre.

Vous ne pouvez vous lier qu'à une seule monture issue de ce sort à la fois. Vous pouvez libérer la monture du lien quand vous le désirez, par une action qui la fait disparaître.

Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Trouver une monture<!--/Name-->

- SRD: <!--AltName-->[Find Steed](spells_vo.md#find-steed)<!--/AltName-->

-  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->2<!--/Level-->

- **Temps d'incantation :** <!--CastingTime-->10 minutes<!--/CastingTime-->

- **Portée :** <!--Range-->9 mètres<!--/Range-->

- **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent--></Components-->

- **Durée :** <!--Duration-->instantanée<!--/Duration-->

- Classes: <!--Classes-->[Paladin](paladin_hd.md)<!--/Classes-->

- Source: <!--Source-->(MDR p)(SRD)<!--/Source-->

### Description

Vous invoquez un esprit qui prend la forme d'une monture dotée d'une intelligence, d'une puissance et d'une loyauté hors du commun, et créez un lien durable avec lui. La monture apparaît dans un emplacement inoccupé à portée et prend l'apparence de votre choix : un cheval de guerre, un poney, un chameau, un élan ou un mastiff. (Votre MJ peut autoriser d'autres formes animales.) La monture possède le profil technique de la forme choisie mais, au lieu d'être de type normal, elle est céleste, féerique ou fiélone (à vous de choisir).

De plus, si elle a d'ordinaire une [Intelligence](abilities_intelligence_hd.md) de 5 ou moins, cette caractéristique passe à 6 et elle comprend un langage de votre choix que vous maîtrisez.

Vous pouvez chevaucher votre monture au combat ou en dehors des affrontements, et le lien instinctif que vous partagez avec elle vous permet de vous battre ensemble comme si vous étiez une seule et même entité.

Tant que vous la chevauchez, les sorts qui vous visent exclusivement l'affectent aussi si vous le désirez.

Quand la monture tombe à 0 point de vie, elle disparaît sans laisser de cadavre physique. Vous pouvez la renvoyer quand vous le désirez par une action qui la fait disparaître. Si vous lancez de nouveau ce sort, c'est la même monture qui apparaît, disposant à nouveau de tous ses points de vie.

Vous pouvez communiquer par télépathie avec votre monture tant qu'elle se trouve dans un rayon de 1,50 kilomètre.

Vous ne pouvez vous lier qu'à une seule monture issue de ce sort à la fois. Vous pouvez libérer la monture du lien quand vous le désirez, par une action qui la fait disparaître.


Id: spells_hd.md#verrou-magique
AltName: [Arcane Lock](spells_vo.md#arcane-lock)
Discriminator: SpellItem
Name: Verrou magique
ParentLink: spells_hd.md#sorts
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)(SRD)
SpellItemsId: spells_hd.md#sorts
CastingTime: 1 action
Classes: [Magicien](wizard_hd.md)
Components: V, S, M (poussière d'or d'une valeur minimum de 25 po, que le sort consume)
Duration: jusqu'à dissipation
SpellItem_Family: SpellHD
Level: 2
MaterialComponent: M (poussière d'or d'une valeur minimum de 25 po, que le sort consume)
Range: contact
SomaticComponent: S
SpellItem_Type: Abjuration
VerbalComponent: V
AttributesDictionary:
Name: Verrou magique
Markdown: >+
  # <!--Name-->Verrou magique<!--/Name-->


  - SRD: <!--AltName-->[Arcane Lock](spells_vo.md#arcane-lock)<!--/AltName-->


  -  <!--Type-->Abjuration<!--/Type--> de niveau <!--Level-->2<!--/Level-->


  - **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->


  - **Portée :** <!--Range-->contact<!--/Range-->


  - **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent-->, <!--MaterialComponent-->M (poussière d'or d'une valeur minimum de 25 po, que le sort consume)<!--/MaterialComponent--></Components-->


  - **Durée :** <!--Duration-->jusqu'à dissipation<!--/Duration-->


  - Classes: <!--Classes-->[Magicien](wizard_hd.md)<!--/Classes-->


  - Source: <!--Source-->(MDR p)(SRD)<!--/Source-->


  ### Description


  Vous touchez une ouverture fermée, comme une porte, une fenêtre, un portail, un coffre ou autre. Elle se verrouille alors pour toute la durée du sort. Vous et toutes les créatures désignées lors de l'incantation du sort pouvez ouvrir l'ouverture normalement. Vous pouvez aussi définir un mot de passe qui, une fois prononcé dans un rayon de 1,50 mètre autour de l'objet fermé, dissipe le sort pendant 1 minute. Sinon, impossible d'ouvrir l'objet à moins de le briser ou de dissiper ou supprimer le sort. Un sort de _[déblocage](spells_hd.md#déblocage)_ supprime le verrou magique pendant 10 minutes.


  Tant que l'objet est affecté par ce sort, il est bien plus difficile à briser ou à ouvrir de force : le DD pour le briser ou crocheter ses éventuelles serrures augmente de 10.

AltName: '[Arcane Lock](spells_vo.md#arcane-lock)'
Type: Abjuration
Level: 2
CastingTime: 1 action
Range: contact
Components: V, S, M (poussière d'or d'une valeur minimum de 25 po, que le sort consume)
VerbalComponent: V
SomaticComponent: S
MaterialComponent: M (poussière d'or d'une valeur minimum de 25 po, que le sort consume)
Duration: jusqu'à dissipation
Classes: '[Magicien](wizard_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Vous touchez une ouverture fermée, comme une porte, une fenêtre, un portail, un coffre ou autre. Elle se verrouille alors pour toute la durée du sort. Vous et toutes les créatures désignées lors de l'incantation du sort pouvez ouvrir l'ouverture normalement. Vous pouvez aussi définir un mot de passe qui, une fois prononcé dans un rayon de 1,50 mètre autour de l'objet fermé, dissipe le sort pendant 1 minute. Sinon, impossible d'ouvrir l'objet à moins de le briser ou de dissiper ou supprimer le sort. Un sort de _[déblocage](spells_hd.md#déblocage)_ supprime le verrou magique pendant 10 minutes.


  Tant que l'objet est affecté par ce sort, il est bien plus difficile à briser ou à ouvrir de force : le DD pour le briser ou crocheter ses éventuelles serrures augmente de 10.


Description:
Vous touchez une ouverture fermée, comme une porte, une fenêtre, un portail, un coffre ou autre. Elle se verrouille alors pour toute la durée du sort. Vous et toutes les créatures désignées lors de l'incantation du sort pouvez ouvrir l'ouverture normalement. Vous pouvez aussi définir un mot de passe qui, une fois prononcé dans un rayon de 1,50 mètre autour de l'objet fermé, dissipe le sort pendant 1 minute. Sinon, impossible d'ouvrir l'objet à moins de le briser ou de dissiper ou supprimer le sort. Un sort de _[déblocage](spells_hd.md#déblocage)_ supprime le verrou magique pendant 10 minutes.

Tant que l'objet est affecté par ce sort, il est bien plus difficile à briser ou à ouvrir de force : le DD pour le briser ou crocheter ses éventuelles serrures augmente de 10.

Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Verrou magique<!--/Name-->

- SRD: <!--AltName-->[Arcane Lock](spells_vo.md#arcane-lock)<!--/AltName-->

-  <!--Type-->Abjuration<!--/Type--> de niveau <!--Level-->2<!--/Level-->

- **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->

- **Portée :** <!--Range-->contact<!--/Range-->

- **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent-->, <!--MaterialComponent-->M (poussière d'or d'une valeur minimum de 25 po, que le sort consume)<!--/MaterialComponent--></Components-->

- **Durée :** <!--Duration-->jusqu'à dissipation<!--/Duration-->

- Classes: <!--Classes-->[Magicien](wizard_hd.md)<!--/Classes-->

- Source: <!--Source-->(MDR p)(SRD)<!--/Source-->

### Description

Vous touchez une ouverture fermée, comme une porte, une fenêtre, un portail, un coffre ou autre. Elle se verrouille alors pour toute la durée du sort. Vous et toutes les créatures désignées lors de l'incantation du sort pouvez ouvrir l'ouverture normalement. Vous pouvez aussi définir un mot de passe qui, une fois prononcé dans un rayon de 1,50 mètre autour de l'objet fermé, dissipe le sort pendant 1 minute. Sinon, impossible d'ouvrir l'objet à moins de le briser ou de dissiper ou supprimer le sort. Un sort de _[déblocage](spells_hd.md#déblocage)_ supprime le verrou magique pendant 10 minutes.

Tant que l'objet est affecté par ce sort, il est bien plus difficile à briser ou à ouvrir de force : le DD pour le briser ou crocheter ses éventuelles serrures augmente de 10.


Id: spells_hd.md#viser-juste
AltName: [True Strike](spells_vo.md#true-strike)
Discriminator: SpellItem
Name: Viser juste
ParentLink: spells_hd.md#sorts
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)(SRD)
SpellItemsId: spells_hd.md#sorts
CastingTime: 1 action
Components: S
Concentration: concentration
Duration: jusqu'à 1 round
SpellItem_Family: SpellHD
Level: tour de magie
Range: 9 mètres
SomaticComponent: S
SpellItem_Type: Divination
AttributesDictionary:
Name: Viser juste
Markdown: >+
  # <!--Name-->Viser juste<!--/Name-->


  - SRD: <!--AltName-->[True Strike](spells_vo.md#true-strike)<!--/AltName-->


  -  <!--Type-->Divination<!--/Type-->, <!--Level-->tour de magie<!--/Level-->


  - **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->


  - **Portée :** <!--Range-->9 mètres<!--/Range-->


  - **Composantes :** <!--Components--><!--SomaticComponent-->S<!--/SomaticComponent--></Components-->


  - **Durée :** <!--Concentration-->concentration<!--/Concentration-->, <!--Duration-->jusqu'à 1 round<!--/Duration-->


  - Classes: <!--Classes-->[Barde](bard_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Sorcier](warlock_hd.md)<!--/Classes-->


  - Source: <!--Source-->(MDR p)(SRD)<!--/Source-->


  ### Description


  Vous tendez la main et pointez du doigt une cible à portée. Votre magie vous donne un bref aperçu de ses défenses. À votre prochain tour, vous avez l'avantage lors de votre premier jet d'attaque contre elle, à condition que le sort ne se soit pas terminé avant.

AltName: '[True Strike](spells_vo.md#true-strike)'
Type: Divination
Level: tour de magie
CastingTime: 1 action
Range: 9 mètres
Components: S
SomaticComponent: S
Concentration: concentration
Duration: jusqu'à 1 round
Classes: '[Barde](bard_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Sorcier](warlock_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Vous tendez la main et pointez du doigt une cible à portée. Votre magie vous donne un bref aperçu de ses défenses. À votre prochain tour, vous avez l'avantage lors de votre premier jet d'attaque contre elle, à condition que le sort ne se soit pas terminé avant.


Description:
Vous tendez la main et pointez du doigt une cible à portée. Votre magie vous donne un bref aperçu de ses défenses. À votre prochain tour, vous avez l'avantage lors de votre premier jet d'attaque contre elle, à condition que le sort ne se soit pas terminé avant.

Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Viser juste<!--/Name-->

- SRD: <!--AltName-->[True Strike](spells_vo.md#true-strike)<!--/AltName-->

-  <!--Type-->Divination<!--/Type-->, <!--Level-->tour de magie<!--/Level-->

- **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->

- **Portée :** <!--Range-->9 mètres<!--/Range-->

- **Composantes :** <!--Components--><!--SomaticComponent-->S<!--/SomaticComponent--></Components-->

- **Durée :** <!--Concentration-->concentration<!--/Concentration-->, <!--Duration-->jusqu'à 1 round<!--/Duration-->

- Classes: <!--Classes-->[Barde](bard_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Sorcier](warlock_hd.md)<!--/Classes-->

- Source: <!--Source-->(MDR p)(SRD)<!--/Source-->

### Description

Vous tendez la main et pointez du doigt une cible à portée. Votre magie vous donne un bref aperçu de ses défenses. À votre prochain tour, vous avez l'avantage lors de votre premier jet d'attaque contre elle, à condition que le sort ne se soit pas terminé avant.


Id: spells_hd.md#vision-dans-le-noir
AltName: [Darkvision](spells_vo.md#darkvision)
Discriminator: SpellItem
Name: Vision dans le noir
ParentLink: spells_hd.md#sorts
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)(SRD)
SpellItemsId: spells_hd.md#sorts
CastingTime: 1 action
Components: V, S, M (une pincée de carotte séchée ou une agate)
Duration: 8 heures
SpellItem_Family: SpellHD
Level: 2
MaterialComponent: M (une pincée de carotte séchée ou une agate)
Range: contact
SomaticComponent: S
SpellItem_Type: Transmutation
VerbalComponent: V
AttributesDictionary:
Name: Vision dans le noir
Markdown: >+
  # <!--Name-->Vision dans le noir<!--/Name-->


  - SRD: <!--AltName-->[Darkvision](spells_vo.md#darkvision)<!--/AltName-->


  -  <!--Type-->Transmutation<!--/Type--> de niveau <!--Level-->2<!--/Level-->


  - **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->


  - **Portée :** <!--Range-->contact<!--/Range-->


  - **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent-->, <!--MaterialComponent-->M (une pincée de carotte séchée ou une agate)<!--/MaterialComponent--></Components-->


  - **Durée :** <!--Duration-->8 heures<!--/Duration-->


  - Classes: <!--Classes-->[Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md), [Rôdeur](ranger_hd.md)<!--/Classes-->


  - Source: <!--Source-->(MDR p)(SRD)<!--/Source-->


  ### Description


  Vous touchez une créature consentante pour lui permettre de voir dans le noir. Pendant toute la durée du sort, elle bénéficie de la vision dans le noir à une distance de 18 mètres.

AltName: '[Darkvision](spells_vo.md#darkvision)'
Type: Transmutation
Level: 2
CastingTime: 1 action
Range: contact
Components: V, S, M (une pincée de carotte séchée ou une agate)
VerbalComponent: V
SomaticComponent: S
MaterialComponent: M (une pincée de carotte séchée ou une agate)
Duration: 8 heures
Classes: '[Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md), [Rôdeur](ranger_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Vous touchez une créature consentante pour lui permettre de voir dans le noir. Pendant toute la durée du sort, elle bénéficie de la vision dans le noir à une distance de 18 mètres.


Description:
Vous touchez une créature consentante pour lui permettre de voir dans le noir. Pendant toute la durée du sort, elle bénéficie de la vision dans le noir à une distance de 18 mètres.

Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Vision dans le noir<!--/Name-->

- SRD: <!--AltName-->[Darkvision](spells_vo.md#darkvision)<!--/AltName-->

-  <!--Type-->Transmutation<!--/Type--> de niveau <!--Level-->2<!--/Level-->

- **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->

- **Portée :** <!--Range-->contact<!--/Range-->

- **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent-->, <!--MaterialComponent-->M (une pincée de carotte séchée ou une agate)<!--/MaterialComponent--></Components-->

- **Durée :** <!--Duration-->8 heures<!--/Duration-->

- Classes: <!--Classes-->[Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md), [Rôdeur](ranger_hd.md)<!--/Classes-->

- Source: <!--Source-->(MDR p)(SRD)<!--/Source-->

### Description

Vous touchez une créature consentante pour lui permettre de voir dans le noir. Pendant toute la durée du sort, elle bénéficie de la vision dans le noir à une distance de 18 mètres.


Id: spells_hd.md#vision-suprême
AltName: [True Seeing](spells_vo.md#true-seeing)
Discriminator: SpellItem
Name: Vision suprême
ParentLink: spells_hd.md#sorts
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)(SRD)
SpellItemsId: spells_hd.md#sorts
CastingTime: 1 action
Duration: 1 heure
SpellItem_Family: SpellHD
Level: 6
Range: contact
SomaticComponent: S
SpellItem_Type: Divination
VerbalComponent: V
AttributesDictionary:
Name: Vision suprême
Markdown: >+
  # <!--Name-->Vision suprême<!--/Name-->


  - SRD: <!--AltName-->[True Seeing](spells_vo.md#true-seeing)<!--/AltName-->


  -  <!--Type-->Divination<!--/Type--> de niveau <!--Level-->6<!--/Level-->


  - **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->


  - **Portée :** <!--Range-->contact<!--/Range-->


  - **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent-->, <!--MaterialComponent-->M (un collyre coûtant 25 po, fait de poudre de champignon, de safran et de graisse, que le sort consume)<!--/MaterialComponent--></Components-->


  - **Durée :** <!--Duration-->1 heure<!--/Duration-->


  - Classes: <!--Classes-->[Barde](bard_hd.md), [Clerc](cleric_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Sorcier](warlock_hd.md)<!--/Classes-->


  - Source: <!--Source-->(MDR p)(SRD)<!--/Source-->


  ### Description


  Grâce à ce sort, la créature consentante que vous touchez est capable de voir les choses telles qu'elles sont réellement.


  Pendant toute la durée du sort, la cible bénéficie de vision parfaite, repère les portes dérobées cachées par magie et voit le plan éthéré, tout cela dans un rayon de 36 mètres.

AltName: '[True Seeing](spells_vo.md#true-seeing)'
Type: Divination
Level: 6
CastingTime: 1 action
Range: contact
Components: V, S, M (un collyre coûtant 25 po, fait de poudre de champignon, de safran et de graisse, que le sort consume)
VerbalComponent: V
SomaticComponent: S
MaterialComponent: M (un collyre coûtant 25 po, fait de poudre de champignon, de safran et de graisse, que le sort consume)
Duration: 1 heure
Classes: '[Barde](bard_hd.md), [Clerc](cleric_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Sorcier](warlock_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Grâce à ce sort, la créature consentante que vous touchez est capable de voir les choses telles qu'elles sont réellement.


  Pendant toute la durée du sort, la cible bénéficie de vision parfaite, repère les portes dérobées cachées par magie et voit le plan éthéré, tout cela dans un rayon de 36 mètres.


Description:
Grâce à ce sort, la créature consentante que vous touchez est capable de voir les choses telles qu'elles sont réellement.

Pendant toute la durée du sort, la cible bénéficie de vision parfaite, repère les portes dérobées cachées par magie et voit le plan éthéré, tout cela dans un rayon de 36 mètres.

Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Vision suprême<!--/Name-->

- SRD: <!--AltName-->[True Seeing](spells_vo.md#true-seeing)<!--/AltName-->

-  <!--Type-->Divination<!--/Type--> de niveau <!--Level-->6<!--/Level-->

- **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->

- **Portée :** <!--Range-->contact<!--/Range-->

- **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent-->, <!--MaterialComponent-->M (un collyre coûtant 25 po, fait de poudre de champignon, de safran et de graisse, que le sort consume)<!--/MaterialComponent--></Components-->

- **Durée :** <!--Duration-->1 heure<!--/Duration-->

- Classes: <!--Classes-->[Barde](bard_hd.md), [Clerc](cleric_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Sorcier](warlock_hd.md)<!--/Classes-->

- Source: <!--Source-->(MDR p)(SRD)<!--/Source-->

### Description

Grâce à ce sort, la créature consentante que vous touchez est capable de voir les choses telles qu'elles sont réellement.

Pendant toute la durée du sort, la cible bénéficie de vision parfaite, repère les portes dérobées cachées par magie et voit le plan éthéré, tout cela dans un rayon de 36 mètres.

Classes:
[Barde](bard_hd.md), [Clerc](cleric_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Sorcier](warlock_hd.md)

Components:
V, S, M (un collyre coûtant 25 po, fait de poudre de champignon, de safran et de graisse, que le sort consume)

MaterialComponent:
M (un collyre coûtant 25 po, fait de poudre de champignon, de safran et de graisse, que le sort consume)


Id: spells_hd.md#vitalité
Discriminator: SpellItem
Name: Vitalité
ParentLink: spells_hd.md#sorts
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)
SpellItemsId: spells_hd.md#sorts
CastingTime: 1 action
Classes: [Paladin](paladin_hd.md)
Components: V, S
Duration: 1 minute
SpellItem_Family: SpellHD
Level: 3
Range: 9 mètres
SomaticComponent: S
SpellItem_Type: Évocation
VerbalComponent: V
AttributesDictionary:
Name: Vitalité
Markdown: >+
  # <!--Name-->Vitalité<!--/Name-->


  -  <!--Type-->Évocation<!--/Type--> de niveau <!--Level-->3<!--/Level-->

  - **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Portée :** <!--Range-->9 mètres<!--/Range-->

  - **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent--></Components-->

  - **Durée :** <!--Duration-->1 minute<!--/Duration-->

  - Classes: <!--Classes-->[Paladin](paladin_hd.md)<!--/Classes-->

  - Source: <!--Source-->(MDR p)<!--/Source-->


  ### Description


  Jusqu'à six créatures vivantes de votre choix, à portée et dans votre champ de vision, récupèrent 1 point de vie par round jusqu'à la fin du sort.


  **_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sorts de niveau 4 ou supérieur, vous augmentez le nombre de points de vie récupéré par round de 1 point par niveau au-delà du niveau 3.

Type: Évocation
Level: 3
CastingTime: 1 action
Range: 9 mètres
Components: V, S
VerbalComponent: V
SomaticComponent: S
Duration: 1 minute
Classes: '[Paladin](paladin_hd.md)'
Source: (MDR p)
Description: >+
  Jusqu'à six créatures vivantes de votre choix, à portée et dans votre champ de vision, récupèrent 1 point de vie par round jusqu'à la fin du sort.


  **_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sorts de niveau 4 ou supérieur, vous augmentez le nombre de points de vie récupéré par round de 1 point par niveau au-delà du niveau 3.


Description:
Jusqu'à six créatures vivantes de votre choix, à portée et dans votre champ de vision, récupèrent 1 point de vie par round jusqu'à la fin du sort.

**_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sorts de niveau 4 ou supérieur, vous augmentez le nombre de points de vie récupéré par round de 1 point par niveau au-delà du niveau 3.

Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Vitalité<!--/Name-->

-  <!--Type-->Évocation<!--/Type--> de niveau <!--Level-->3<!--/Level-->
- **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Portée :** <!--Range-->9 mètres<!--/Range-->
- **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent--></Components-->
- **Durée :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->[Paladin](paladin_hd.md)<!--/Classes-->
- Source: <!--Source-->(MDR p)<!--/Source-->

### Description

Jusqu'à six créatures vivantes de votre choix, à portée et dans votre champ de vision, récupèrent 1 point de vie par round jusqu'à la fin du sort.

**_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sorts de niveau 4 ou supérieur, vous augmentez le nombre de points de vie récupéré par round de 1 point par niveau au-delà du niveau 3.


Id: spells_hd.md#voir-linvisible
AltName: [See Invisibility](spells_vo.md#see-invisibility)
Discriminator: SpellItem
Name: Voir l'invisible
ParentLink: spells_hd.md#sorts
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)
SpellItemsId: spells_hd.md#sorts
CastingTime: 1 action
Classes: [Barde](bard_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)
Components: V, S, M (une pincée de talc et un saupoudrage de poudre d'argent)
Duration: 1 heure
SpellItem_Family: SpellHD
Level: 2
MaterialComponent: M (une pincée de talc et un saupoudrage de poudre d'argent)
Range: personnelle
SomaticComponent: S
SpellItem_Type: Divination
VerbalComponent: V
AttributesDictionary:
Name: Voir l'invisible
Markdown: >+
  # <!--Name-->Voir l'invisible<!--/Name-->


  - SRD: <!--AltName-->[See Invisibility](spells_vo.md#see-invisibility)<!--/AltName-->


  -  <!--Type-->Divination<!--/Type--> de niveau <!--Level-->2<!--/Level-->


  - **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->


  - **Portée :** <!--Range-->personnelle<!--/Range-->


  - **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent-->, <!--MaterialComponent-->M (une pincée de talc et un saupoudrage de poudre d'argent)<!--/MaterialComponent--></Components-->


  - **Durée :** <!--Duration-->1 heure<!--/Duration-->


  - Classes: <!--Classes-->[Barde](bard_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)<!--/Classes-->


  - Source: <!--Source-->(MDR p)<!--/Source-->


  ### Description


  Pendant toute la durée du sort, vous voyez les créatures et les objets [invisibles](conditions_hd.md#invisible) comme s'ils étaient bien visibles et vous pouvez aussi observer le plan éthéré. Les créatures et les objets éthérés vous apparaissent comme des silhouettes translucides et fantomatiques.

AltName: '[See Invisibility](spells_vo.md#see-invisibility)'
Type: Divination
Level: 2
CastingTime: 1 action
Range: personnelle
Components: V, S, M (une pincée de talc et un saupoudrage de poudre d'argent)
VerbalComponent: V
SomaticComponent: S
MaterialComponent: M (une pincée de talc et un saupoudrage de poudre d'argent)
Duration: 1 heure
Classes: '[Barde](bard_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)'
Source: (MDR p)
Description: >+
  Pendant toute la durée du sort, vous voyez les créatures et les objets [invisibles](conditions_hd.md#invisible) comme s'ils étaient bien visibles et vous pouvez aussi observer le plan éthéré. Les créatures et les objets éthérés vous apparaissent comme des silhouettes translucides et fantomatiques.


Description:
Pendant toute la durée du sort, vous voyez les créatures et les objets [invisibles](conditions_hd.md#invisible) comme s'ils étaient bien visibles et vous pouvez aussi observer le plan éthéré. Les créatures et les objets éthérés vous apparaissent comme des silhouettes translucides et fantomatiques.

Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Voir l'invisible<!--/Name-->

- SRD: <!--AltName-->[See Invisibility](spells_vo.md#see-invisibility)<!--/AltName-->

-  <!--Type-->Divination<!--/Type--> de niveau <!--Level-->2<!--/Level-->

- **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->

- **Portée :** <!--Range-->personnelle<!--/Range-->

- **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent-->, <!--MaterialComponent-->M (une pincée de talc et un saupoudrage de poudre d'argent)<!--/MaterialComponent--></Components-->

- **Durée :** <!--Duration-->1 heure<!--/Duration-->

- Classes: <!--Classes-->[Barde](bard_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)<!--/Classes-->

- Source: <!--Source-->(MDR p)<!--/Source-->

### Description

Pendant toute la durée du sort, vous voyez les créatures et les objets [invisibles](conditions_hd.md#invisible) comme s'ils étaient bien visibles et vous pouvez aussi observer le plan éthéré. Les créatures et les objets éthérés vous apparaissent comme des silhouettes translucides et fantomatiques.


Id: spells_hd.md#vague-tonnante
AltName: [Thunderwave](spells_vo.md#thunderwave)
Discriminator: SpellItem
Name: Vague tonnante
ParentLink: spells_hd.md#sorts
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)(SRD)
SpellItemsId: spells_hd.md#sorts
CastingTime: 1 action
Classes: [Barde](bard_hd.md), [Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)
Components: V, S
Duration: instantanée
SpellItem_Family: SpellHD
Level: 1
Range: personnelle (cube de 4,50 mètres)
SomaticComponent: S
SpellItem_Type: Évocation
VerbalComponent: V
AttributesDictionary:
Name: Vague tonnante
Markdown: >+
  # <!--Name-->Vague tonnante<!--/Name-->


  - SRD: <!--AltName-->[Thunderwave](spells_vo.md#thunderwave)<!--/AltName-->


  -  <!--Type-->Évocation<!--/Type--> de niveau <!--Level-->1<!--/Level-->


  - **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->


  - **Portée :** <!--Range-->personnelle (cube de 4,50 mètres)<!--/Range-->


  - **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent--></Components-->


  - **Durée :** <!--Duration-->instantanée<!--/Duration-->


  - Classes: <!--Classes-->[Barde](bard_hd.md), [Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)<!--/Classes-->


  - Source: <!--Source-->(MDR p)(SRD)<!--/Source-->


  ### Description


  Une vague de force tonnante émane de vous. Chaque créature située dans un cube de 4,50 mètres d'arête partant de vous doit faire un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md).


  Les créatures qui échouent subissent 2d8 dégâts de tonnerre et sont bousculées de 3 mètres en face de vous.


  Les autres subissent seulement la moitié des dégâts et ne sont pas bousculées.


  De plus, les objets qui ne sont pas arrimés et se trouvent entièrement englobés dans la zone affectée sont automatiquement éloignés de 3 mètres à l'opposé de vous. Le sort émet un grondement de tonnerre qui s'entend dans un rayon de 90 mètres.


  **_À plus haut niveau._** Si vous lancez ce sort en utilisant un emplacement de niveau 2 ou supérieur, les dégâts augmentent de 1d8 par niveau au-delà du premier.

AltName: '[Thunderwave](spells_vo.md#thunderwave)'
Type: Évocation
Level: 1
CastingTime: 1 action
Range: personnelle (cube de 4,50 mètres)
Components: V, S
VerbalComponent: V
SomaticComponent: S
Duration: instantanée
Classes: '[Barde](bard_hd.md), [Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Une vague de force tonnante émane de vous. Chaque créature située dans un cube de 4,50 mètres d'arête partant de vous doit faire un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md).


  Les créatures qui échouent subissent 2d8 dégâts de tonnerre et sont bousculées de 3 mètres en face de vous.


  Les autres subissent seulement la moitié des dégâts et ne sont pas bousculées.


  De plus, les objets qui ne sont pas arrimés et se trouvent entièrement englobés dans la zone affectée sont automatiquement éloignés de 3 mètres à l'opposé de vous. Le sort émet un grondement de tonnerre qui s'entend dans un rayon de 90 mètres.


  **_À plus haut niveau._** Si vous lancez ce sort en utilisant un emplacement de niveau 2 ou supérieur, les dégâts augmentent de 1d8 par niveau au-delà du premier.


Description:
Une vague de force tonnante émane de vous. Chaque créature située dans un cube de 4,50 mètres d'arête partant de vous doit faire un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md).

Les créatures qui échouent subissent 2d8 dégâts de tonnerre et sont bousculées de 3 mètres en face de vous.

Les autres subissent seulement la moitié des dégâts et ne sont pas bousculées.

De plus, les objets qui ne sont pas arrimés et se trouvent entièrement englobés dans la zone affectée sont automatiquement éloignés de 3 mètres à l'opposé de vous. Le sort émet un grondement de tonnerre qui s'entend dans un rayon de 90 mètres.

**_À plus haut niveau._** Si vous lancez ce sort en utilisant un emplacement de niveau 2 ou supérieur, les dégâts augmentent de 1d8 par niveau au-delà du premier.

Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Vague tonnante<!--/Name-->

- SRD: <!--AltName-->[Thunderwave](spells_vo.md#thunderwave)<!--/AltName-->

-  <!--Type-->Évocation<!--/Type--> de niveau <!--Level-->1<!--/Level-->

- **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->

- **Portée :** <!--Range-->personnelle (cube de 4,50 mètres)<!--/Range-->

- **Composantes :** <!--Components--><!--VerbalComponent-->V<!--/VerbalComponent-->, <!--SomaticComponent-->S<!--/SomaticComponent--></Components-->

- **Durée :** <!--Duration-->instantanée<!--/Duration-->

- Classes: <!--Classes-->[Barde](bard_hd.md), [Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)<!--/Classes-->

- Source: <!--Source-->(MDR p)(SRD)<!--/Source-->

### Description

Une vague de force tonnante émane de vous. Chaque créature située dans un cube de 4,50 mètres d'arête partant de vous doit faire un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md).

Les créatures qui échouent subissent 2d8 dégâts de tonnerre et sont bousculées de 3 mètres en face de vous.

Les autres subissent seulement la moitié des dégâts et ne sont pas bousculées.

De plus, les objets qui ne sont pas arrimés et se trouvent entièrement englobés dans la zone affectée sont automatiquement éloignés de 3 mètres à l'opposé de vous. Le sort émet un grondement de tonnerre qui s'entend dans un rayon de 90 mètres.

**_À plus haut niveau._** Si vous lancez ce sort en utilisant un emplacement de niveau 2 ou supérieur, les dégâts augmentent de 1d8 par niveau au-delà du premier.


Id: spells_vo.md#conjure-woodland-beings
AltName: [Invoquer des êtres des bois](spells_hd.md#invoquer-des-êtres-des-bois)
Discriminator: SpellItem
Name: Conjure Woodland Beings
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p129)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid, Ranger
Components: V, S, M (one holly berry per creature summoned)
Duration: Concentration, up to 1 hour
SpellItem_Family: SpellVO
Level: 4
Range: 60 feet
SpellItem_Type: conjuration
AttributesDictionary:
Name: Conjure Woodland Beings
Markdown: >+
  # <!--Name-->Conjure Woodland Beings<!--/Name-->


  - MDR: <!--AltName-->[Invoquer des êtres des bois](spells_hd.md#invoquer-des-êtres-des-bois)<!--/AltName-->

  - Source: <!--Source-->(SRD p129)<!--/Source-->

  -  <!--Level-->4<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->60 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (one holly berry per creature summoned)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->

  - Classes: <!--Classes-->Druid, Ranger<!--/Classes-->


  ### Description


  You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:


  * One fey creature of challenge rating 2 or lower


  * Two fey creatures of challenge rating 1 or lower


  * Four fey creatures of challenge rating 1/2 or lower


  * Eight fey creatures of challenge rating 1/4 or lower


  A summoned creature disappears when it drops to 0 hit points or when the spell ends.


  The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.


  The DM has the creatures' statistics.


  **_At Higher Levels_**. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

AltName: '[Invoquer des êtres des bois](spells_hd.md#invoquer-des-êtres-des-bois)'
Source: (SRD p129)
Level: 4
Type: conjuration
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (one holly berry per creature summoned)
Duration: Concentration, up to 1 hour
Classes: Druid, Ranger

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Conjure Woodland Beings<!--/Name-->

- MDR: <!--AltName-->[Invoquer des êtres des bois](spells_hd.md#invoquer-des-êtres-des-bois)<!--/AltName-->
- Source: <!--Source-->(SRD p129)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (one holly berry per creature summoned)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Druid, Ranger<!--/Classes-->

### Description

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

* One fey creature of challenge rating 2 or lower

* Two fey creatures of challenge rating 1 or lower

* Four fey creatures of challenge rating 1/2 or lower

* Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures' statistics.

**_At Higher Levels_**. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.


Id: spells_vo.md#bane
AltName: [Fléau](spells_hd.md#fléau)
Discriminator: SpellItem
Name: Bane
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p120)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Cleric
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 1
Range: 30 feet
SpellItem_Type: enchantment
AttributesDictionary:
Name: Bane
Markdown: >+
  # <!--Name-->Bane<!--/Name-->


  - MDR: <!--AltName-->[Fléau](spells_hd.md#fléau)<!--/AltName-->

  - Source: <!--Source-->(SRD p120)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->enchantment<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->30 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a drop of blood)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Bard, Cleric<!--/Classes-->


  ### Description


  Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

AltName: '[Fléau](spells_hd.md#fléau)'
Source: (SRD p120)
Level: 1
Type: enchantment
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Bane<!--/Name-->

- MDR: <!--AltName-->[Fléau](spells_hd.md#fléau)<!--/AltName-->
- Source: <!--Source-->(SRD p120)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a drop of blood)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric<!--/Classes-->

### Description

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Id: spells_vo.md#barkskin
AltName: [Peau d'écorce](spells_hd.md#peau-décorce)
Discriminator: SpellItem
Name: Barkskin
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p121)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid, Ranger
Components: V, S, M (a handful of oak bark)
Duration: Concentration, up to 1 hour
SpellItem_Family: SpellVO
Level: 2
Range: Touch
SpellItem_Type: transmutation
AttributesDictionary:
Name: Barkskin
Markdown: >+
  # <!--Name-->Barkskin<!--/Name-->


  - MDR: <!--AltName-->[Peau d'écorce](spells_hd.md#peau-décorce)<!--/AltName-->

  - Source: <!--Source-->(SRD p121)<!--/Source-->

  -  <!--Level-->2<!--/Level-->nd-level <!--Type-->transmutation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Touch<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a handful of oak bark)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->

  - Classes: <!--Classes-->Druid, Ranger<!--/Classes-->


  ### Description


  You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

AltName: "[Peau d'écorce](spells_hd.md#peau-décorce)"
Source: (SRD p121)
Level: 2
Type: transmutation
CastingTime: 1 action
Range: Touch
Components: V, S, M (a handful of oak bark)
Duration: Concentration, up to 1 hour
Classes: Druid, Ranger

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Barkskin<!--/Name-->

- MDR: <!--AltName-->[Peau d'écorce](spells_hd.md#peau-décorce)<!--/AltName-->
- Source: <!--Source-->(SRD p121)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a handful of oak bark)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Druid, Ranger<!--/Classes-->

### Description

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.


Id: spells_vo.md#clone
AltName: [Clone](spells_hd.md#clone)
Discriminator: SpellItem
Name: Clone
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p125)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 hour
Classes: Wizard
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 8
Range: Touch
SpellItem_Type: necromancy
AttributesDictionary:
Name: Clone
Markdown: >+
  # <!--Name-->Clone<!--/Name-->


  - MDR: <!--AltName-->[Clone](spells_hd.md#clone)<!--/AltName-->

  - Source: <!--Source-->(SRD p125)<!--/Source-->

  -  <!--Level-->8<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 hour<!--/CastingTime-->

  - **Range :** <!--Range-->Touch<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Wizard<!--/Classes-->


  ### Description


  This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.


  At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return.


  The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

AltName: '[Clone](spells_hd.md#clone)'
Source: (SRD p125)
Level: 8
Type: necromancy
CastingTime: 1 hour
Range: Touch
Components: V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)
Duration: Instantaneous
Classes: Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Clone<!--/Name-->

- MDR: <!--AltName-->[Clone](spells_hd.md#clone)<!--/AltName-->
- Source: <!--Source-->(SRD p125)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 hour<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return.

The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

Components:
V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)


Id: spells_vo.md#cloudkill
AltName: [Nuage mortel](spells_hd.md#nuage-mortel)
Discriminator: SpellItem
Name: Cloudkill
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p125)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Wizard
Components: V, S
Duration: Concentration, up to 10 minutes
SpellItem_Family: SpellVO
Level: 5
Range: 120 feet
SpellItem_Type: conjuration
AttributesDictionary:
Name: Cloudkill
Markdown: >+
  # <!--Name-->Cloudkill<!--/Name-->


  - MDR: <!--AltName-->[Nuage mortel](spells_hd.md#nuage-mortel)<!--/AltName-->

  - Source: <!--Source-->(SRD p125)<!--/Source-->

  -  <!--Level-->5<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->120 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->

  - Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->


  ### Description


  You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.


  When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.


  The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

AltName: '[Nuage mortel](spells_hd.md#nuage-mortel)'
Source: (SRD p125)
Level: 5
Type: conjuration
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Cloudkill<!--/Name-->

- MDR: <!--AltName-->[Nuage mortel](spells_hd.md#nuage-mortel)<!--/AltName-->
- Source: <!--Source-->(SRD p125)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.


Id: spells_vo.md#color-spray
AltName: [Couleurs dansantes](spells_hd.md#couleurs-dansantes)
Discriminator: SpellItem
Name: Color Spray
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p125)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Wizard
Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
Duration: 1 round
SpellItem_Family: SpellVO
Level: 1
Range: Self (15-foot cone)
SpellItem_Type: illusion
AttributesDictionary:
Name: Color Spray
Markdown: >+
  # <!--Name-->Color Spray<!--/Name-->


  - MDR: <!--AltName-->[Couleurs dansantes](spells_hd.md#couleurs-dansantes)<!--/AltName-->

  - Source: <!--Source-->(SRD p125)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->illusion<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Self (15-foot cone)<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)<!--/Components-->

  - **Duration :** <!--Duration-->1 round<!--/Duration-->

  - Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->


  ### Description


  A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).


  Starting with the creature that has the lowest current hit points, each creature affected by this spell is [blinded](conditions_vo.md#blinded) until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

AltName: '[Couleurs dansantes](spells_hd.md#couleurs-dansantes)'
Source: (SRD p125)
Level: 1
Type: illusion
CastingTime: 1 action
Range: Self (15-foot cone)
Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
Duration: 1 round
Classes: Sorcerer, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Color Spray<!--/Name-->

- MDR: <!--AltName-->[Couleurs dansantes](spells_hd.md#couleurs-dansantes)<!--/AltName-->
- Source: <!--Source-->(SRD p125)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (15-foot cone)<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)<!--/Components-->
- **Duration :** <!--Duration-->1 round<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is [blinded](conditions_vo.md#blinded) until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.


Id: spells_vo.md#command
AltName: [Injonction](spells_hd.md#injonction)
Discriminator: SpellItem
Name: Command
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p125)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric, Paladin
Components: V
Duration: 1 round
SpellItem_Family: SpellVO
Level: 1
Range: 60 feet
SpellItem_Type: enchantment
AttributesDictionary:
Name: Command
Markdown: >+
  # <!--Name-->Command<!--/Name-->


  - MDR: <!--AltName-->[Injonction](spells_hd.md#injonction)<!--/AltName-->

  - Source: <!--Source-->(SRD p125)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->enchantment<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->60 feet<!--/Range-->

  - **Components :** <!--Components-->V<!--/Components-->

  - **Duration :** <!--Duration-->1 round<!--/Duration-->

  - Classes: <!--Classes-->Cleric, Paladin<!--/Classes-->


  ### Description


  You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.


  Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target is prevented from following your command, the spell ends.


  **_Approach_**. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.


  **_Drop_**. The target drops whatever it is holding and then ends its turn.


  **_Flee_**. The target spends its turn moving away from you by the fastest available means.


  **_Grovel_**. The target falls prone and then ends its turn.


  **_Halt_**. The target stays where it is and takes no actions.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

AltName: '[Injonction](spells_hd.md#injonction)'
Source: (SRD p125)
Level: 1
Type: enchantment
CastingTime: 1 action
Range: 60 feet
Components: V
Duration: 1 round
Classes: Cleric, Paladin

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Command<!--/Name-->

- MDR: <!--AltName-->[Injonction](spells_hd.md#injonction)<!--/AltName-->
- Source: <!--Source-->(SRD p125)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->1 round<!--/Duration-->
- Classes: <!--Classes-->Cleric, Paladin<!--/Classes-->

### Description

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target is prevented from following your command, the spell ends.

**_Approach_**. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

**_Drop_**. The target drops whatever it is holding and then ends its turn.

**_Flee_**. The target spends its turn moving away from you by the fastest available means.

**_Grovel_**. The target falls prone and then ends its turn.

**_Halt_**. The target stays where it is and takes no actions.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


Id: spells_vo.md#commune
AltName: [Communion](spells_hd.md#communion)
Discriminator: SpellItem
Name: Commune
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p126)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 minute
Classes: Cleric
Components: V, S, M (incense and a vial of holy or unholy water)
Duration: 1 minute
SpellItem_Family: SpellVO
Level: 5
Range: Self
Ritual: ritual
SpellItem_Type: divination
AttributesDictionary:
Name: Commune
Markdown: >+
  # <!--Name-->Commune<!--/Name-->


  - MDR: <!--AltName-->[Communion](spells_hd.md#communion)<!--/AltName-->

  - Source: <!--Source-->(SRD p126)<!--/Source-->

  -  <!--Level-->5<!--/Level-->th-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)

  - **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V, S, M (incense and a vial of holy or unholy water)<!--/Components-->

  - **Duration :** <!--Duration-->1 minute<!--/Duration-->

  - Classes: <!--Classes-->Cleric<!--/Classes-->


  ### Description


  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-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.


  If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

AltName: '[Communion](spells_hd.md#communion)'
Source: (SRD p126)
Level: 5
Type: divination
Ritual: ritual
CastingTime: 1 minute
Range: Self
Components: V, S, M (incense and a vial of holy or unholy water)
Duration: 1 minute
Classes: Cleric

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Commune<!--/Name-->

- MDR: <!--AltName-->[Communion](spells_hd.md#communion)<!--/AltName-->
- Source: <!--Source-->(SRD p126)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (incense and a vial of holy or unholy water)<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

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-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.


Id: spells_vo.md#commune-with-nature
AltName: [Communion avec la nature](spells_hd.md#communion-avec-la-nature)
Discriminator: SpellItem
Name: Commune with Nature
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p126)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 minute
Classes: Druid, Ranger
Components: V, S
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 5
Range: Self
Ritual: ritual
SpellItem_Type: divination
AttributesDictionary:
Name: Commune with Nature
Markdown: >+
  # <!--Name-->Commune with Nature<!--/Name-->


  - MDR: <!--AltName-->[Communion avec la nature](spells_hd.md#communion-avec-la-nature)<!--/AltName-->

  - Source: <!--Source-->(SRD p126)<!--/Source-->

  -  <!--Level-->5<!--/Level-->th-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)

  - **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Druid, Ranger<!--/Classes-->


  ### Description


  You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.


  You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:


  * terrain and bodies of water


  * prevalent plants, minerals, animals, or peoples


  * powerful celestials, fey, fiends, elementals, or undead


  * influence from other planes of existence


  * buildings


  For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

AltName: '[Communion avec la nature](spells_hd.md#communion-avec-la-nature)'
Source: (SRD p126)
Level: 5
Type: divination
Ritual: ritual
CastingTime: 1 minute
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Druid, Ranger

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Commune with Nature<!--/Name-->

- MDR: <!--AltName-->[Communion avec la nature](spells_hd.md#communion-avec-la-nature)<!--/AltName-->
- Source: <!--Source-->(SRD p126)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Druid, Ranger<!--/Classes-->

### Description

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

* terrain and bodies of water

* prevalent plants, minerals, animals, or peoples

* powerful celestials, fey, fiends, elementals, or undead

* influence from other planes of existence

* buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.


Id: spells_vo.md#clairvoyance
AltName: [Clairvoyance](spells_hd.md#clairvoyance)
Discriminator: SpellItem
Name: Clairvoyance
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p124)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 10 minutes
Classes: Bard, Cleric, Sorcerer, Wizard
Duration: Concentration, up to 10 minutes
SpellItem_Family: SpellVO
Level: 3
Range: 1 mile
SpellItem_Type: divination
AttributesDictionary:
Name: Clairvoyance
Markdown: >+
  # <!--Name-->Clairvoyance<!--/Name-->


  - MDR: <!--AltName-->[Clairvoyance](spells_hd.md#clairvoyance)<!--/AltName-->

  - Source: <!--Source-->(SRD p124)<!--/Source-->

  -  <!--Level-->3<!--/Level-->th-level <!--Type-->divination<!--/Type-->

  - **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->

  - **Range :** <!--Range-->1 mile<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->

  - Classes: <!--Classes-->Bard, Cleric, Sorcerer, Wizard<!--/Classes-->


  ### Description


  You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.


  When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.


  A creature that can see the sensor (such as a creature benefiting from _see invisibility_ or truesight) sees a luminous, intangible orb about the size of your fist.

AltName: '[Clairvoyance](spells_hd.md#clairvoyance)'
Source: (SRD p124)
Level: 3
Type: divination
CastingTime: 10 minutes
Range: 1 mile
Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
Duration: Concentration, up to 10 minutes
Classes: Bard, Cleric, Sorcerer, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Clairvoyance<!--/Name-->

- MDR: <!--AltName-->[Clairvoyance](spells_hd.md#clairvoyance)<!--/AltName-->
- Source: <!--Source-->(SRD p124)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->divination<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->1 mile<!--/Range-->
- **Components :** <!--Components-->V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Sorcerer, Wizard<!--/Classes-->

### Description

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from _see invisibility_ or truesight) sees a luminous, intangible orb about the size of your fist.

Components:
V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)


Id: spells_vo.md#comprehend-languages
AltName: [Compréhension des langues](spells_hd.md#compréhension-des-langues)
Discriminator: SpellItem
Name: Comprehend Languages
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p126)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Sorcerer, Warlock, Wizard
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
SpellItem_Family: SpellVO
Level: 1
Range: Self
Ritual: ritual
SpellItem_Type: divination
AttributesDictionary:
Name: Comprehend Languages
Markdown: >+
  # <!--Name-->Comprehend Languages<!--/Name-->


  - MDR: <!--AltName-->[Compréhension des langues](spells_hd.md#compréhension-des-langues)<!--/AltName-->

  - Source: <!--Source-->(SRD p126)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a pinch of soot and salt)<!--/Components-->

  - **Duration :** <!--Duration-->1 hour<!--/Duration-->

  - Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->


  ### Description


  For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.


  This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

AltName: '[Compréhension des langues](spells_hd.md#compréhension-des-langues)'
Source: (SRD p126)
Level: 1
Type: divination
Ritual: ritual
CastingTime: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Comprehend Languages<!--/Name-->

- MDR: <!--AltName-->[Compréhension des langues](spells_hd.md#compréhension-des-langues)<!--/AltName-->
- Source: <!--Source-->(SRD p126)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of soot and salt)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.


Id: spells_vo.md#cone-of-cold
AltName: [Cône de froid](spells_hd.md#cône-de-froid)
Discriminator: SpellItem
Name: Cone of Cold
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p127)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Wizard
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 5
Range: Self (60-foot cone)
SpellItem_Type: evocation
AttributesDictionary:
Name: Cone of Cold
Markdown: >+
  # <!--Name-->Cone of Cold<!--/Name-->


  - MDR: <!--AltName-->[Cône de froid](spells_hd.md#cône-de-froid)<!--/AltName-->

  - Source: <!--Source-->(SRD p127)<!--/Source-->

  -  <!--Level-->5<!--/Level-->th-level <!--Type-->evocation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Self (60-foot cone)<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a small crystal or glass cone)<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->


  ### Description


  A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.


  A creature killed by this spell becomes a frozen statue until it thaws.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

AltName: '[Cône de froid](spells_hd.md#cône-de-froid)'
Source: (SRD p127)
Level: 5
Type: evocation
CastingTime: 1 action
Range: Self (60-foot cone)
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
Classes: Sorcerer, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Cone of Cold<!--/Name-->

- MDR: <!--AltName-->[Cône de froid](spells_hd.md#cône-de-froid)<!--/AltName-->
- Source: <!--Source-->(SRD p127)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (60-foot cone)<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small crystal or glass cone)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.


Id: spells_vo.md#confusion
AltName: [Confusion](spells_hd.md#confusion)
Discriminator: SpellItem
Name: Confusion
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p127)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Druid, Sorcerer, Wizard
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 4
Range: 90 feet
SpellItem_Type: enchantment
AttributesDictionary:
Name: Confusion
Markdown: >+
  # <!--Name-->Confusion<!--/Name-->


  - MDR: <!--AltName-->[Confusion](spells_hd.md#confusion)<!--/AltName-->

  - Source: <!--Source-->(SRD p127)<!--/Source-->

  -  <!--Level-->4<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->90 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (three nut shells)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Bard, Druid, Sorcerer, Wizard<!--/Classes-->


  ### Description


  This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.


  An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.


  |d10|Behavior|

  |---|---|

  |1|The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.|

  |2-6|The creature doesn't move or take actions this turn.|

  |7-8|The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.|

  |9–10|The creature can act and move normally.|


  At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

AltName: '[Confusion](spells_hd.md#confusion)'
Source: (SRD p127)
Level: 4
Type: enchantment
CastingTime: 1 action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute
Classes: Bard, Druid, Sorcerer, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Confusion<!--/Name-->

- MDR: <!--AltName-->[Confusion](spells_hd.md#confusion)<!--/AltName-->
- Source: <!--Source-->(SRD p127)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->90 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (three nut shells)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Sorcerer, Wizard<!--/Classes-->

### Description

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

|d10|Behavior|
|---|---|
|1|The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.|
|2-6|The creature doesn't move or take actions this turn.|
|7-8|The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.|
|9–10|The creature can act and move normally.|

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.


Id: spells_vo.md#conjure-animals
AltName: [Invoquer des animaux](spells_hd.md#invoquer-des-animaux)
Discriminator: SpellItem
Name: Conjure Animals
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p127)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid, Ranger
Components: V, S
Duration: Concentration, up to 1 hour
SpellItem_Family: SpellVO
Level: 3
Range: 60 feet
SpellItem_Type: conjuration
AttributesDictionary:
Name: Conjure Animals
Markdown: >+
  # <!--Name-->Conjure Animals<!--/Name-->


  - MDR: <!--AltName-->[Invoquer des animaux](spells_hd.md#invoquer-des-animaux)<!--/AltName-->

  - Source: <!--Source-->(SRD p127)<!--/Source-->

  -  <!--Level-->3<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->60 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->

  - Classes: <!--Classes-->Druid, Ranger<!--/Classes-->


  ### Description


  You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:


  * One beast of challenge rating 2 or lower


  * Two beasts of challenge rating 1 or lower


  * Four beasts of challenge rating 1/2 or lower


  * Eight beasts of challenge rating 1/4 or lower


  Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.


  **_At Higher Levels_**. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

AltName: '[Invoquer des animaux](spells_hd.md#invoquer-des-animaux)'
Source: (SRD p127)
Level: 3
Type: conjuration
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Druid, Ranger

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Conjure Animals<!--/Name-->

- MDR: <!--AltName-->[Invoquer des animaux](spells_hd.md#invoquer-des-animaux)<!--/AltName-->
- Source: <!--Source-->(SRD p127)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Druid, Ranger<!--/Classes-->

### Description

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

* One beast of challenge rating 2 or lower

* Two beasts of challenge rating 1 or lower

* Four beasts of challenge rating 1/2 or lower

* Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.

**_At Higher Levels_**. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.


Id: spells_vo.md#conjure-celestial
AltName: [Invoquer un céleste](spells_hd.md#invoquer-un-céleste)
Discriminator: SpellItem
Name: Conjure Celestial
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p127)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 minute
Classes: Cleric
Components: V, S
Duration: Concentration, up to 1 hour
SpellItem_Family: SpellVO
Level: 7
Range: 90 feet
SpellItem_Type: conjuration
AttributesDictionary:
Name: Conjure Celestial
Markdown: >+
  # <!--Name-->Conjure Celestial<!--/Name-->


  - MDR: <!--AltName-->[Invoquer un céleste](spells_hd.md#invoquer-un-céleste)<!--/AltName-->

  - Source: <!--Source-->(SRD p127)<!--/Source-->

  -  <!--Level-->7<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->

  - **Range :** <!--Range-->90 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->

  - Classes: <!--Classes-->Cleric<!--/Classes-->


  ### Description


  You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.


  The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.


  The DM has the celestial's statistics.


  **_At Higher Levels_**. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

AltName: '[Invoquer un céleste](spells_hd.md#invoquer-un-céleste)'
Source: (SRD p127)
Level: 7
Type: conjuration
CastingTime: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Cleric

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Conjure Celestial<!--/Name-->

- MDR: <!--AltName-->[Invoquer un céleste](spells_hd.md#invoquer-un-céleste)<!--/AltName-->
- Source: <!--Source-->(SRD p127)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->90 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.

The DM has the celestial's statistics.

**_At Higher Levels_**. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.


Id: spells_vo.md#conjure-elemental
AltName: [Invoquer un élémentaire](spells_hd.md#invoquer-un-élémentaire)
Discriminator: SpellItem
Name: Conjure Elemental
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p128)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 minute
Classes: Druid, Wizard
Duration: Concentration, up to 1 hour
SpellItem_Family: SpellVO
Level: 5
Range: 90 feet
SpellItem_Type: conjuration
AttributesDictionary:
Name: Conjure Elemental
Markdown: >+
  # <!--Name-->Conjure Elemental<!--/Name-->


  - MDR: <!--AltName-->[Invoquer un élémentaire](spells_hd.md#invoquer-un-élémentaire)<!--/AltName-->

  - Source: <!--Source-->(SRD p128)<!--/Source-->

  -  <!--Level-->5<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->

  - **Range :** <!--Range-->90 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->

  - Classes: <!--Classes-->Druid, Wizard<!--/Classes-->


  ### Description


  You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.


  If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental's statistics.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

AltName: '[Invoquer un élémentaire](spells_hd.md#invoquer-un-élémentaire)'
Source: (SRD p128)
Level: 5
Type: conjuration
CastingTime: 1 minute
Range: 90 feet
Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
Duration: Concentration, up to 1 hour
Classes: Druid, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Conjure Elemental<!--/Name-->

- MDR: <!--AltName-->[Invoquer un élémentaire](spells_hd.md#invoquer-un-élémentaire)<!--/AltName-->
- Source: <!--Source-->(SRD p128)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->90 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Druid, Wizard<!--/Classes-->

### Description

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental's statistics.

**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Components:
V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)


Id: spells_vo.md#conjure-fey
AltName: [Invoquer une fée](spells_hd.md#invoquer-une-fée)
Discriminator: SpellItem
Name: Conjure Fey
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p128)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 minute
Classes: Druid, Warlock
Components: V, S
Duration: Concentration, up to 1 hour
SpellItem_Family: SpellVO
Level: 6
Range: 90 feet
SpellItem_Type: conjuration
AttributesDictionary:
Name: Conjure Fey
Markdown: >+
  # <!--Name-->Conjure Fey<!--/Name-->


  - MDR: <!--AltName-->[Invoquer une fée](spells_hd.md#invoquer-une-fée)<!--/AltName-->

  - Source: <!--Source-->(SRD p128)<!--/Source-->

  -  <!--Level-->6<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->

  - **Range :** <!--Range-->90 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->

  - Classes: <!--Classes-->Druid, Warlock<!--/Classes-->


  ### Description


  You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.


  The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.


  If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.


  The DM has the fey creature's statistics.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

AltName: '[Invoquer une fée](spells_hd.md#invoquer-une-fée)'
Source: (SRD p128)
Level: 6
Type: conjuration
CastingTime: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Druid, Warlock

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Conjure Fey<!--/Name-->

- MDR: <!--AltName-->[Invoquer une fée](spells_hd.md#invoquer-une-fée)<!--/AltName-->
- Source: <!--Source-->(SRD p128)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->90 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Druid, Warlock<!--/Classes-->

### Description

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the fey creature's statistics.

**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.


Id: spells_vo.md#compulsion
AltName: [Compulsion](spells_hd.md#compulsion)
Discriminator: SpellItem
Name: Compulsion
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p126)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard
Components: V, S
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 4
Range: 30 feet
SpellItem_Type: enchantment
AttributesDictionary:
Name: Compulsion
Markdown: >+
  # <!--Name-->Compulsion<!--/Name-->


  - MDR: <!--AltName-->[Compulsion](spells_hd.md#compulsion)<!--/AltName-->

  - Source: <!--Source-->(SRD p126)<!--/Source-->

  -  <!--Level-->4<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->30 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Bard<!--/Classes-->


  ### Description


  Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect.


  A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

AltName: '[Compulsion](spells_hd.md#compulsion)'
Source: (SRD p126)
Level: 4
Type: enchantment
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Compulsion<!--/Name-->

- MDR: <!--AltName-->[Compulsion](spells_hd.md#compulsion)<!--/AltName-->
- Source: <!--Source-->(SRD p126)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard<!--/Classes-->

### Description

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect.

A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.


Id: spells_vo.md#banishment
AltName: [Bannissement](spells_hd.md#bannissement)
Discriminator: SpellItem
Name: Banishment
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p120)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
Components: V, S, M (an item distasteful to the target)
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 4
Range: 60 feet
SpellItem_Type: abjuration
AttributesDictionary:
Name: Banishment
Markdown: >+
  # <!--Name-->Banishment<!--/Name-->


  - MDR: <!--AltName-->[Bannissement](spells_hd.md#bannissement)<!--/AltName-->

  - Source: <!--Source-->(SRD p120)<!--/Source-->

  -  <!--Level-->4<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->60 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (an item distasteful to the target)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Cleric, Paladin, Sorcerer, Warlock, Wizard<!--/Classes-->


  ### Description


  You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.


  If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.


  If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

AltName: '[Bannissement](spells_hd.md#bannissement)'
Source: (SRD p120)
Level: 4
Type: abjuration
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (an item distasteful to the target)
Duration: Concentration, up to 1 minute
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Banishment<!--/Name-->

- MDR: <!--AltName-->[Bannissement](spells_hd.md#bannissement)<!--/AltName-->
- Source: <!--Source-->(SRD p120)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (an item distasteful to the target)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Cleric, Paladin, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.


Id: spells_vo.md#circle-of-death
AltName: [Cercle de mort](spells_hd.md#cercle-de-mort)
Discriminator: SpellItem
Name: Circle of Death
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p124)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Warlock, Wizard
Components: V, S, M (the powder of a crushed black pearl worth at least 500 gp)
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 6
Range: 150 feet
SpellItem_Type: necromancy
AttributesDictionary:
Name: Circle of Death
Markdown: >+
  # <!--Name-->Circle of Death<!--/Name-->


  - MDR: <!--AltName-->[Cercle de mort](spells_hd.md#cercle-de-mort)<!--/AltName-->

  - Source: <!--Source-->(SRD p124)<!--/Source-->

  -  <!--Level-->6<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->150 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (the powder of a crushed black pearl worth at least 500 gp)<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->


  ### Description


  A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

AltName: '[Cercle de mort](spells_hd.md#cercle-de-mort)'
Source: (SRD p124)
Level: 6
Type: necromancy
CastingTime: 1 action
Range: 150 feet
Components: V, S, M (the powder of a crushed black pearl worth at least 500 gp)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Circle of Death<!--/Name-->

- MDR: <!--AltName-->[Cercle de mort](spells_hd.md#cercle-de-mort)<!--/AltName-->
- Source: <!--Source-->(SRD p124)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->150 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (the powder of a crushed black pearl worth at least 500 gp)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.


Id: spells_vo.md#charm-person
AltName: [Charme-personne](spells_hd.md#charme-personne)
Discriminator: SpellItem
Name: Charm Person
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p124)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Components: V, S
Duration: 1 hour
SpellItem_Family: SpellVO
Level: 1
Range: 30 feet
SpellItem_Type: enchantment
AttributesDictionary:
Name: Charm Person
Markdown: >+
  # <!--Name-->Charm Person<!--/Name-->


  - MDR: <!--AltName-->[Charme-personne](spells_hd.md#charme-personne)<!--/AltName-->

  - Source: <!--Source-->(SRD p124)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->enchantment<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->30 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->1 hour<!--/Duration-->

  - Classes: <!--Classes-->Bard, Druid, Sorcerer, Warlock, Wizard<!--/Classes-->


  ### Description


  You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

AltName: '[Charme-personne](spells_hd.md#charme-personne)'
Source: (SRD p124)
Level: 1
Type: enchantment
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Charm Person<!--/Name-->

- MDR: <!--AltName-->[Charme-personne](spells_hd.md#charme-personne)<!--/AltName-->
- Source: <!--Source-->(SRD p124)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


Id: spells_vo.md#beacon-of-hope
AltName: [Lueur d'espoir](spells_hd.md#lueur-despoir)
Discriminator: SpellItem
Name: Beacon of Hope
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p121)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric
Components: V, S
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 3
Range: 30 feet
SpellItem_Type: abjuration
AttributesDictionary:
Name: Beacon of Hope
Markdown: >+
  # <!--Name-->Beacon of Hope<!--/Name-->


  - MDR: <!--AltName-->[Lueur d'espoir](spells_hd.md#lueur-despoir)<!--/AltName-->

  - Source: <!--Source-->(SRD p121)<!--/Source-->

  -  <!--Level-->3<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->30 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Cleric<!--/Classes-->


  ### Description


  This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

AltName: "[Lueur d'espoir](spells_hd.md#lueur-despoir)"
Source: (SRD p121)
Level: 3
Type: abjuration
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Beacon of Hope<!--/Name-->

- MDR: <!--AltName-->[Lueur d'espoir](spells_hd.md#lueur-despoir)<!--/AltName-->
- Source: <!--Source-->(SRD p121)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.


Id: spells_vo.md#bestow-curse
AltName: [Jeter une malédiction](spells_hd.md#jeter-une-malédiction)
Discriminator: SpellItem
Name: Bestow curse
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p121)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Cleric, Wizard
Components: V, S
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 3
Range: Touch
SpellItem_Type: necromancy
AttributesDictionary:
Name: Bestow curse
Markdown: >+
  # <!--Name-->Bestow curse<!--/Name-->


  - MDR: <!--AltName-->[Jeter une malédiction](spells_hd.md#jeter-une-malédiction)<!--/AltName-->

  - Source: <!--Source-->(SRD p121)<!--/Source-->

  -  <!--Level-->3<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Touch<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Bard, Cleric, Wizard<!--/Classes-->


  ### Description


  You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:


  * Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.


  * While cursed, the target has disadvantage on attack rolls against you.


  * While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.


  * While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.


  A _[remove curse](spells_vo.hd#remove-curse)_ spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.


  **_At Higher Levels_**. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

AltName: '[Jeter une malédiction](spells_hd.md#jeter-une-malédiction)'
Source: (SRD p121)
Level: 3
Type: necromancy
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Bestow curse<!--/Name-->

- MDR: <!--AltName-->[Jeter une malédiction](spells_hd.md#jeter-une-malédiction)<!--/AltName-->
- Source: <!--Source-->(SRD p121)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Wizard<!--/Classes-->

### Description

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

* Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.

* While cursed, the target has disadvantage on attack rolls against you.

* While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.

* While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A _[remove curse](spells_vo.hd#remove-curse)_ spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

**_At Higher Levels_**. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.


Id: spells_vo.md#arcane-hand
AltName: [Main magique](spells_hd.md#main-magique)
Discriminator: SpellItem
Name: Arcane Hand
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p118)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Wizard
Components: V, S, M (an eggshell and a snakeskin glove)
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 5
Range: 120 feet
SpellItem_Type: evocation
AttributesDictionary:
Name: Arcane Hand
Markdown: >+
  # <!--Name-->Arcane Hand<!--/Name-->


  - MDR: <!--AltName-->[Main magique](spells_hd.md#main-magique)<!--/AltName-->

  - Source: <!--Source-->(SRD p118)<!--/Source-->

  -  <!--Level-->5<!--/Level-->th-level <!--Type-->evocation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->120 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (an eggshell and a snakeskin glove)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Wizard<!--/Classes-->


  ### Description


  You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.


  The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.


  When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.


  **Clenched Fist**. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.


  **Forceful Hand**. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.


  **Grasping Hand**. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.


  **Interposing Hand**. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

AltName: '[Main magique](spells_hd.md#main-magique)'
Source: (SRD p118)
Level: 5
Type: evocation
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (an eggshell and a snakeskin glove)
Duration: Concentration, up to 1 minute
Classes: Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Arcane Hand<!--/Name-->

- MDR: <!--AltName-->[Main magique](spells_hd.md#main-magique)<!--/AltName-->
- Source: <!--Source-->(SRD p118)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (an eggshell and a snakeskin glove)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

**Clenched Fist**. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

**Forceful Hand**. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

**Grasping Hand**. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

**Interposing Hand**. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.

**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.


Id: spells_vo.md#blade-barrier
AltName: [Barrière de lames](spells_hd.md#barrière-de-lames)
Discriminator: SpellItem
Name: Blade Barrier
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p122)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric
Components: V, S
Duration: Concentration, up to 10 minutes
SpellItem_Family: SpellVO
Level: 6
Range: 90 feet
SpellItem_Type: evocation
AttributesDictionary:
Name: Blade Barrier
Markdown: >+
  # <!--Name-->Blade Barrier<!--/Name-->


  - MDR: <!--AltName-->[Barrière de lames](spells_hd.md#barrière-de-lames)<!--/AltName-->

  - Source: <!--Source-->(SRD p122)<!--/Source-->

  -  <!--Level-->6<!--/Level-->th-level <!--Type-->evocation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->90 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->

  - Classes: <!--Classes-->Cleric<!--/Classes-->


  ### Description


  You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.


  When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

AltName: '[Barrière de lames](spells_hd.md#barrière-de-lames)'
Source: (SRD p122)
Level: 6
Type: evocation
CastingTime: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Cleric

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Blade Barrier<!--/Name-->

- MDR: <!--AltName-->[Barrière de lames](spells_hd.md#barrière-de-lames)<!--/AltName-->
- Source: <!--Source-->(SRD p122)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->90 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.


Id: spells_vo.md#bless
AltName: [Bénédiction](spells_hd.md#bénédiction)
Discriminator: SpellItem
Name: Bless
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p122)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric, Paladin
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 1
Range: 30 feet
SpellItem_Type: enchantment
AttributesDictionary:
Name: Bless
Markdown: >+
  # <!--Name-->Bless<!--/Name-->


  - MDR: <!--AltName-->[Bénédiction](spells_hd.md#bénédiction)<!--/AltName-->

  - Source: <!--Source-->(SRD p122)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->enchantment<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->30 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a sprinkling of holy water)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Cleric, Paladin<!--/Classes-->


  ### Description


  You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

AltName: '[Bénédiction](spells_hd.md#bénédiction)'
Source: (SRD p122)
Level: 1
Type: enchantment
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
Classes: Cleric, Paladin

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Bless<!--/Name-->

- MDR: <!--AltName-->[Bénédiction](spells_hd.md#bénédiction)<!--/AltName-->
- Source: <!--Source-->(SRD p122)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a sprinkling of holy water)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Cleric, Paladin<!--/Classes-->

### Description

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Id: spells_vo.md#blight
AltName: [Flétrissement](spells_hd.md#flétrissement)
Discriminator: SpellItem
Name: Blight
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p122)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid, Sorcerer, Warlock, Wizard
Components: V, S
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 4
Range: 30 feet
SpellItem_Type: necromancy
AttributesDictionary:
Name: Blight
Markdown: >+
  # <!--Name-->Blight<!--/Name-->


  - MDR: <!--AltName-->[Flétrissement](spells_hd.md#flétrissement)<!--/AltName-->

  - Source: <!--Source-->(SRD p122)<!--/Source-->

  -  <!--Level-->4<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->30 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Druid, Sorcerer, Warlock, Wizard<!--/Classes-->


  ### Description


  Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.


  If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

AltName: '[Flétrissement](spells_hd.md#flétrissement)'
Source: (SRD p122)
Level: 4
Type: necromancy
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Druid, Sorcerer, Warlock, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Blight<!--/Name-->

- MDR: <!--AltName-->[Flétrissement](spells_hd.md#flétrissement)<!--/AltName-->
- Source: <!--Source-->(SRD p122)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Druid, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.


Id: spells_vo.md#chill-touch
AltName: [Contact glacial](spells_hd.md#contact-glacial)
Discriminator: SpellItem
Name: Chill Touch
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p124)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Warlock, Wizard
Components: V, S
Duration: 1 round
SpellItem_Family: SpellVO
Level: cantrip
Range: 120 feet
SpellItem_Type: Necromancy
AttributesDictionary:
Name: Chill Touch
Markdown: >+
  # <!--Name-->Chill Touch<!--/Name-->


  - MDR: <!--AltName-->[Contact glacial](spells_hd.md#contact-glacial)<!--/AltName-->

  - Source: <!--Source-->(SRD p124)<!--/Source-->

  -  <!--Type-->Necromancy<!--/Type--> <!--Level-->cantrip<!--/Level-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->120 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->1 round<!--/Duration-->

  - Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->


  ### Description


  You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.


  This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

AltName: '[Contact glacial](spells_hd.md#contact-glacial)'
Source: (SRD p124)
Type: Necromancy
Level: cantrip
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
Classes: Sorcerer, Warlock, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Chill Touch<!--/Name-->

- MDR: <!--AltName-->[Contact glacial](spells_hd.md#contact-glacial)<!--/AltName-->
- Source: <!--Source-->(SRD p124)<!--/Source-->
-  <!--Type-->Necromancy<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->1 round<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Id: spells_vo.md#blindnessdeafness
AltName: [Cécité/Surdité](spells_hd.md#cécitésurdité)
Discriminator: SpellItem
Name: Blindness/Deafness
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p122)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Cleric, Sorcerer, Wizard
Components: V
Duration: 1 minute
SpellItem_Family: SpellVO
Level: 2
Range: 30 feet
SpellItem_Type: necromancy
AttributesDictionary:
Name: Blindness/Deafness
Markdown: >+
  # <!--Name-->Blindness/Deafness<!--/Name-->


  - MDR: <!--AltName-->[Cécité/Surdité](spells_hd.md#cécitésurdité)<!--/AltName-->

  - Source: <!--Source-->(SRD p122)<!--/Source-->

  -  <!--Level-->2<!--/Level-->nd-level <!--Type-->necromancy<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->30 feet<!--/Range-->

  - **Components :** <!--Components-->V<!--/Components-->

  - **Duration :** <!--Duration-->1 minute<!--/Duration-->

  - Classes: <!--Classes-->Bard, Cleric, Sorcerer, Wizard<!--/Classes-->


  ### Description


  You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either [blinded](conditions_vo.md#blinded) or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

AltName: '[Cécité/Surdité](spells_hd.md#cécitésurdité)'
Source: (SRD p122)
Level: 2
Type: necromancy
CastingTime: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
Classes: Bard, Cleric, Sorcerer, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Blindness/Deafness<!--/Name-->

- MDR: <!--AltName-->[Cécité/Surdité](spells_hd.md#cécitésurdité)<!--/AltName-->
- Source: <!--Source-->(SRD p122)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Sorcerer, Wizard<!--/Classes-->

### Description

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either [blinded](conditions_vo.md#blinded) or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


Id: spells_vo.md#blur
AltName: [Flou](spells_hd.md#flou)
Discriminator: SpellItem
Name: Blur
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p123)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Wizard
Components: V
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 2
Range: Self
SpellItem_Type: illusion
AttributesDictionary:
Name: Blur
Markdown: >+
  # <!--Name-->Blur<!--/Name-->


  - MDR: <!--AltName-->[Flou](spells_hd.md#flou)<!--/AltName-->

  - Source: <!--Source-->(SRD p123)<!--/Source-->

  -  <!--Level-->2<!--/Level-->nd-level <!--Type-->illusion<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->


  ### Description


  Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

AltName: '[Flou](spells_hd.md#flou)'
Source: (SRD p123)
Level: 2
Type: illusion
CastingTime: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Blur<!--/Name-->

- MDR: <!--AltName-->[Flou](spells_hd.md#flou)<!--/AltName-->
- Source: <!--Source-->(SRD p123)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.


Id: spells_vo.md#branding-smite
AltName: [Frappe lumineuse](spells_hd.md#frappe-lumineuse)
Discriminator: SpellItem
Name: Branding Smite
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p123)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 bonus action
Classes: Paladin
Components: V
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 2
Range: Self
SpellItem_Type: evocation
AttributesDictionary:
Name: Branding Smite
Markdown: >+
  # <!--Name-->Branding Smite<!--/Name-->


  - MDR: <!--AltName-->[Frappe lumineuse](spells_hd.md#frappe-lumineuse)<!--/AltName-->

  - Source: <!--Source-->(SRD p123)<!--/Source-->

  -  <!--Level-->2<!--/Level-->nd-level <!--Type-->evocation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Paladin<!--/Classes-->


  ### Description


  The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

AltName: '[Frappe lumineuse](spells_hd.md#frappe-lumineuse)'
Source: (SRD p123)
Level: 2
Type: evocation
CastingTime: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Classes: Paladin

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Branding Smite<!--/Name-->

- MDR: <!--AltName-->[Frappe lumineuse](spells_hd.md#frappe-lumineuse)<!--/AltName-->
- Source: <!--Source-->(SRD p123)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Paladin<!--/Classes-->

### Description

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.


Id: spells_vo.md#burning-hands
AltName: [Mains brûlantes](spells_hd.md#mains-brûlantes)
Discriminator: SpellItem
Name: Burning Hands
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p123)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Wizard
Components: V, S
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 1
Range: Self (15-foot cone)
SpellItem_Type: evocation
AttributesDictionary:
Name: Burning Hands
Markdown: >+
  # <!--Name-->Burning Hands<!--/Name-->


  - MDR: <!--AltName-->[Mains brûlantes](spells_hd.md#mains-brûlantes)<!--/AltName-->

  - Source: <!--Source-->(SRD p123)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->evocation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Self (15-foot cone)<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->


  ### Description


  As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.


  The fire ignites any flammable objects in the area that aren't being worn or carried.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

AltName: '[Mains brûlantes](spells_hd.md#mains-brûlantes)'
Source: (SRD p123)
Level: 1
Type: evocation
CastingTime: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Burning Hands<!--/Name-->

- MDR: <!--AltName-->[Mains brûlantes](spells_hd.md#mains-brûlantes)<!--/AltName-->
- Source: <!--Source-->(SRD p123)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (15-foot cone)<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


Id: spells_vo.md#call-lightning
AltName: [Appel de la foudre](spells_hd.md#appel-de-la-foudre)
Discriminator: SpellItem
Name: Call Lightning
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p123)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid
Components: V, S
Duration: Concentration, up to 10 minutes
SpellItem_Family: SpellVO
Level: 3
Range: 120 feet
SpellItem_Type: conjuration
AttributesDictionary:
Name: Call Lightning
Markdown: >+
  # <!--Name-->Call Lightning<!--/Name-->


  - MDR: <!--AltName-->[Appel de la foudre](spells_hd.md#appel-de-la-foudre)<!--/AltName-->

  - Source: <!--Source-->(SRD p123)<!--/Source-->

  -  <!--Level-->3<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->120 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->

  - Classes: <!--Classes-->Druid<!--/Classes-->


  ### Description


  A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).


  When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.


  If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

AltName: '[Appel de la foudre](spells_hd.md#appel-de-la-foudre)'
Source: (SRD p123)
Level: 3
Type: conjuration
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Druid

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Call Lightning<!--/Name-->

- MDR: <!--AltName-->[Appel de la foudre](spells_hd.md#appel-de-la-foudre)<!--/AltName-->
- Source: <!--Source-->(SRD p123)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Druid<!--/Classes-->

### Description

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.


Id: spells_vo.md#calm-emotions
AltName: [Apaisement des émotions](spells_hd.md#apaisement-des-émotions)
Discriminator: SpellItem
Name: Calm Emotions
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p123)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Cleric
Components: V, S
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 2
Range: 60 feet
SpellItem_Type: enchantment
AttributesDictionary:
Name: Calm Emotions
Markdown: >+
  # <!--Name-->Calm Emotions<!--/Name-->


  - MDR: <!--AltName-->[Apaisement des émotions](spells_hd.md#apaisement-des-émotions)<!--/AltName-->

  - Source: <!--Source-->(SRD p123)<!--/Source-->

  -  <!--Level-->2<!--/Level-->nd-level <!--Type-->enchantment<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->60 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Bard, Cleric<!--/Classes-->


  ### Description


  You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.


  * You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.


  * Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

AltName: '[Apaisement des émotions](spells_hd.md#apaisement-des-émotions)'
Source: (SRD p123)
Level: 2
Type: enchantment
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Calm Emotions<!--/Name-->

- MDR: <!--AltName-->[Apaisement des émotions](spells_hd.md#apaisement-des-émotions)<!--/AltName-->
- Source: <!--Source-->(SRD p123)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric<!--/Classes-->

### Description

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

* You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

* Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.


Id: spells_vo.md#chain-lightning
AltName: [Chaîne d'éclairs](spells_hd.md#chaîne-déclairs)
Discriminator: SpellItem
Name: Chain Lightning
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p124)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Wizard
Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 6
Range: 150 feet
SpellItem_Type: evocation
AttributesDictionary:
Name: Chain Lightning
Markdown: >+
  # <!--Name-->Chain Lightning<!--/Name-->


  - MDR: <!--AltName-->[Chaîne d'éclairs](spells_hd.md#chaîne-déclairs)<!--/AltName-->

  - Source: <!--Source-->(SRD p124)<!--/Source-->

  -  <!--Level-->6<!--/Level-->th-level <!--Type-->evocation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->150 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->


  ### Description


  You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.


  A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

AltName: "[Chaîne d'éclairs](spells_hd.md#chaîne-déclairs)"
Source: (SRD p124)
Level: 6
Type: evocation
CastingTime: 1 action
Range: 150 feet
Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
Duration: Instantaneous
Classes: Sorcerer, Wizard

Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Chain Lightning<!--/Name-->

- MDR: <!--AltName-->[Chaîne d'éclairs](spells_hd.md#chaîne-déclairs)<!--/AltName-->
- Source: <!--Source-->(SRD p124)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->150 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.


