# Items

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

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


Id: spells_vo.md#conjure-fey
ParentLink: spells_vo.md#spells-srd-p
Name: Conjure Fey
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Invoquer une fée](spells_hd.md#invoquer-une-fée)
Source: (SRD p128)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: conjuration
Level: 6
CastingTime: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Druid, Warlock
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#conjure-elemental
ParentLink: spells_vo.md#spells-srd-p
Name: Conjure Elemental
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Invoquer un élémentaire](spells_hd.md#invoquer-un-élémentaire)
Source: (SRD p128)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: conjuration
Level: 5
CastingTime: 1 minute
Range: 90 feet
Duration: Concentration, up to 1 hour
Classes: Druid, Wizard
SpellItem_Family: SpellVO
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.

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

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-celestial
ParentLink: spells_vo.md#spells-srd-p
Name: Conjure Celestial
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Invoquer un céleste](spells_hd.md#invoquer-un-céleste)
Source: (SRD p127)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: conjuration
Level: 7
CastingTime: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Cleric
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#conjure-animals
ParentLink: spells_vo.md#spells-srd-p
Name: Conjure Animals
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Invoquer des animaux](spells_hd.md#invoquer-des-animaux)
Source: (SRD p127)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: conjuration
Level: 3
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Druid, Ranger
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#confusion
ParentLink: spells_vo.md#spells-srd-p
Name: Confusion
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Confusion](spells_hd.md#confusion)
Source: (SRD p127)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: enchantment
Level: 4
CastingTime: 1 action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute
Classes: Bard, Druid, Sorcerer, Wizard
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#control-water
ParentLink: spells_vo.md#spells-srd-p
Name: Control Water
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Contrôle de l'eau](spells_hd.md#contrôle-de-leau)
Source: (SRD p130)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: transmutation
Level: 4
CastingTime: 1 action
Range: 300 feet
Components: V, S, M (a drop of water and a pinch of dust)
Duration: Concentration, up to 10 minutes
Classes: Cleric, Druid, Wizard
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Control Water<!--/Name-->

- MDR: <!--AltName-->[Contrôle de l'eau](spells_hd.md#contrôle-de-leau)<!--/AltName-->
- Source: <!--Source-->(SRD p130)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->300 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a drop of water and a pinch of dust)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid, Wizard<!--/Classes-->

### Description

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

**_Flood_**. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

**_Part Water_**. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

**_Redirect Flow_**. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

**_Whirlpool_**. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

AttributesDictionary:
Name: Control Water
Markdown: >+
  # <!--Name-->Control Water<!--/Name-->


  - MDR: <!--AltName-->[Contrôle de l'eau](spells_hd.md#contrôle-de-leau)<!--/AltName-->

  - Source: <!--Source-->(SRD p130)<!--/Source-->

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

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

  - **Range :** <!--Range-->300 feet<!--/Range-->

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

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

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


  ### Description


  Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.


  **_Flood_**. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.


  **_Part Water_**. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.


  **_Redirect Flow_**. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.


  **_Whirlpool_**. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.


  When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.


  The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

AltName: "[Contrôle de l'eau](spells_hd.md#contrôle-de-leau)"
Source: (SRD p130)
Level: 4
Type: transmutation
CastingTime: 1 action
Range: 300 feet
Components: V, S, M (a drop of water and a pinch of dust)
Duration: Concentration, up to 10 minutes
Classes: Cleric, Druid, Wizard


Id: spells_vo.md#cone-of-cold
ParentLink: spells_vo.md#spells-srd-p
Name: Cone of Cold
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Cône de froid](spells_hd.md#cône-de-froid)
Source: (SRD p127)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: evocation
Level: 5
CastingTime: 1 action
Range: Self (60-foot cone)
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
Classes: Sorcerer, Wizard
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#comprehend-languages
ParentLink: spells_vo.md#spells-srd-p
Name: Comprehend Languages
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Compréhension des langues](spells_hd.md#compréhension-des-langues)
Source: (SRD p126)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: divination
Level: 1
CastingTime: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard
SpellItem_Family: SpellVO
Ritual: ritual
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.

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


Id: spells_vo.md#commune-with-nature
ParentLink: spells_vo.md#spells-srd-p
Name: Commune with Nature
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Communion avec la nature](spells_hd.md#communion-avec-la-nature)
Source: (SRD p126)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: divination
Level: 5
CastingTime: 1 minute
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Druid, Ranger
SpellItem_Family: SpellVO
Ritual: ritual
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.

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


Id: spells_vo.md#commune
ParentLink: spells_vo.md#spells-srd-p
Name: Commune
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Communion](spells_hd.md#communion)
Source: (SRD p126)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: divination
Level: 5
CastingTime: 1 minute
Range: Self
Components: V, S, M (incense and a vial of holy or unholy water)
Duration: 1 minute
Classes: Cleric
SpellItem_Family: SpellVO
Ritual: ritual
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.

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


Id: spells_vo.md#command
ParentLink: spells_vo.md#spells-srd-p
Name: Command
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Injonction](spells_hd.md#injonction)
Source: (SRD p125)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: enchantment
Level: 1
CastingTime: 1 action
Range: 60 feet
Components: V
Duration: 1 round
Classes: Cleric, Paladin
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#color-spray
ParentLink: spells_vo.md#spells-srd-p
Name: Color Spray
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Couleurs dansantes](spells_hd.md#couleurs-dansantes)
Source: (SRD p125)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: illusion
Level: 1
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
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#cloudkill
ParentLink: spells_vo.md#spells-srd-p
Name: Cloudkill
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Nuage mortel](spells_hd.md#nuage-mortel)
Source: (SRD p125)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: conjuration
Level: 5
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Wizard
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#clone
ParentLink: spells_vo.md#spells-srd-p
Name: Clone
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Clone](spells_hd.md#clone)
Source: (SRD p125)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: necromancy
Level: 8
CastingTime: 1 hour
Range: Touch
Duration: Instantaneous
Classes: Wizard
SpellItem_Family: SpellVO
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.

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

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#clairvoyance
ParentLink: spells_vo.md#spells-srd-p
Name: Clairvoyance
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Clairvoyance](spells_hd.md#clairvoyance)
Source: (SRD p124)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: divination
Level: 3
CastingTime: 10 minutes
Range: 1 mile
Duration: Concentration, up to 10 minutes
Classes: Bard, Cleric, Sorcerer, Wizard
SpellItem_Family: SpellVO
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.

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

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#circle-of-death
ParentLink: spells_vo.md#spells-srd-p
Name: Circle of Death
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Cercle de mort](spells_hd.md#cercle-de-mort)
Source: (SRD p124)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: necromancy
Level: 6
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
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#chill-touch
ParentLink: spells_vo.md#spells-srd-p
Name: Chill Touch
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Contact glacial](spells_hd.md#contact-glacial)
Source: (SRD p124)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: Necromancy
Level: cantrip
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
Classes: Sorcerer, Warlock, Wizard
SpellItem_Family: SpellVO
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).

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


Id: spells_vo.md#charm-person
ParentLink: spells_vo.md#spells-srd-p
Name: Charm Person
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Charme-personne](spells_hd.md#charme-personne)
Source: (SRD p124)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: enchantment
Level: 1
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#compulsion
ParentLink: spells_vo.md#spells-srd-p
Name: Compulsion
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Compulsion](spells_hd.md#compulsion)
Source: (SRD p126)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: enchantment
Level: 4
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#control-weather
ParentLink: spells_vo.md#spells-srd-p
Name: Control Weather
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Contrôle du climat](spells_hd.md#contrôle-du-climat)
Source: (SRD p131)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: transmutation
Level: 8
CastingTime: 10 minutes
Range: Self (5-mile radius)
Components: V, S, M (burning incense and bits of earth and wood mixed in water)
Duration: Concentration, up to 8 hours
Classes: Cleric, Druid, Wizard
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Control Weather<!--/Name-->

- MDR: <!--AltName-->[Contrôle du climat](spells_hd.md#contrôle-du-climat)<!--/AltName-->
- Source: <!--Source-->(SRD p131)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->Self (5-mile radius)<!--/Range-->
- **Components :** <!--Components-->V, S, M (burning incense and bits of earth and wood mixed in water)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 8 hours<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid, Wizard<!--/Classes-->

### Description

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Precipitation

|Stage|Condition|
|---|---|
|1|Clear|
|2|Light clouds|
|3|Overcast or ground fog|
|4|Rain, hail, or snow|
|5|Torrential rain, driving hail, or blizzard|

Temperature

|Stage|Condition|
|---|---|
|1|Unbearable heat|
|2|Hot|
|3|Warm|
|4|Cool|
|5|Cold|
|6|Arctic cold|

Wind

|Stage|Condition|
|---|---|
|1|Calm|
|2|Moderate wind|
|3|Strong wind|
|4|Gale|
|5|Storm|

AttributesDictionary:
Name: Control Weather
Markdown: >+
  # <!--Name-->Control Weather<!--/Name-->


  - MDR: <!--AltName-->[Contrôle du climat](spells_hd.md#contrôle-du-climat)<!--/AltName-->

  - Source: <!--Source-->(SRD p131)<!--/Source-->

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

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

  - **Range :** <!--Range-->Self (5-mile radius)<!--/Range-->

  - **Components :** <!--Components-->V, S, M (burning incense and bits of earth and wood mixed in water)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 8 hours<!--/Duration-->

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


  ### Description


  You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.


  When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.


  Precipitation


  |Stage|Condition|

  |---|---|

  |1|Clear|

  |2|Light clouds|

  |3|Overcast or ground fog|

  |4|Rain, hail, or snow|

  |5|Torrential rain, driving hail, or blizzard|


  Temperature


  |Stage|Condition|

  |---|---|

  |1|Unbearable heat|

  |2|Hot|

  |3|Warm|

  |4|Cool|

  |5|Cold|

  |6|Arctic cold|


  Wind


  |Stage|Condition|

  |---|---|

  |1|Calm|

  |2|Moderate wind|

  |3|Strong wind|

  |4|Gale|

  |5|Storm|

AltName: '[Contrôle du climat](spells_hd.md#contrôle-du-climat)'
Source: (SRD p131)
Level: 8
Type: transmutation
CastingTime: 10 minutes
Range: Self (5-mile radius)
Components: V, S, M (burning incense and bits of earth and wood mixed in water)
Duration: Concentration, up to 8 hours
Classes: Cleric, Druid, Wizard


Id: spells_vo.md#counterspell
ParentLink: spells_vo.md#spells-srd-p
Name: Counterspell
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Contresort](spells_hd.md#contresort)
Source: (SRD p131)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: abjuration
Level: 3
CastingTime: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Counterspell<!--/Name-->

- MDR: <!--AltName-->[Contresort](spells_hd.md#contresort)<!--/AltName-->
- Source: <!--Source-->(SRD p131)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 reaction, which you take when you see a creature within 60 feet of you casting a spell<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

AttributesDictionary:
Name: Counterspell
Markdown: >+
  # <!--Name-->Counterspell<!--/Name-->


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

  - Source: <!--Source-->(SRD p131)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

AltName: '[Contresort](spells_hd.md#contresort)'
Source: (SRD p131)
Level: 3
Type: abjuration
CastingTime: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard


Id: spells_vo.md#create-food-and-water
ParentLink: spells_vo.md#spells-srd-p
Name: Create Food and Water
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Création de nourriture et d'eau](spells_hd.md#création-de-nourriture-et-deau)
Source: (SRD p131)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: conjuration
Level: 3
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Paladin
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Create Food and Water<!--/Name-->

- MDR: <!--AltName-->[Création de nourriture et d'eau](spells_hd.md#création-de-nourriture-et-deau)<!--/AltName-->
- Source: <!--Source-->(SRD p131)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric, Paladin<!--/Classes-->

### Description

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

AttributesDictionary:
Name: Create Food and Water
Markdown: >+
  # <!--Name-->Create Food and Water<!--/Name-->


  - MDR: <!--AltName-->[Création de nourriture et d'eau](spells_hd.md#création-de-nourriture-et-deau)<!--/AltName-->

  - Source: <!--Source-->(SRD p131)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

AltName: "[Création de nourriture et d'eau](spells_hd.md#création-de-nourriture-et-deau)"
Source: (SRD p131)
Level: 3
Type: conjuration
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Paladin


Id: spells_vo.md#dominate-monster
ParentLink: spells_vo.md#spells-srd-p
Name: Dominate Monster
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Dominer un monstre](spells_hd.md#dominer-un-monstre)
Source: (SRD p137)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: enchantment
Level: 8
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Dominate Monster<!--/Name-->

- MDR: <!--AltName-->[Dominer un monstre](spells_hd.md#dominer-un-monstre)<!--/AltName-->
- Source: <!--Source-->(SRD p137)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-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 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

**_At Higher Levels_**. When you cast this spell with a 9th level spell slot, the duration is concentration, up to 8 hours.

AttributesDictionary:
Name: Dominate Monster
Markdown: >+
  # <!--Name-->Dominate Monster<!--/Name-->


  - MDR: <!--AltName-->[Dominer un monstre](spells_hd.md#dominer-un-monstre)<!--/AltName-->

  - Source: <!--Source-->(SRD p137)<!--/Source-->

  -  <!--Level-->8<!--/Level-->th-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 hour<!--/Duration-->

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


  ### Description


  You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.


  While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.


  You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.


  Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.


  **_At Higher Levels_**. When you cast this spell with a 9th level spell slot, the duration is concentration, up to 8 hours.

AltName: '[Dominer un monstre](spells_hd.md#dominer-un-monstre)'
Source: (SRD p137)
Level: 8
Type: enchantment
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard


Id: spells_vo.md#dominate-beast
ParentLink: spells_vo.md#spells-srd-p
Name: Dominate Beast
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Dominer une bête](spells_hd.md#dominer-une-bête)
Source: (SRD p137)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: enchantment
Level: 4
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Dominate Beast<!--/Name-->

- MDR: <!--AltName-->[Dominer une bête](spells_hd.md#dominer-une-bête)<!--/AltName-->
- Source: <!--Source-->(SRD p137)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-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-->Druid, Sorcerer<!--/Classes-->

### Description

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

**_At Higher Levels_**. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

AttributesDictionary:
Name: Dominate Beast
Markdown: >+
  # <!--Name-->Dominate Beast<!--/Name-->


  - MDR: <!--AltName-->[Dominer une bête](spells_hd.md#dominer-une-bête)<!--/AltName-->

  - Source: <!--Source-->(SRD p137)<!--/Source-->

  -  <!--Level-->4<!--/Level-->th-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-->Druid, Sorcerer<!--/Classes-->


  ### Description


  You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.


  While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.


  You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.


  **_At Higher Levels_**. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

AltName: '[Dominer une bête](spells_hd.md#dominer-une-bête)'
Source: (SRD p137)
Level: 4
Type: enchantment
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer


Id: spells_vo.md#divine-word
ParentLink: spells_vo.md#spells-srd-p
Name: Divine Word
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Parole divine](spells_hd.md#parole-divine)
Source: (SRD p137)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: evocation
Level: 7
CastingTime: 1 bonus action
Range: 30 feet
Components: V
Duration: Instantaneous
Classes: Cleric
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Divine Word<!--/Name-->

- MDR: <!--AltName-->[Parole divine](spells_hd.md#parole-divine)<!--/AltName-->
- Source: <!--Source-->(SRD p137)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

* 50 hit points or fewer: deafened for 1 minute

* 40 hit points or fewer: deafened and [blinded](conditions_vo.md#blinded) for 10 minutes

* 30 hit points or fewer: [blinded](conditions_vo.md#blinded), deafened, and stunned for 1 hour

* 20 hit points or fewer: killed instantly

Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a _[wish](spells_vo.hd#wish)_ spell.

AttributesDictionary:
Name: Divine Word
Markdown: >+
  # <!--Name-->Divine Word<!--/Name-->


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

  - Source: <!--Source-->(SRD p137)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:


  * 50 hit points or fewer: deafened for 1 minute


  * 40 hit points or fewer: deafened and [blinded](conditions_vo.md#blinded) for 10 minutes


  * 30 hit points or fewer: [blinded](conditions_vo.md#blinded), deafened, and stunned for 1 hour


  * 20 hit points or fewer: killed instantly


  Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a _[wish](spells_vo.hd#wish)_ spell.

AltName: '[Parole divine](spells_hd.md#parole-divine)'
Source: (SRD p137)
Level: 7
Type: evocation
CastingTime: 1 bonus action
Range: 30 feet
Components: V
Duration: Instantaneous
Classes: Cleric


Id: spells_vo.md#divine-favor
ParentLink: spells_vo.md#spells-srd-p
Name: Divine Favor
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Faveur divine](spells_hd.md#faveur-divine)
Source: (SRD p136)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: evocation
Level: 1
CastingTime: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Paladin
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Divine Favor<!--/Name-->

- MDR: <!--AltName-->[Faveur divine](spells_hd.md#faveur-divine)<!--/AltName-->
- Source: <!--Source-->(SRD p136)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Paladin<!--/Classes-->

### Description

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

AttributesDictionary:
Name: Divine Favor
Markdown: >+
  # <!--Name-->Divine Favor<!--/Name-->


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

  - Source: <!--Source-->(SRD p136)<!--/Source-->

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

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

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

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

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

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


  ### Description


  Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

AltName: '[Faveur divine](spells_hd.md#faveur-divine)'
Source: (SRD p136)
Level: 1
Type: evocation
CastingTime: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Paladin


Id: spells_vo.md#divination
ParentLink: spells_vo.md#spells-srd-p
Name: Divination
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Divination](spells_hd.md#divination)
Source: (SRD p136)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: divination
Level: 4
CastingTime: 1 action
Range: Self
Duration: Instantaneous
Classes: Cleric
SpellItem_Family: SpellVO
Ritual: ritual
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Divination<!--/Name-->

- MDR: <!--AltName-->[Divination](spells_hd.md#divination)<!--/AltName-->
- Source: <!--Source-->(SRD p136)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

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 finishing 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.

AttributesDictionary:
Name: Divination
Markdown: >+
  # <!--Name-->Divination<!--/Name-->


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

  - Source: <!--Source-->(SRD p136)<!--/Source-->

  -  <!--Level-->4<!--/Level-->th-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)

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

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

  - **Components :** <!--Components-->V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)<!--/Components-->

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

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


  ### Description


  Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.


  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 finishing 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: '[Divination](spells_hd.md#divination)'
Source: (SRD p136)
Level: 4
Type: divination
Ritual: ritual
CastingTime: 1 action
Range: Self
Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
Duration: Instantaneous
Classes: Cleric

Components:
V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)


Id: spells_vo.md#dispel-magic
ParentLink: spells_vo.md#spells-srd-p
Name: Dispel Magic
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Dissipation de la magie](spells_hd.md#dissipation-de-la-magie)
Source: (SRD p136)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: abjuration
Level: 3
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Dispel Magic<!--/Name-->

- MDR: <!--AltName-->[Dissipation de la magie](spells_hd.md#dissipation-de-la-magie)<!--/AltName-->
- Source: <!--Source-->(SRD p136)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

AttributesDictionary:
Name: Dispel Magic
Markdown: >+
  # <!--Name-->Dispel Magic<!--/Name-->


  - MDR: <!--AltName-->[Dissipation de la magie](spells_hd.md#dissipation-de-la-magie)<!--/AltName-->

  - Source: <!--Source-->(SRD p136)<!--/Source-->

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

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

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

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

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

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


  ### Description


  Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

AltName: '[Dissipation de la magie](spells_hd.md#dissipation-de-la-magie)'
Source: (SRD p136)
Level: 3
Type: abjuration
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard


Id: spells_vo.md#dispel-evil-and-good
ParentLink: spells_vo.md#spells-srd-p
Name: Dispel Evil and Good
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Dissipation du mal et du bien](spells_hd.md#dissipation-du-mal-et-du-bien)
Source: (SRD p136)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: abjuration
Level: 5
CastingTime: 1 action
Range: Self
Components: V, S, M (holy water or powdered silver and iron)
Duration: Concentration, up to 1 minute
Classes: Cleric, Paladin
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Dispel Evil and Good<!--/Name-->

- MDR: <!--AltName-->[Dissipation du mal et du bien](spells_hd.md#dissipation-du-mal-et-du-bien)<!--/AltName-->
- Source: <!--Source-->(SRD p136)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (holy water or powdered silver and iron)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Cleric, Paladin<!--/Classes-->

### Description

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.

You can end the spell early by using either of the following special functions.

**Break Enchantment**. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.

**Dismissal**. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

AttributesDictionary:
Name: Dispel Evil and Good
Markdown: >+
  # <!--Name-->Dispel Evil and Good<!--/Name-->


  - MDR: <!--AltName-->[Dissipation du mal et du bien](spells_hd.md#dissipation-du-mal-et-du-bien)<!--/AltName-->

  - Source: <!--Source-->(SRD p136)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (holy water or powdered silver and iron)<!--/Components-->

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

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


  ### Description


  Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.


  You can end the spell early by using either of the following special functions.


  **Break Enchantment**. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.


  **Dismissal**. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

AltName: '[Dissipation du mal et du bien](spells_hd.md#dissipation-du-mal-et-du-bien)'
Source: (SRD p136)
Level: 5
Type: abjuration
CastingTime: 1 action
Range: Self
Components: V, S, M (holy water or powdered silver and iron)
Duration: Concentration, up to 1 minute
Classes: Cleric, Paladin


Id: spells_vo.md#disintegrate
ParentLink: spells_vo.md#spells-srd-p
Name: Disintegrate
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Désintégration](spells_hd.md#désintégration)
Source: (SRD p135)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: transmutation
Level: 6
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a lodestone and a pinch of dust)
Duration: Instantaneous
Classes: Sorcerer, Wizard
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Disintegrate<!--/Name-->

- MDR: <!--AltName-->[Désintégration](spells_hd.md#désintégration)<!--/AltName-->
- Source: <!--Source-->(SRD p135)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a lodestone and a pinch of dust)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by _[wall of force](spells_vo.hd#wall-of-force)_.

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a _[true resurrection](spells_vo.hd#true-resurrection)_ or a _[wish](spells_vo.hd#wish)_ spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

AttributesDictionary:
Name: Disintegrate
Markdown: >+
  # <!--Name-->Disintegrate<!--/Name-->


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

  - Source: <!--Source-->(SRD p135)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a lodestone and a pinch of dust)<!--/Components-->

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

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


  ### Description


  A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by _[wall of force](spells_vo.hd#wall-of-force)_.


  A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.


  A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a _[true resurrection](spells_vo.hd#true-resurrection)_ or a _[wish](spells_vo.hd#wish)_ spell.


  This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

AltName: '[Désintégration](spells_hd.md#désintégration)'
Source: (SRD p135)
Level: 6
Type: transmutation
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a lodestone and a pinch of dust)
Duration: Instantaneous
Classes: Sorcerer, Wizard


Id: spells_vo.md#disguise-self
ParentLink: spells_vo.md#spells-srd-p
Name: Disguise Self
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Déguisement](spells_hd.md#déguisement)
Source: (SRD p135)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: illusion
Level: 1
CastingTime: 1 action
Range: Self
Components: V, S
Duration: 1 hour
Classes: Bard, Sorcerer, Wizard
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Déguisement](spells_hd.md#déguisement)<!--/AltName-->
- Source: <!--Source-->(SRD p135)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

AttributesDictionary:
Name: Disguise Self
Markdown: >+
  # <!--Name-->Disguise Self<!--/Name-->


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

  - Source: <!--Source-->(SRD p135)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.


  The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.


  To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

AltName: '[Déguisement](spells_hd.md#déguisement)'
Source: (SRD p135)
Level: 1
Type: illusion
CastingTime: 1 action
Range: Self
Components: V, S
Duration: 1 hour
Classes: Bard, Sorcerer, Wizard


Id: spells_vo.md#dimension-door
ParentLink: spells_vo.md#spells-srd-p
Name: Dimension Door
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Porte dimensionnelle](spells_hd.md#porte-dimensionnelle)
Source: (SRD p135)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: conjuration
Level: 4
CastingTime: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Dimension Door<!--/Name-->

- MDR: <!--AltName-->[Porte dimensionnelle](spells_hd.md#porte-dimensionnelle)<!--/AltName-->
- Source: <!--Source-->(SRD p135)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->500 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

AttributesDictionary:
Name: Dimension Door
Markdown: >+
  # <!--Name-->Dimension Door<!--/Name-->


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

  - Source: <!--Source-->(SRD p135)<!--/Source-->

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

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

  - **Range :** <!--Range-->500 feet<!--/Range-->

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

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

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


  ### Description


  You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."


  You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.


  If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

AltName: '[Porte dimensionnelle](spells_hd.md#porte-dimensionnelle)'
Source: (SRD p135)
Level: 4
Type: conjuration
CastingTime: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard


Id: spells_vo.md#detect-thoughts
ParentLink: spells_vo.md#spells-srd-p
Name: Detect Thoughts
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Détection des pensées](spells_hd.md#détection-des-pensées)
Source: (SRD p135)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: divination
Level: 2
CastingTime: 1 action
Range: Self
Components: V, S, M (a copper piece)
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Wizard
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Detect Thoughts<!--/Name-->

- MDR: <!--AltName-->[Détection des pensées](spells_hd.md#détection-des-pensées)<!--/AltName-->
- Source: <!--Source-->(SRD p135)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->divination<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (a copper piece)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

AttributesDictionary:
Name: Detect Thoughts
Markdown: >+
  # <!--Name-->Detect Thoughts<!--/Name-->


  - MDR: <!--AltName-->[Détection des pensées](spells_hd.md#détection-des-pensées)<!--/AltName-->

  - Source: <!--Source-->(SRD p135)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a copper piece)<!--/Components-->

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

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


  ### Description


  For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.


  You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.


  Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.


  You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.


  Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

AltName: '[Détection des pensées](spells_hd.md#détection-des-pensées)'
Source: (SRD p135)
Level: 2
Type: divination
CastingTime: 1 action
Range: Self
Components: V, S, M (a copper piece)
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Wizard


Id: spells_vo.md#detect-poison-and-disease
ParentLink: spells_vo.md#spells-srd-p
Name: Detect Poison and Disease
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Détection du poison et des maladies](spells_hd.md#détection-du-poison-et-des-maladies)
Source: (SRD p134)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: divination
Level: 1
CastingTime: 1 action
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10 minutes
Classes: Cleric, Druid, Paladin, Ranger
SpellItem_Family: SpellVO
Ritual: ritual
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Detect Poison and Disease<!--/Name-->

- MDR: <!--AltName-->[Détection du poison et des maladies](spells_hd.md#détection-du-poison-et-des-maladies)<!--/AltName-->
- Source: <!--Source-->(SRD p134)<!--/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 yew leaf)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid, Paladin, Ranger<!--/Classes-->

### Description

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

AttributesDictionary:
Name: Detect Poison and Disease
Markdown: >+
  # <!--Name-->Detect Poison and Disease<!--/Name-->


  - MDR: <!--AltName-->[Détection du poison et des maladies](spells_hd.md#détection-du-poison-et-des-maladies)<!--/AltName-->

  - Source: <!--Source-->(SRD p134)<!--/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 yew leaf)<!--/Components-->

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

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


  ### Description


  For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.


  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

AltName: '[Détection du poison et des maladies](spells_hd.md#détection-du-poison-et-des-maladies)'
Source: (SRD p134)
Level: 1
Type: divination
Ritual: ritual
CastingTime: 1 action
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10 minutes
Classes: Cleric, Druid, Paladin, Ranger


Id: spells_vo.md#detect-magic
ParentLink: spells_vo.md#spells-srd-p
Name: Detect Magic
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Détection de la magie](spells_hd.md#détection-de-la-magie)
Source: (SRD p134)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: divination
Level: 1
CastingTime: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
SpellItem_Family: SpellVO
Ritual: ritual
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Detect Magic<!--/Name-->

- MDR: <!--AltName-->[Détection de la magie](spells_hd.md#détection-de-la-magie)<!--/AltName-->
- Source: <!--Source-->(SRD p134)<!--/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<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard<!--/Classes-->

### Description

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

AttributesDictionary:
Name: Detect Magic
Markdown: >+
  # <!--Name-->Detect Magic<!--/Name-->


  - MDR: <!--AltName-->[Détection de la magie](spells_hd.md#détection-de-la-magie)<!--/AltName-->

  - Source: <!--Source-->(SRD p134)<!--/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<!--/Components-->

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

  - Classes: <!--Classes-->Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard<!--/Classes-->


  ### Description


  For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.


  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

AltName: '[Détection de la magie](spells_hd.md#détection-de-la-magie)'
Source: (SRD p134)
Level: 1
Type: divination
Ritual: ritual
CastingTime: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard


Id: spells_vo.md#detect-evil-and-good
ParentLink: spells_vo.md#spells-srd-p
Name: Detect Evil and Good
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Détection du mal et du bien](spells_hd.md#détection-du-mal-et-du-bien)
Source: (SRD p134)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: divination
Level: 1
CastingTime: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Cleric, Paladin
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Detect Evil and Good<!--/Name-->

- MDR: <!--AltName-->[Détection du mal et du bien](spells_hd.md#détection-du-mal-et-du-bien)<!--/AltName-->
- Source: <!--Source-->(SRD p134)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->divination<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Cleric, Paladin<!--/Classes-->

### Description

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

AttributesDictionary:
Name: Detect Evil and Good
Markdown: >+
  # <!--Name-->Detect Evil and Good<!--/Name-->


  - MDR: <!--AltName-->[Détection du mal et du bien](spells_hd.md#détection-du-mal-et-du-bien)<!--/AltName-->

  - Source: <!--Source-->(SRD p134)<!--/Source-->

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

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

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

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

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

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


  ### Description


  For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.


  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

AltName: '[Détection du mal et du bien](spells_hd.md#détection-du-mal-et-du-bien)'
Source: (SRD p134)
Level: 1
Type: divination
CastingTime: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Cleric, Paladin


Id: spells_vo.md#demiplane
ParentLink: spells_vo.md#spells-srd-p
Name: Demiplane
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Demi-plan](spells_hd.md#demi-plan)
Source: (SRD p134)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: conjuration
Level: 8
CastingTime: 1 action
Range: 60 feet
Components: S
Duration: 1 hour
Classes: Warlock, Wizard
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Demiplane<!--/Name-->

- MDR: <!--AltName-->[Demi-plan](spells_hd.md#demi-plan)<!--/AltName-->
- Source: <!--Source-->(SRD p134)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->S<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Warlock, Wizard<!--/Classes-->

### Description

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

AttributesDictionary:
Name: Demiplane
Markdown: >+
  # <!--Name-->Demiplane<!--/Name-->


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

  - Source: <!--Source-->(SRD p134)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.


  Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

AltName: '[Demi-plan](spells_hd.md#demi-plan)'
Source: (SRD p134)
Level: 8
Type: conjuration
CastingTime: 1 action
Range: 60 feet
Components: S
Duration: 1 hour
Classes: Warlock, Wizard


Id: spells_vo.md#delayed-blast-fireball
ParentLink: spells_vo.md#spells-srd-p
Name: Delayed Blast Fireball
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Boule de feu à explosion retardée](spells_hd.md#boule-de-feu-à-explosion-retardée)
Source: (SRD p133)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: evocation
Level: 7
CastingTime: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Delayed Blast Fireball<!--/Name-->

- MDR: <!--AltName-->[Boule de feu à explosion retardée](spells_hd.md#boule-de-feu-à-explosion-retardée)<!--/AltName-->
- Source: <!--Source-->(SRD p133)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->150 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a tiny ball of bat guano and sulfur)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

**_At Higher Levels_**. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

AttributesDictionary:
Name: Delayed Blast Fireball
Markdown: >+
  # <!--Name-->Delayed Blast Fireball<!--/Name-->


  - MDR: <!--AltName-->[Boule de feu à explosion retardée](spells_hd.md#boule-de-feu-à-explosion-retardée)<!--/AltName-->

  - Source: <!--Source-->(SRD p133)<!--/Source-->

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

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

  - **Range :** <!--Range-->150 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a tiny ball of bat guano and sulfur)<!--/Components-->

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

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


  ### Description


  A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.


  The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.


  If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.


  The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

AltName: '[Boule de feu à explosion retardée](spells_hd.md#boule-de-feu-à-explosion-retardée)'
Source: (SRD p133)
Level: 7
Type: evocation
CastingTime: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard


Id: spells_vo.md#death-ward
ParentLink: spells_vo.md#spells-srd-p
Name: Death Ward
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Protection contre la mort](spells_hd.md#protection-contre-la-mort)
Source: (SRD p133)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: abjuration
Level: 4
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
Classes: Cleric, Paladin
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Death Ward<!--/Name-->

- MDR: <!--AltName-->[Protection contre la mort](spells_hd.md#protection-contre-la-mort)<!--/AltName-->
- Source: <!--Source-->(SRD p133)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->8 hours<!--/Duration-->
- Classes: <!--Classes-->Cleric, Paladin<!--/Classes-->

### Description

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

AttributesDictionary:
Name: Death Ward
Markdown: >+
  # <!--Name-->Death Ward<!--/Name-->


  - MDR: <!--AltName-->[Protection contre la mort](spells_hd.md#protection-contre-la-mort)<!--/AltName-->

  - Source: <!--Source-->(SRD p133)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You touch a creature and grant it a measure of protection from death.


  The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.


  If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

AltName: '[Protection contre la mort](spells_hd.md#protection-contre-la-mort)'
Source: (SRD p133)
Level: 4
Type: abjuration
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
Classes: Cleric, Paladin


Id: spells_vo.md#daylight
ParentLink: spells_vo.md#spells-srd-p
Name: Daylight
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Lumière du jour](spells_hd.md#lumière-du-jour)
Source: (SRD p133)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: evocation
Level: 3
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: 1 hour
Classes: Cleric, Druid, Paladin, Ranger, Sorcerer
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Daylight<!--/Name-->

- MDR: <!--AltName-->[Lumière du jour](spells_hd.md#lumière-du-jour)<!--/AltName-->
- Source: <!--Source-->(SRD p133)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid, Paladin, Ranger, Sorcerer<!--/Classes-->

### Description

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

AttributesDictionary:
Name: Daylight
Markdown: >+
  # <!--Name-->Daylight<!--/Name-->


  - MDR: <!--AltName-->[Lumière du jour](spells_hd.md#lumière-du-jour)<!--/AltName-->

  - Source: <!--Source-->(SRD p133)<!--/Source-->

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

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

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

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

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

  - Classes: <!--Classes-->Cleric, Druid, Paladin, Ranger, Sorcerer<!--/Classes-->


  ### Description


  A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.


  If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.


  If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

AltName: '[Lumière du jour](spells_hd.md#lumière-du-jour)'
Source: (SRD p133)
Level: 3
Type: evocation
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: 1 hour
Classes: Cleric, Druid, Paladin, Ranger, Sorcerer


Id: spells_vo.md#darkvision
ParentLink: spells_vo.md#spells-srd-p
Name: Darkvision
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Vision dans le noir](spells_hd.md#vision-dans-le-noir)
Source: (SRD p133)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: transmutation
Level: 2
CastingTime: 1 action
Range: Touch
Components: V, S, M (either a pinch of dried carrot or an agate)
Duration: 8 hours
Classes: Druid, Ranger, Sorcerer, Wizard
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Darkvision<!--/Name-->

- MDR: <!--AltName-->[Vision dans le noir](spells_hd.md#vision-dans-le-noir)<!--/AltName-->
- Source: <!--Source-->(SRD p133)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (either a pinch of dried carrot or an agate)<!--/Components-->
- **Duration :** <!--Duration-->8 hours<!--/Duration-->
- Classes: <!--Classes-->Druid, Ranger, Sorcerer, Wizard<!--/Classes-->

### Description

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

AttributesDictionary:
Name: Darkvision
Markdown: >+
  # <!--Name-->Darkvision<!--/Name-->


  - MDR: <!--AltName-->[Vision dans le noir](spells_hd.md#vision-dans-le-noir)<!--/AltName-->

  - Source: <!--Source-->(SRD p133)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (either a pinch of dried carrot or an agate)<!--/Components-->

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

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


  ### Description


  You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

AltName: '[Vision dans le noir](spells_hd.md#vision-dans-le-noir)'
Source: (SRD p133)
Level: 2
Type: transmutation
CastingTime: 1 action
Range: Touch
Components: V, S, M (either a pinch of dried carrot or an agate)
Duration: 8 hours
Classes: Druid, Ranger, Sorcerer, Wizard


Id: spells_vo.md#darkness
ParentLink: spells_vo.md#spells-srd-p
Name: Darkness
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Ténèbres](spells_hd.md#ténèbres)
Source: (SRD p133)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: evocation
Level: 2
CastingTime: 1 action
Range: 60 feet
Components: V, M (bat fur and a drop of pitch or piece of coal)
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Darkness<!--/Name-->

- MDR: <!--AltName-->[Ténèbres](spells_hd.md#ténèbres)<!--/AltName-->
- Source: <!--Source-->(SRD p133)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, M (bat fur and a drop of pitch or piece of coal)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

AttributesDictionary:
Name: Darkness
Markdown: >+
  # <!--Name-->Darkness<!--/Name-->


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

  - Source: <!--Source-->(SRD p133)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, M (bat fur and a drop of pitch or piece of coal)<!--/Components-->

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

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


  ### Description


  Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.


  If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.


  If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

AltName: '[Ténèbres](spells_hd.md#ténèbres)'
Source: (SRD p133)
Level: 2
Type: evocation
CastingTime: 1 action
Range: 60 feet
Components: V, M (bat fur and a drop of pitch or piece of coal)
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard


Id: spells_vo.md#dancing-lights
ParentLink: spells_vo.md#spells-srd-p
Name: Dancing Lights
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Lumières dansantes](spells_hd.md#lumières-dansantes)
Source: (SRD p133)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: Evocation
Level: cantrip
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Wizard
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Dancing Lights<!--/Name-->

- MDR: <!--AltName-->[Lumières dansantes](spells_hd.md#lumières-dansantes)<!--/AltName-->
- Source: <!--Source-->(SRD p133)<!--/Source-->
-  <!--Type-->Evocation<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a bit of phosphorus or wychwood, or a glowworm)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

AttributesDictionary:
Name: Dancing Lights
Markdown: >+
  # <!--Name-->Dancing Lights<!--/Name-->


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

  - Source: <!--Source-->(SRD p133)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a bit of phosphorus or wychwood, or a glowworm)<!--/Components-->

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

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


  ### Description


  You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.


  As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

AltName: '[Lumières dansantes](spells_hd.md#lumières-dansantes)'
Source: (SRD p133)
Type: Evocation
Level: cantrip
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Wizard


Id: spells_vo.md#cure-wounds
ParentLink: spells_vo.md#spells-srd-p
Name: Cure Wounds
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Soin des blessures](spells_hd.md#soin-des-blessures)
Source: (SRD p132)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: evocation
Level: 1
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Cure Wounds<!--/Name-->

- MDR: <!--AltName-->[Soin des blessures](spells_hd.md#soin-des-blessures)<!--/AltName-->
- Source: <!--Source-->(SRD p132)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid, Paladin, Ranger<!--/Classes-->

### Description

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

AttributesDictionary:
Name: Cure Wounds
Markdown: >+
  # <!--Name-->Cure Wounds<!--/Name-->


  - MDR: <!--AltName-->[Soin des blessures](spells_hd.md#soin-des-blessures)<!--/AltName-->

  - Source: <!--Source-->(SRD p132)<!--/Source-->

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

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

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

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

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

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


  ### Description


  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

AltName: '[Soin des blessures](spells_hd.md#soin-des-blessures)'
Source: (SRD p132)
Level: 1
Type: evocation
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger


Id: spells_vo.md#creation
ParentLink: spells_vo.md#spells-srd-p
Name: Creation
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Création](spells_hd.md#création)
Source: (SRD p132)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: illusion
Level: 5
CastingTime: 1 minute
Range: 30 feet
Components: V, S, M (a tiny piece of matter of the same type of the item you plan to create)
Duration: Special
Classes: Sorcerer, Wizard
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Creation<!--/Name-->

- MDR: <!--AltName-->[Création](spells_hd.md#création)<!--/AltName-->
- Source: <!--Source-->(SRD p132)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a tiny piece of matter of the same type of the item you plan to create)<!--/Components-->
- **Duration :** <!--Duration-->Special<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.

|Material|Duration|
|---|---|
|Vegetable matter|1 day|
|Stone or crystal|12 hours|
|Precious metals|1 hour|
|Gems|10 minutes|
|Adamantine or mithral|1 minute|

Using any material created by this spell as another spell's material component causes that spell to fail.

**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

AttributesDictionary:
Name: Creation
Markdown: >+
  # <!--Name-->Creation<!--/Name-->


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

  - Source: <!--Source-->(SRD p132)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a tiny piece of matter of the same type of the item you plan to create)<!--/Components-->

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

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


  ### Description


  You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.


  The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.


  |Material|Duration|

  |---|---|

  |Vegetable matter|1 day|

  |Stone or crystal|12 hours|

  |Precious metals|1 hour|

  |Gems|10 minutes|

  |Adamantine or mithral|1 minute|


  Using any material created by this spell as another spell's material component causes that spell to fail.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

AltName: '[Création](spells_hd.md#création)'
Source: (SRD p132)
Level: 5
Type: illusion
CastingTime: 1 minute
Range: 30 feet
Components: V, S, M (a tiny piece of matter of the same type of the item you plan to create)
Duration: Special
Classes: Sorcerer, Wizard


Id: spells_vo.md#create-undead
ParentLink: spells_vo.md#spells-srd-p
Name: Create Undead
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Création de mort-vivant](spells_hd.md#création-de-mort-vivant)
Source: (SRD p132)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: necromancy
Level: 6
CastingTime: 1 minute
Range: 10 feet
Duration: Instantaneous
Classes: Cleric, Warlock, Wizard
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Create Undead<!--/Name-->

- MDR: <!--AltName-->[Création de mort-vivant](spells_hd.md#création-de-mort-vivant)<!--/AltName-->
- Source: <!--Source-->(SRD p132)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->10 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric, Warlock, Wizard<!--/Classes-->

### Description

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 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 have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

**_At Higher Levels_**. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

AttributesDictionary:
Name: Create Undead
Markdown: >+
  # <!--Name-->Create Undead<!--/Name-->


  - MDR: <!--AltName-->[Création de mort-vivant](spells_hd.md#création-de-mort-vivant)<!--/AltName-->

  - Source: <!--Source-->(SRD p132)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)<!--/Components-->

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

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


  ### Description


  You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)


  As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 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 have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.


  **_At Higher Levels_**. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

AltName: '[Création de mort-vivant](spells_hd.md#création-de-mort-vivant)'
Source: (SRD p132)
Level: 6
Type: necromancy
CastingTime: 1 minute
Range: 10 feet
Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
Duration: Instantaneous
Classes: Cleric, Warlock, Wizard

Components:
V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)


Id: spells_vo.md#create-or-destroy-water
ParentLink: spells_vo.md#spells-srd-p
Name: Create or Destroy Water
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Création ou destruction d'eau](spells_hd.md#création-ou-destruction-deau)
Source: (SRD p132)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: transmutation
Level: 1
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
Duration: Instantaneous
Classes: Cleric, Druid
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Create or Destroy Water<!--/Name-->

- MDR: <!--AltName-->[Création ou destruction d'eau](spells_hd.md#création-ou-destruction-deau)<!--/AltName-->
- Source: <!--Source-->(SRD p132)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a drop of water if creating water or a few grains of sand if destroying it)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid<!--/Classes-->

### Description

You either create or destroy water.

**_Create Water_**. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

**_Destroy Water_**. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

AttributesDictionary:
Name: Create or Destroy Water
Markdown: >+
  # <!--Name-->Create or Destroy Water<!--/Name-->


  - MDR: <!--AltName-->[Création ou destruction d'eau](spells_hd.md#création-ou-destruction-deau)<!--/AltName-->

  - Source: <!--Source-->(SRD p132)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a drop of water if creating water or a few grains of sand if destroying it)<!--/Components-->

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

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


  ### Description


  You either create or destroy water.


  **_Create Water_**. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.


  **_Destroy Water_**. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

AltName: "[Création ou destruction d'eau](spells_hd.md#création-ou-destruction-deau)"
Source: (SRD p132)
Level: 1
Type: transmutation
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
Duration: Instantaneous
Classes: Cleric, Druid


Id: spells_vo.md#chain-lightning
ParentLink: spells_vo.md#spells-srd-p
Name: Chain Lightning
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Chaîne d'éclairs](spells_hd.md#chaîne-déclairs)
Source: (SRD p124)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: evocation
Level: 6
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
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#calm-emotions
ParentLink: spells_vo.md#spells-srd-p
Name: Calm Emotions
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Apaisement des émotions](spells_hd.md#apaisement-des-émotions)
Source: (SRD p123)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: enchantment
Level: 2
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#call-lightning
ParentLink: spells_vo.md#spells-srd-p
Name: Call Lightning
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Appel de la foudre](spells_hd.md#appel-de-la-foudre)
Source: (SRD p123)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: conjuration
Level: 3
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Druid
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#burning-hands
ParentLink: spells_vo.md#spells-srd-p
Name: Burning Hands
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Mains brûlantes](spells_hd.md#mains-brûlantes)
Source: (SRD p123)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: evocation
Level: 1
CastingTime: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard
SpellItem_Family: SpellVO
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.

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


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

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


Id: spells_hd.md#zone-de-vérité
ParentLink: spells_hd.md#sorts
Name: Zone de vérité
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Zone of Truth](spells_vo.md#zone-of-truth)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Enchantement
Level: 2
CastingTime: 1 action
Range: 18 mètres
Components: V, S
Duration: 10 minutes
Classes: [Barde](bard_hd.md), [Clerc](cleric_hd.md), [Paladin](paladin_hd.md)
SpellItem_Family: SpellHD
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-->V, S<!--/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.

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-->V, S<!--/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
Duration: 10 minutes
Classes: '[Barde](bard_hd.md), [Clerc](cleric_hd.md), [Paladin](paladin_hd.md)'
Source: (MDR p)(SRD)


Id: spells_hd.md#vol
ParentLink: spells_hd.md#sorts
Name: Vol
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Fly](spells_vo.md#fly)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Transmutation
Level: 3
CastingTime: 1 action
Range: contact
Components: V, S, M (une rémige)
Duration: concentration, jusqu'à 10 minutes
Classes: [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Sorcier](warlock_hd.md)
SpellItem_Family: SpellHD
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-->V, S, M (une rémige)<!--/Components-->

- **Durée :** <!--Duration-->concentration, 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.

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-->V, S, M (une rémige)<!--/Components-->


  - **Durée :** <!--Duration-->concentration, 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)
Duration: concentration, jusqu'à 10 minutes
Classes: '[Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Sorcier](warlock_hd.md)'
Source: (MDR p)(SRD)


Id: spells_hd.md#voir-linvisible
ParentLink: spells_hd.md#sorts
Name: Voir l'invisible
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [See Invisibility](spells_vo.md#see-invisibility)
Source: (MDR p)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Divination
Level: 2
CastingTime: 1 action
Range: personnelle
Components: V, S, 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)
SpellItem_Family: SpellHD
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-->V, S, M (une pincée de talc et un saupoudrage de poudre d'argent)<!--/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.

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-->V, S, M (une pincée de talc et un saupoudrage de poudre d'argent)<!--/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)
Duration: 1 heure
Classes: '[Barde](bard_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)'
Source: (MDR p)


Id: spells_hd.md#vitalité
ParentLink: spells_hd.md#sorts
Name: Vitalité
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Évocation
Level: 3
CastingTime: 1 action
Range: 9 mètres
Components: V, S
Duration: 1 minute
Classes: [Paladin](paladin_hd.md)
SpellItem_Family: SpellHD
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-->V, S<!--/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.

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-->V, S<!--/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
Duration: 1 minute
Classes: '[Paladin](paladin_hd.md)'
Source: (MDR p)


Id: spells_hd.md#vision-suprême
ParentLink: spells_hd.md#sorts
Name: Vision suprême
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [True Seeing](spells_vo.md#true-seeing)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Divination
Level: 6
CastingTime: 1 action
Range: contact
Duration: 1 heure
SpellItem_Family: SpellHD
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-->V, S, M (un collyre coûtant 25 po, fait de poudre de champignon, de safran et de graisse, que le sort consume)<!--/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.

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-->V, S, M (un collyre coûtant 25 po, fait de poudre de champignon, de safran et de graisse, que le sort consume)<!--/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)
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)

Components:
V, S, M (un collyre coûtant 25 po, fait de poudre de champignon, de safran et de graisse, que le sort consume)

Classes:
[Barde](bard_hd.md), [Clerc](cleric_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Sorcier](warlock_hd.md)


Id: spells_hd.md#vision-dans-le-noir
ParentLink: spells_hd.md#sorts
Name: Vision dans le noir
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Darkvision](spells_vo.md#darkvision)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Transmutation
Level: 2
CastingTime: 1 action
Range: contact
Components: V, S, M (une pincée de carotte séchée ou une agate)
Duration: 8 heures
SpellItem_Family: SpellHD
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-->V, S, M (une pincée de carotte séchée ou une agate)<!--/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.

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-->V, S, M (une pincée de carotte séchée ou une agate)<!--/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)
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)


Id: spells_hd.md#viser-juste
ParentLink: spells_hd.md#sorts
Name: Viser juste
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [True Strike](spells_vo.md#true-strike)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Divination
Level: tour de magie
CastingTime: 1 action
Range: 9 mètres
Components: S
Duration: concentration, jusqu'à 1 round
SpellItem_Family: SpellHD
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-->S<!--/Components-->

- **Durée :** <!--Duration-->concentration, 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.

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-->S<!--/Components-->


  - **Durée :** <!--Duration-->concentration, 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
Duration: concentration, 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)


Id: spells_hd.md#verrou-magique
ParentLink: spells_hd.md#sorts
Name: Verrou magique
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Arcane Lock](spells_vo.md#arcane-lock)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_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)
Duration: jusqu'à dissipation
Classes: [Magicien](wizard_hd.md)
SpellItem_Family: SpellHD
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-->V, S, M (poussière d'or d'une valeur minimum de 25 po, que le sort consume)<!--/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.

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-->V, S, M (poussière d'or d'une valeur minimum de 25 po, que le sort consume)<!--/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)
Duration: jusqu'à dissipation
Classes: '[Magicien](wizard_hd.md)'
Source: (MDR p)(SRD)


Id: spells_hd.md#vague-tonnante
ParentLink: spells_hd.md#sorts
Name: Vague tonnante
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Thunderwave](spells_vo.md#thunderwave)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Évocation
Level: 1
CastingTime: 1 action
Range: personnelle (cube de 4,50 mètres)
Components: V, S
Duration: instantanée
Classes: [Barde](bard_hd.md), [Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)
SpellItem_Family: SpellHD
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-->V, S<!--/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.

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-->V, S<!--/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
Duration: instantanée
Classes: '[Barde](bard_hd.md), [Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)'
Source: (MDR p)(SRD)


Id: spells_hd.md#trouver-une-monture
ParentLink: spells_hd.md#sorts
Name: Trouver une monture
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Find Steed](spells_vo.md#find-steed)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Invocation
Level: 2
CastingTime: 10 minutes
Range: 9 mètres
Components: V, S
Duration: instantanée
Classes: [Paladin](paladin_hd.md)
SpellItem_Family: SpellHD
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-->V, S<!--/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.

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-->V, S<!--/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
Duration: instantanée
Classes: '[Paladin](paladin_hd.md)'
Source: (MDR p)(SRD)


Id: spells_hd.md#trouver-un-chemin
ParentLink: spells_hd.md#sorts
Name: Trouver un chemin
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Find the Path](spells_vo.md#find-the-path)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Divination
Level: 6
CastingTime: 1 minute
Range: personnelle
Duration: concentration, jusqu'à 1 jour
Classes: [Barde](bard_hd.md), [Clerc](cleric_hd.md), [Druide](druid_hd.md)
SpellItem_Family: SpellHD
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-->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)<!--/Components-->

- **Durée :** <!--Duration-->concentration, 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).

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-->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)<!--/Components-->


  - **Durée :** <!--Duration-->concentration, 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)
Duration: concentration, jusqu'à 1 jour
Classes: '[Barde](bard_hd.md), [Clerc](cleric_hd.md), [Druide](druid_hd.md)'
Source: (MDR p)(SRD)

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)


Id: spells_hd.md#trouver-les-pièges
ParentLink: spells_hd.md#sorts
Name: Trouver les pièges
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Find Traps](spells_vo.md#find-traps)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Divination
Level: 2
CastingTime: 1 action
Range: 36 mètres
Components: V, S
Duration: instantanée
Classes: [Clerc](cleric_hd.md), [Druide](druid_hd.md), [Rôdeur](ranger_hd.md)
SpellItem_Family: SpellHD
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-->V, S<!--/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.

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-->V, S<!--/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
Duration: instantanée
Classes: '[Clerc](cleric_hd.md), [Druide](druid_hd.md), [Rôdeur](ranger_hd.md)'
Source: (MDR p)(SRD)


Id: spells_hd.md#tromperie
ParentLink: spells_hd.md#sorts
Name: Tromperie
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Mislead](spells_vo.md#mislead)
Source: (MDR p)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Illusion
Level: 5
CastingTime: 1 action
Range: personnelle
Components: S
Duration: concentration, jusqu'à 1 heure
Classes: [Barde](bard_hd.md), [Magicien](wizard_hd.md)
SpellItem_Family: SpellHD
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-->S<!--/Components-->

- **Durée :** <!--Duration-->concentration, 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.

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-->S<!--/Components-->


  - **Durée :** <!--Duration-->concentration, 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
Duration: concentration, jusqu'à 1 heure
Classes: '[Barde](bard_hd.md), [Magicien](wizard_hd.md)'
Source: (MDR p)


Id: spells_hd.md#tremblement-de-terre
ParentLink: spells_hd.md#sorts
Name: Tremblement de terre
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Earthquake](spells_vo.md#earthquake)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_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)
Duration: concentration, jusqu'à 1 minute
Classes: [Clerc](cleric_hd.md), [Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md)
SpellItem_Family: SpellHD
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-->V, S, M (une pincée de poussière, un caillou et un peu d'argile)<!--/Components-->

- **Durée :** <!--Duration-->concentration, 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.

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-->V, S, M (une pincée de poussière, un caillou et un peu d'argile)<!--/Components-->


  - **Durée :** <!--Duration-->concentration, 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)
Duration: concentration, jusqu'à 1 minute
Classes: '[Clerc](cleric_hd.md), [Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md)'
Source: (MDR p)(SRD)


Id: spells_hd.md#transport-végétal
ParentLink: spells_hd.md#sorts
Name: Transport végétal
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Transport via Plants](spells_vo.md#transport-via-plants)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Invocation
Level: 6
CastingTime: 1 action
Range: 3 mètres
Components: V, S
Duration: 1 round
Classes: [Druide](druid_hd.md)
SpellItem_Family: SpellHD
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-->V, S<!--/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.

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-->V, S<!--/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
Duration: 1 round
Classes: '[Druide](druid_hd.md)'
Source: (MDR p)(SRD)


Id: spells_hd.md#transpercer
ParentLink: spells_hd.md#sorts
Name: Transpercer
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Invocation
Level: 1
CastingTime: 1 action bonus
Range: personnelle
Components: V
Duration: concentration, jusqu'à 1 minute
Classes: [Rôdeur](ranger_hd.md)
SpellItem_Family: SpellHD
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-->V<!--/Components-->
- **Durée :** <!--Duration-->concentration, 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.

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-->V<!--/Components-->

  - **Durée :** <!--Duration-->concentration, 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
Duration: concentration, jusqu'à 1 minute
Classes: '[Rôdeur](ranger_hd.md)'
Source: (MDR p)


Id: spells_hd.md#trait-de-feu
ParentLink: spells_hd.md#sorts
Name: Trait de feu
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Fire Bolt](spells_vo.md#fire-bolt)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Évocation
Level: tour de magie
CastingTime: 1 action
Range: 36 mètres
Components: V, S
Duration: instantanée
Classes: [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)
SpellItem_Family: SpellHD
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Trait de feu<!--/Name-->

- SRD: <!--AltName-->[Fire Bolt](spells_vo.md#fire-bolt)<!--/AltName-->

-  <!--Type-->Évocation<!--/Type-->, <!--Level-->tour de magie<!--/Level-->

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

- **Portée :** <!--Range-->36 mètres<!--/Range-->

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

- **Durée :** <!--Duration-->instantanée<!--/Duration-->

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

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

### Description

Vous lancez un trait enflammé sur une créature ou un objet à portée. Faites une attaque de sort à distance contre la cible. Si vous touchez, elle subit 1d10 dégâts de feu. Si le sort touche un objet inflammable qui n'est ni porté ni transporté, il s'embrase.

Les dégâts du sort augmentent de 1d10 quand vous atteignez le niveau 5 (2d10), le niveau 11 (3d10) et le niveau 17 (4d10).

AttributesDictionary:
Name: Trait de feu
Markdown: >+
  # <!--Name-->Trait de feu<!--/Name-->


  - SRD: <!--AltName-->[Fire Bolt](spells_vo.md#fire-bolt)<!--/AltName-->


  -  <!--Type-->Évocation<!--/Type-->, <!--Level-->tour de magie<!--/Level-->


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


  - **Portée :** <!--Range-->36 mètres<!--/Range-->


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


  - **Durée :** <!--Duration-->instantanée<!--/Duration-->


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


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


  ### Description


  Vous lancez un trait enflammé sur une créature ou un objet à portée. Faites une attaque de sort à distance contre la cible. Si vous touchez, elle subit 1d10 dégâts de feu. Si le sort touche un objet inflammable qui n'est ni porté ni transporté, il s'embrase.


  Les dégâts du sort augmentent de 1d10 quand vous atteignez le niveau 5 (2d10), le niveau 11 (3d10) et le niveau 17 (4d10).

AltName: '[Fire Bolt](spells_vo.md#fire-bolt)'
Type: Évocation
Level: tour de magie
CastingTime: 1 action
Range: 36 mètres
Components: V, S
Duration: instantanée
Classes: '[Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)'
Source: (MDR p)(SRD)


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

- **Durée :** <!--Duration-->concentration, 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.

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-->V, S, M (un bout de toile d'araignée)<!--/Components-->


  - **Durée :** <!--Duration-->concentration, 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)
Duration: concentration, jusqu'à 1 heure
Classes: '[Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)'
Source: (MDR p)


Id: spells_hd.md#thaumaturgie
ParentLink: spells_hd.md#sorts
Name: Thaumaturgie
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Thaumaturgy](spells_vo.md#thaumaturgy)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Transmutation
Level: tour de magie
CastingTime: 1 action
Range: 9 mètres
Components: V
Duration: jusqu'à 1 minute
Classes: [Clerc](cleric_hd.md)
SpellItem_Family: SpellHD
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Thaumaturgie<!--/Name-->

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

-  <!--Type-->Transmutation<!--/Type-->, <!--Level-->tour de magie<!--/Level-->

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

- **Portée :** <!--Range-->9 mètres<!--/Range-->

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

- **Durée :** <!--Duration-->jusqu'à 1 minute<!--/Duration-->

- Classes: <!--Classes-->[Clerc](cleric_hd.md)<!--/Classes-->

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

### Description

Vous créez une manifestation merveilleuse mineure ou un signe de puissance surnaturelle à portée, ce qui génère l'un des effets magiques suivants à portée.

* Votre voix retentit jusqu'à trois fois plus fort que la normale pendant 1 minute.

* Les flammes vacillent, se ravivent, se réduisent ou changent de couleur pendant une minute.

* Vous provoquez des secousses inoffensives qui agitent le sol pendant 1 minute.

* Vous émettez un son instantané qui émane d'un point de votre choix situé à portée, comme un roulement de tonnerre, le croassement d'un corbeau ou des murmures inquiétants.

* Vous provoquez la fermeture ou l'ouverture violente et immédiate d'une porte ou d'une fenêtre non verrouillée.

* Vous modifiez l'apparence de vos yeux pendant 1 minute.

Si vous lancez ce sort à plusieurs reprises, vous ne pouvez avoir que trois effets d'une minute actifs à la fois.

Vous pouvez révoquer un tel effet par une action.

AttributesDictionary:
Name: Thaumaturgie
Markdown: >+
  # <!--Name-->Thaumaturgie<!--/Name-->


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


  -  <!--Type-->Transmutation<!--/Type-->, <!--Level-->tour de magie<!--/Level-->


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


  - **Portée :** <!--Range-->9 mètres<!--/Range-->


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


  - **Durée :** <!--Duration-->jusqu'à 1 minute<!--/Duration-->


  - Classes: <!--Classes-->[Clerc](cleric_hd.md)<!--/Classes-->


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


  ### Description


  Vous créez une manifestation merveilleuse mineure ou un signe de puissance surnaturelle à portée, ce qui génère l'un des effets magiques suivants à portée.


  * Votre voix retentit jusqu'à trois fois plus fort que la normale pendant 1 minute.


  * Les flammes vacillent, se ravivent, se réduisent ou changent de couleur pendant une minute.


  * Vous provoquez des secousses inoffensives qui agitent le sol pendant 1 minute.


  * Vous émettez un son instantané qui émane d'un point de votre choix situé à portée, comme un roulement de tonnerre, le croassement d'un corbeau ou des murmures inquiétants.


  * Vous provoquez la fermeture ou l'ouverture violente et immédiate d'une porte ou d'une fenêtre non verrouillée.


  * Vous modifiez l'apparence de vos yeux pendant 1 minute.


  Si vous lancez ce sort à plusieurs reprises, vous ne pouvez avoir que trois effets d'une minute actifs à la fois.


  Vous pouvez révoquer un tel effet par une action.

AltName: '[Thaumaturgy](spells_vo.md#thaumaturgy)'
Type: Transmutation
Level: tour de magie
CastingTime: 1 action
Range: 9 mètres
Components: V
Duration: jusqu'à 1 minute
Classes: '[Clerc](cleric_hd.md)'
Source: (MDR p)(SRD)


Id: spells_hd.md#texte-illusoire
ParentLink: spells_hd.md#sorts
Name: Texte illusoire
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Illusory Script](spells_vo.md#illusory-script)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Illusion
Level: 1
CastingTime: 1 minute
Range: contact
Components: S, M (de l'encre à base de plomb valant au minimum 10 po, que le sort consume)
Duration: 10 jours
SpellItem_Family: SpellHD
Ritual: rituel
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Texte illusoire<!--/Name-->

- SRD: <!--AltName-->[Illusory Script](spells_vo.md#illusory-script)<!--/AltName-->

-  <!--Type-->Illusion<!--/Type--> de niveau <!--Level-->1<!--/Level--> (<!--Ritual-->rituel<!--/Ritual-->)

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

- **Portée :** <!--Range-->contact<!--/Range-->

- **Composantes :** <!--Components-->S, M (de l'encre à base de plomb valant au minimum 10 po, que le sort consume)<!--/Components-->

- **Durée :** <!--Duration-->10 jours<!--/Duration-->

- Classes: <!--Classes-->[Barde](bard_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md), [Sorcier](warlock_hd.md)<!--/Classes-->

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

### Description

Vous écrivez sur un papier, un parchemin ou un autre matériau adapté à l'écriture et l'imprégnez d'une puissante illusion qui persiste pendant toute la durée du sort.

À vos yeux et à ceux de toutes les créatures que vous désignez lors de l'incantation, l'écriture semble normale, de votre main, et transmet le message que vous aviez en tête en rédigeant le texte. Pour les autres personnes, vos écrits semblent appartenir à une langue inconnue ou magique complètement inintelligible, ou alors ils transmettent un message complètement différent de la réalité, rédigé d'une main qui n'est pas la vôtre et dans une autre langue de votre connaissance.

Si quelqu'un dissipe le sort, l'illusion disparaît, mais le message original aussi. Une créature dotée de vision parfaite est capable de lire le message original.

AttributesDictionary:
Name: Texte illusoire
Markdown: >+
  # <!--Name-->Texte illusoire<!--/Name-->


  - SRD: <!--AltName-->[Illusory Script](spells_vo.md#illusory-script)<!--/AltName-->


  -  <!--Type-->Illusion<!--/Type--> de niveau <!--Level-->1<!--/Level--> (<!--Ritual-->rituel<!--/Ritual-->)


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


  - **Portée :** <!--Range-->contact<!--/Range-->


  - **Composantes :** <!--Components-->S, M (de l'encre à base de plomb valant au minimum 10 po, que le sort consume)<!--/Components-->


  - **Durée :** <!--Duration-->10 jours<!--/Duration-->


  - Classes: <!--Classes-->[Barde](bard_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md), [Sorcier](warlock_hd.md)<!--/Classes-->


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


  ### Description


  Vous écrivez sur un papier, un parchemin ou un autre matériau adapté à l'écriture et l'imprégnez d'une puissante illusion qui persiste pendant toute la durée du sort.


  À vos yeux et à ceux de toutes les créatures que vous désignez lors de l'incantation, l'écriture semble normale, de votre main, et transmet le message que vous aviez en tête en rédigeant le texte. Pour les autres personnes, vos écrits semblent appartenir à une langue inconnue ou magique complètement inintelligible, ou alors ils transmettent un message complètement différent de la réalité, rédigé d'une main qui n'est pas la vôtre et dans une autre langue de votre connaissance.


  Si quelqu'un dissipe le sort, l'illusion disparaît, mais le message original aussi. Une créature dotée de vision parfaite est capable de lire le message original.

AltName: '[Illusory Script](spells_vo.md#illusory-script)'
Type: Illusion
Level: 1
Ritual: rituel
CastingTime: 1 minute
Range: contact
Components: S, M (de l'encre à base de plomb valant au minimum 10 po, que le sort consume)
Duration: 10 jours
Classes: '[Barde](bard_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md), [Sorcier](warlock_hd.md)'
Source: (MDR p)(SRD)

Classes:
[Barde](bard_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md), [Sorcier](warlock_hd.md)


Id: spells_hd.md#terrain-hallucinatoire
ParentLink: spells_hd.md#sorts
Name: Terrain hallucinatoire
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Hallucinatory Terrain](spells_vo.md#hallucinatory-terrain)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Illusion
Level: 4
CastingTime: 10 minutes
Range: 90 mètres
Components: V, S, M (une pierre, une brindille et un bout de plante verte)
Duration: 24 heures
SpellItem_Family: SpellHD
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Terrain hallucinatoire<!--/Name-->

- SRD: <!--AltName-->[Hallucinatory Terrain](spells_vo.md#hallucinatory-terrain)<!--/AltName-->

-  <!--Type-->Illusion<!--/Type--> de niveau <!--Level-->4<!--/Level-->

- **Temps d'incantation :** <!--CastingTime-->10 minutes<!--/CastingTime-->

- **Portée :** <!--Range-->90 mètres<!--/Range-->

- **Composantes :** <!--Components-->V, S, M (une pierre, une brindille et un bout de plante verte)<!--/Components-->

- **Durée :** <!--Duration-->24 heures<!--/Duration-->

- Classes: <!--Classes-->[Barde](bard_hd.md), [Druide](druid_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md), [Sorcier](warlock_hd.md)<!--/Classes-->

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

### Description

Vous maquillez le terrain naturel dans un cube de 45 mètres d'arête situé à portée et lui attribuez l'apparence, les bruits et les odeurs d'un autre type de terrain naturel.

Ainsi, vous pouvez faire passer un champ ou une route pour un marais, une colline, une crevasse ou un autre terrain difficile voire impossible à traverser. Vous pouvez aussi déguiser une mare en prairie, un précipice en pente douce ou un goulet semé de rocaille en route large et aplanie. Les structures manufacturées, l'équipement et les créatures de la zone ne changent pas d'apparence.

Les caractéristiques tactiles de la zone ne changent pas, les créatures qui y pénètrent risquent donc fort de percer l'illusion à jour. Si la différence entre le terrain réel et l'illusion n'est pas évidente au toucher, une créature qui examine soigneusement la zone a droit à un test d'[Intelligence (Investigation)](abilities_intelligence_hd.md#investigation) contre le DD du [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de votre sort pour percer l'illusion à jour.

Une fois qu'une créature a compris l'illusion, elle la voit comme une image floue superposée au terrain réel.

AttributesDictionary:
Name: Terrain hallucinatoire
Markdown: >+
  # <!--Name-->Terrain hallucinatoire<!--/Name-->


  - SRD: <!--AltName-->[Hallucinatory Terrain](spells_vo.md#hallucinatory-terrain)<!--/AltName-->


  -  <!--Type-->Illusion<!--/Type--> de niveau <!--Level-->4<!--/Level-->


  - **Temps d'incantation :** <!--CastingTime-->10 minutes<!--/CastingTime-->


  - **Portée :** <!--Range-->90 mètres<!--/Range-->


  - **Composantes :** <!--Components-->V, S, M (une pierre, une brindille et un bout de plante verte)<!--/Components-->


  - **Durée :** <!--Duration-->24 heures<!--/Duration-->


  - Classes: <!--Classes-->[Barde](bard_hd.md), [Druide](druid_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md), [Sorcier](warlock_hd.md)<!--/Classes-->


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


  ### Description


  Vous maquillez le terrain naturel dans un cube de 45 mètres d'arête situé à portée et lui attribuez l'apparence, les bruits et les odeurs d'un autre type de terrain naturel.


  Ainsi, vous pouvez faire passer un champ ou une route pour un marais, une colline, une crevasse ou un autre terrain difficile voire impossible à traverser. Vous pouvez aussi déguiser une mare en prairie, un précipice en pente douce ou un goulet semé de rocaille en route large et aplanie. Les structures manufacturées, l'équipement et les créatures de la zone ne changent pas d'apparence.


  Les caractéristiques tactiles de la zone ne changent pas, les créatures qui y pénètrent risquent donc fort de percer l'illusion à jour. Si la différence entre le terrain réel et l'illusion n'est pas évidente au toucher, une créature qui examine soigneusement la zone a droit à un test d'[Intelligence (Investigation)](abilities_intelligence_hd.md#investigation) contre le DD du [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de votre sort pour percer l'illusion à jour.


  Une fois qu'une créature a compris l'illusion, elle la voit comme une image floue superposée au terrain réel.

AltName: '[Hallucinatory Terrain](spells_vo.md#hallucinatory-terrain)'
Type: Illusion
Level: 4
CastingTime: 10 minutes
Range: 90 mètres
Components: V, S, M (une pierre, une brindille et un bout de plante verte)
Duration: 24 heures
Classes: '[Barde](bard_hd.md), [Druide](druid_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md), [Sorcier](warlock_hd.md)'
Source: (MDR p)(SRD)

Classes:
[Barde](bard_hd.md), [Druide](druid_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md), [Sorcier](warlock_hd.md)


Id: spells_hd.md#tentacules-noirs
ParentLink: spells_hd.md#sorts
Name: Tentacules noirs
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Black Tentacles](spells_vo.md#black-tentacles)
Source: (MDR p)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Invocation
Level: 4
CastingTime: 1 action
Range: 27 mètres
Components: V, S, M (un bout de tentacule appartenant à une pieuvre ou un calmar géant)
Duration: concentration, jusqu'à 1 minute
Classes: [Magicien](wizard_hd.md)
SpellItem_Family: SpellHD
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Tentacules noirs<!--/Name-->

- SRD: <!--AltName-->[Black Tentacles](spells_vo.md#black-tentacles)<!--/AltName-->

-  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->4<!--/Level-->

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

- **Portée :** <!--Range-->27 mètres<!--/Range-->

- **Composantes :** <!--Components-->V, S, M (un bout de tentacule appartenant à une pieuvre ou un calmar géant)<!--/Components-->

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

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

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

### Description

Des tentacules noirs grouillants envahissent le sol d'un emplacement de 6 mètres de côté situé à portée et dans votre champ de vision. Pendant toute la durée du sort, ils transforment la zone en terrain difficile.

Quand une créature pénètre dans la zone affectée pour la première fois au cours d'un tour, ou quand elle débute son tour dans cette zone, elle doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md), sans quoi elle reçoit 3d6 dégâts contondants et se retrouve [entravée](conditions_hd.md#entravé) par les tentacules jusqu'à la fin du sort. Une créature qui commence son tour déjà [entravée](conditions_hd.md#entravé) dans la zone subit 3d6 dégâts contondants.

Une créature [entravée](conditions_hd.md#entravé) par les tentacules peut utiliser son action pour effectuer un test de [Force](abilities_strength_hd.md) ou de [Dextérité](abilities_dexterity_hd.md) (à elle de choisir) contre le DD de sauvegarde de votre sort. Si elle le réussit, elle parvient à se libérer.

AttributesDictionary:
Name: Tentacules noirs
Markdown: >+
  # <!--Name-->Tentacules noirs<!--/Name-->


  - SRD: <!--AltName-->[Black Tentacles](spells_vo.md#black-tentacles)<!--/AltName-->


  -  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->4<!--/Level-->


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


  - **Portée :** <!--Range-->27 mètres<!--/Range-->


  - **Composantes :** <!--Components-->V, S, M (un bout de tentacule appartenant à une pieuvre ou un calmar géant)<!--/Components-->


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


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


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


  ### Description


  Des tentacules noirs grouillants envahissent le sol d'un emplacement de 6 mètres de côté situé à portée et dans votre champ de vision. Pendant toute la durée du sort, ils transforment la zone en terrain difficile.


  Quand une créature pénètre dans la zone affectée pour la première fois au cours d'un tour, ou quand elle débute son tour dans cette zone, elle doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md), sans quoi elle reçoit 3d6 dégâts contondants et se retrouve [entravée](conditions_hd.md#entravé) par les tentacules jusqu'à la fin du sort. Une créature qui commence son tour déjà [entravée](conditions_hd.md#entravé) dans la zone subit 3d6 dégâts contondants.


  Une créature [entravée](conditions_hd.md#entravé) par les tentacules peut utiliser son action pour effectuer un test de [Force](abilities_strength_hd.md) ou de [Dextérité](abilities_dexterity_hd.md) (à elle de choisir) contre le DD de sauvegarde de votre sort. Si elle le réussit, elle parvient à se libérer.

AltName: '[Black Tentacles](spells_vo.md#black-tentacles)'
Type: Invocation
Level: 4
CastingTime: 1 action
Range: 27 mètres
Components: V, S, M (un bout de tentacule appartenant à une pieuvre ou un calmar géant)
Duration: concentration, jusqu'à 1 minute
Classes: '[Magicien](wizard_hd.md)'
Source: (MDR p)


Id: spells_hd.md#ténèbres
ParentLink: spells_hd.md#sorts
Name: Ténèbres
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Darkness](spells_vo.md#darkness)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Évocation
Level: 2
CastingTime: 1 action
Range: 18 mètres
Components: V, M (des poils de chauve-souris et une goutte de poix ou un bout de charbon)
Duration: concentration, jusqu'à 10 minutes
SpellItem_Family: SpellHD
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Ténèbres<!--/Name-->

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

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

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

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

- **Composantes :** <!--Components-->V, M (des poils de chauve-souris et une goutte de poix ou un bout de charbon)<!--/Components-->

- **Durée :** <!--Duration-->concentration, jusqu'à 10 minutes<!--/Duration-->

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

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

### Description

Des ténèbres magiques se répandent depuis un point de votre choix situé à portée, jusqu'à englober une sphère de 4,50 mètres de rayon. Les ténèbres s'étendent en franchissant tout angle éventuel. La vision dans le noir d'une créature ne suffit pas à percer ces ténèbres et les lumières non-magiques se révèlent incapables de les éclairer.

Si le point que vous avez choisi est un objet en votre possession ou un objet qui n'est ni porté ni transporté par autrui, les ténèbres émanent de l'objet et se déplacent avec lui. Il suffit de recouvrir complètement l'objet affecté avec un objet opaque, comme un bol ou un heaume, pour bloquer les ténèbres.

Si une partie de la zone affectée par ce sort chevauche une zone de lumière issue d'un sort de niveau 2 ou moins, elle dissipe le sort de lumière.

AttributesDictionary:
Name: Ténèbres
Markdown: >+
  # <!--Name-->Ténèbres<!--/Name-->


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


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


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


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


  - **Composantes :** <!--Components-->V, M (des poils de chauve-souris et une goutte de poix ou un bout de charbon)<!--/Components-->


  - **Durée :** <!--Duration-->concentration, jusqu'à 10 minutes<!--/Duration-->


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


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


  ### Description


  Des ténèbres magiques se répandent depuis un point de votre choix situé à portée, jusqu'à englober une sphère de 4,50 mètres de rayon. Les ténèbres s'étendent en franchissant tout angle éventuel. La vision dans le noir d'une créature ne suffit pas à percer ces ténèbres et les lumières non-magiques se révèlent incapables de les éclairer.


  Si le point que vous avez choisi est un objet en votre possession ou un objet qui n'est ni porté ni transporté par autrui, les ténèbres émanent de l'objet et se déplacent avec lui. Il suffit de recouvrir complètement l'objet affecté avec un objet opaque, comme un bol ou un heaume, pour bloquer les ténèbres.


  Si une partie de la zone affectée par ce sort chevauche une zone de lumière issue d'un sort de niveau 2 ou moins, elle dissipe le sort de lumière.

AltName: '[Darkness](spells_vo.md#darkness)'
Type: Évocation
Level: 2
CastingTime: 1 action
Range: 18 mètres
Components: V, M (des poils de chauve-souris et une goutte de poix ou un bout de charbon)
Duration: concentration, jusqu'à 10 minutes
Classes: '[Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md), [Sorcier](warlock_hd.md)'
Source: (MDR p)(SRD)


Id: spells_hd.md#tempête-vengeresse
ParentLink: spells_hd.md#sorts
Name: Tempête vengeresse
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Storm of Vengeance](spells_vo.md#storm-of-vengeance)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Invocation
Level: 9
CastingTime: 1 action
Range: champ de vision
Components: V, S
Duration: concentration, jusqu'à 1 minute
Classes: [Druide](druid_hd.md)
SpellItem_Family: SpellHD
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Tempête vengeresse<!--/Name-->

- SRD: <!--AltName-->[Storm of Vengeance](spells_vo.md#storm-of-vengeance)<!--/AltName-->

-  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->9<!--/Level-->

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

- **Portée :** <!--Range-->champ de vision<!--/Range-->

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

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

- Classes: <!--Classes-->[Druide](druid_hd.md)<!--/Classes-->

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

### Description

De menaçantes nuées orageuses se forment en un point situé dans votre champ de vision et s'étendent dans un rayon de 110 mètres. Des éclairs strient la zone, le tonnerre gronde et un vent fort se lève. Chaque créature située sous le nuage lors de son apparition (mais pas à plus de 1 500 mètres au-dessous) doit faire un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md). Celles qui échouent subissent 2d6 dégâts de tonnerre et sont [assourdies](conditions_hd.md#assourdi) pendant 5 minutes.

À chaque round où vous continuez à vous concentrer sur ce sort, il génère des effets supplémentaires à votre tour.

**_Round 2._** Une pluie acide se met à tomber. Les créatures et les objets situés sous le nuage subissent 1d6 dégâts d'acide.

**_Round 3._** Vous appelez six éclairs qui s'abattent du nuage sur six créatures ou objets de votre choix situés sous la nuée. Une même créature ou un même objet ne peut pas être la cible de plusieurs éclairs. Une créature frappée par la foudre doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md). Si elle échoue, elle subit 10d6 dégâts de foudre, la moitié seulement si elle réussit.

**_Round 4._** La grêle se met à tomber. Chaque créature située sous le nuage subit 2d6 dégâts contondants.

**_Rounds 5 à 10._** Des bourrasques et une pluie glacée balaient la zone sous le nuage et la transforment en terrain difficile où la visibilité est nulle. Chaque créature qui s'y trouve subit 1d6 dégâts de froid. Il est impossible d'effectuer une attaque avec une arme à distance dans la zone.

Le vent et la pluie fonctionnent comme une distraction sévère quand il s'agit de se concentrer sur un sort. Enfin, des bourrasques de vent fort (de 30 à 75 kilomètres par heure) dispersent automatiquement le brouillard, la brume et les phénomènes similaires stagnant dans la zone, qu'ils soient d'origine ordinaire ou magique.

AttributesDictionary:
Name: Tempête vengeresse
Markdown: >+
  # <!--Name-->Tempête vengeresse<!--/Name-->


  - SRD: <!--AltName-->[Storm of Vengeance](spells_vo.md#storm-of-vengeance)<!--/AltName-->


  -  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->9<!--/Level-->


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


  - **Portée :** <!--Range-->champ de vision<!--/Range-->


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


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


  - Classes: <!--Classes-->[Druide](druid_hd.md)<!--/Classes-->


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


  ### Description


  De menaçantes nuées orageuses se forment en un point situé dans votre champ de vision et s'étendent dans un rayon de 110 mètres. Des éclairs strient la zone, le tonnerre gronde et un vent fort se lève. Chaque créature située sous le nuage lors de son apparition (mais pas à plus de 1 500 mètres au-dessous) doit faire un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md). Celles qui échouent subissent 2d6 dégâts de tonnerre et sont [assourdies](conditions_hd.md#assourdi) pendant 5 minutes.


  À chaque round où vous continuez à vous concentrer sur ce sort, il génère des effets supplémentaires à votre tour.


  **_Round 2._** Une pluie acide se met à tomber. Les créatures et les objets situés sous le nuage subissent 1d6 dégâts d'acide.


  **_Round 3._** Vous appelez six éclairs qui s'abattent du nuage sur six créatures ou objets de votre choix situés sous la nuée. Une même créature ou un même objet ne peut pas être la cible de plusieurs éclairs. Une créature frappée par la foudre doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md). Si elle échoue, elle subit 10d6 dégâts de foudre, la moitié seulement si elle réussit.


  **_Round 4._** La grêle se met à tomber. Chaque créature située sous le nuage subit 2d6 dégâts contondants.


  **_Rounds 5 à 10._** Des bourrasques et une pluie glacée balaient la zone sous le nuage et la transforment en terrain difficile où la visibilité est nulle. Chaque créature qui s'y trouve subit 1d6 dégâts de froid. Il est impossible d'effectuer une attaque avec une arme à distance dans la zone.


  Le vent et la pluie fonctionnent comme une distraction sévère quand il s'agit de se concentrer sur un sort. Enfin, des bourrasques de vent fort (de 30 à 75 kilomètres par heure) dispersent automatiquement le brouillard, la brume et les phénomènes similaires stagnant dans la zone, qu'ils soient d'origine ordinaire ou magique.

AltName: '[Storm of Vengeance](spells_vo.md#storm-of-vengeance)'
Type: Invocation
Level: 9
CastingTime: 1 action
Range: champ de vision
Components: V, S
Duration: concentration, jusqu'à 1 minute
Classes: '[Druide](druid_hd.md)'
Source: (MDR p)(SRD)


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

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


Id: spells_hd.md#tempête-de-neige
ParentLink: spells_hd.md#sorts
Name: Tempête de neige
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Sleet Storm](spells_vo.md#sleet-storm)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Type: Invocation
Level: 3
CastingTime: 1 action
Range: 45 mètres
Components: V, S, M (une pincée de poussière et quelques gouttes d'eau)
Duration: concentration, jusqu'à 1 minute
Classes: [Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)
SpellItem_Family: SpellHD
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Tempête de neige<!--/Name-->

- SRD: <!--AltName-->[Sleet Storm](spells_vo.md#sleet-storm)<!--/AltName-->

-  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->3<!--/Level-->

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

- **Portée :** <!--Range-->45 mètres<!--/Range-->

- **Composantes :** <!--Components-->V, S, M (une pincée de poussière et quelques gouttes d'eau)<!--/Components-->

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

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

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

### Description

Jusqu'à la fin du sort, une averse de flocons et de neige fondue s'abat dans un cylindre de 6 mètres de haut pour un rayon de 12 mètres centré sur un point de votre choix situé à portée. Dans la zone, la visibilité est nulle et les flammes à nu s'éteignent.

Le sol de la zone est couvert d'une couche de verglas si glissante que le terrain devient difficile. Quand une créature entre dans la zone d'effet pour la première fois de son tour ou y débute son tour, elle doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md) ou tomber à terre.

Si une créature se concentre dans la zone d'effet du sort, elle doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md) contre le DD du [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de votre sort, ou perdre sa concentration.

AttributesDictionary:
Name: Tempête de neige
Markdown: >+
  # <!--Name-->Tempête de neige<!--/Name-->


  - SRD: <!--AltName-->[Sleet Storm](spells_vo.md#sleet-storm)<!--/AltName-->


  -  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->3<!--/Level-->


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


  - **Portée :** <!--Range-->45 mètres<!--/Range-->


  - **Composantes :** <!--Components-->V, S, M (une pincée de poussière et quelques gouttes d'eau)<!--/Components-->


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


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


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


  ### Description


  Jusqu'à la fin du sort, une averse de flocons et de neige fondue s'abat dans un cylindre de 6 mètres de haut pour un rayon de 12 mètres centré sur un point de votre choix situé à portée. Dans la zone, la visibilité est nulle et les flammes à nu s'éteignent.


  Le sol de la zone est couvert d'une couche de verglas si glissante que le terrain devient difficile. Quand une créature entre dans la zone d'effet pour la première fois de son tour ou y débute son tour, elle doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md) ou tomber à terre.


  Si une créature se concentre dans la zone d'effet du sort, elle doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md) contre le DD du [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de votre sort, ou perdre sa concentration.

AltName: '[Sleet Storm](spells_vo.md#sleet-storm)'
Type: Invocation
Level: 3
CastingTime: 1 action
Range: 45 mètres
Components: V, S, M (une pincée de poussière et quelques gouttes d'eau)
Duration: concentration, jusqu'à 1 minute
Classes: '[Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)'
Source: (MDR p)(SRD)


Id: spells_vo.md#alarm
ParentLink: spells_vo.md#spells-srd-p
Name: Alarm
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Alarme](spells_hd.md#alarme)
Source: (SRD p114)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: abjuration
Level: 1
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
SpellItem_Family: SpellVO
Ritual: ritual
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.

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


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

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


Id: spells_vo.md#branding-smite
ParentLink: spells_vo.md#spells-srd-p
Name: Branding Smite
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Frappe lumineuse](spells_hd.md#frappe-lumineuse)
Source: (SRD p123)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: evocation
Level: 2
CastingTime: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Classes: Paladin
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#blur
ParentLink: spells_vo.md#spells-srd-p
Name: Blur
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Flou](spells_hd.md#flou)
Source: (SRD p123)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: illusion
Level: 2
CastingTime: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#blink
ParentLink: spells_vo.md#spells-srd-p
Name: Blink
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Clignotement](spells_hd.md#clignotement)
Source: (SRD p122)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: transmutation
Level: 3
CastingTime: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Classes: Sorcerer, Wizard
SpellItem_Family: SpellVO
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Blink<!--/Name-->

- MDR: <!--AltName-->[Clignotement](spells_hd.md#clignotement)<!--/AltName-->
- Source: <!--Source-->(SRD p122)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

AttributesDictionary:
Name: Blink
Markdown: >+
  # <!--Name-->Blink<!--/Name-->


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

  - Source: <!--Source-->(SRD p122)<!--/Source-->

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

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

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

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

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

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


  ### Description


  Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.


  While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

AltName: '[Clignotement](spells_hd.md#clignotement)'
Source: (SRD p122)
Level: 3
Type: transmutation
CastingTime: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Classes: Sorcerer, Wizard


Id: spells_vo.md#blindnessdeafness
ParentLink: spells_vo.md#spells-srd-p
Name: Blindness/Deafness
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Cécité/Surdité](spells_hd.md#cécitésurdité)
Source: (SRD p122)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: necromancy
Level: 2
CastingTime: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
Classes: Bard, Cleric, Sorcerer, Wizard
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#blight
ParentLink: spells_vo.md#spells-srd-p
Name: Blight
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Flétrissement](spells_hd.md#flétrissement)
Source: (SRD p122)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: necromancy
Level: 4
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Druid, Sorcerer, Warlock, Wizard
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#bless
ParentLink: spells_vo.md#spells-srd-p
Name: Bless
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Bénédiction](spells_hd.md#bénédiction)
Source: (SRD p122)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: enchantment
Level: 1
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
Classes: Cleric, Paladin
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#blade-barrier
ParentLink: spells_vo.md#spells-srd-p
Name: Blade Barrier
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Barrière de lames](spells_hd.md#barrière-de-lames)
Source: (SRD p122)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: evocation
Level: 6
CastingTime: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Cleric
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#arcane-hand
ParentLink: spells_vo.md#spells-srd-p
Name: Arcane Hand
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Main magique](spells_hd.md#main-magique)
Source: (SRD p118)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: evocation
Level: 5
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (an eggshell and a snakeskin glove)
Duration: Concentration, up to 1 minute
Classes: Wizard
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#bestow-curse
ParentLink: spells_vo.md#spells-srd-p
Name: Bestow curse
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Jeter une malédiction](spells_hd.md#jeter-une-malédiction)
Source: (SRD p121)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: necromancy
Level: 3
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Wizard
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#beacon-of-hope
ParentLink: spells_vo.md#spells-srd-p
Name: Beacon of Hope
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Lueur d'espoir](spells_hd.md#lueur-despoir)
Source: (SRD p121)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: abjuration
Level: 3
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#barkskin
ParentLink: spells_vo.md#spells-srd-p
Name: Barkskin
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Peau d'écorce](spells_hd.md#peau-décorce)
Source: (SRD p121)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: transmutation
Level: 2
CastingTime: 1 action
Range: Touch
Components: V, S, M (a handful of oak bark)
Duration: Concentration, up to 1 hour
Classes: Druid, Ranger
SpellItem_Family: SpellVO
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.

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


Id: spells_vo.md#banishment
ParentLink: spells_vo.md#spells-srd-p
Name: Banishment
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Bannissement](spells_hd.md#bannissement)
Source: (SRD p120)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Type: abjuration
Level: 4
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
SpellItem_Family: SpellVO
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.

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


