# Items

Id: spells_vo.md#shatter
AltName: [Briser](spells_hd.md#briser)
Discriminator: SpellItem
Name: Shatter
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p178)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Sorcerer, Warlock, Wizard
Components: V, S, M (a chip of mica)
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 2
Range: 60 feet
SpellItem_Type: evocation
AttributesDictionary:
Name: Shatter
Markdown: >+
  # <!--Name-->Shatter<!--/Name-->


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

  - Source: <!--Source-->(SRD p178)<!--/Source-->

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

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

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

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

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

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


  ### Description


  A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.


  A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

AltName: '[Briser](spells_hd.md#briser)'
Source: (SRD p178)
Level: 2
Type: evocation
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard

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

---

# <!--Name-->Shatter<!--/Name-->

- MDR: <!--AltName-->[Briser](spells_hd.md#briser)<!--/AltName-->
- Source: <!--Source-->(SRD p178)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a chip of mica)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


Id: spells_vo.md#shield
AltName: [Bouclier](spells_hd.md#bouclier)
Discriminator: SpellItem
Name: Shield
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p179)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Classes: Sorcerer, Wizard
Components: V, S
Duration: 1 round
SpellItem_Family: SpellVO
Level: 1
Range: Self
SpellItem_Type: abjuration
AttributesDictionary:
Name: Shield
Markdown: >+
  # <!--Name-->Shield<!--/Name-->


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

  - Source: <!--Source-->(SRD p179)<!--/Source-->

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

  - **Casting Time :** <!--CastingTime-->1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell<!--/CastingTime-->

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

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

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

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


  ### Description


  An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from _[magic missile](spells_vo.hd#magic-missile)_.

AltName: '[Bouclier](spells_hd.md#bouclier)'
Source: (SRD p179)
Level: 1
Type: abjuration
CastingTime: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round
Classes: Sorcerer, Wizard

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

---

# <!--Name-->Shield<!--/Name-->

- MDR: <!--AltName-->[Bouclier](spells_hd.md#bouclier)<!--/AltName-->
- Source: <!--Source-->(SRD p179)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->1 round<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from _[magic missile](spells_vo.hd#magic-missile)_.


Id: spells_vo.md#shield-of-faith
AltName: [Bouclier de la foi](spells_hd.md#bouclier-de-la-foi)
Discriminator: SpellItem
Name: Shield of Faith
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p179)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 bonus action
Classes: Cleric, Paladin
Components: V, S, M (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 10 minutes
SpellItem_Family: SpellVO
Level: 1
Range: 60 feet
SpellItem_Type: abjuration
AttributesDictionary:
Name: Shield of Faith
Markdown: >+
  # <!--Name-->Shield of Faith<!--/Name-->


  - MDR: <!--AltName-->[Bouclier de la foi](spells_hd.md#bouclier-de-la-foi)<!--/AltName-->

  - Source: <!--Source-->(SRD p179)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a small parchment with a bit of holy text written on it)<!--/Components-->

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

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


  ### Description


  A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

AltName: '[Bouclier de la foi](spells_hd.md#bouclier-de-la-foi)'
Source: (SRD p179)
Level: 1
Type: abjuration
CastingTime: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 10 minutes
Classes: Cleric, Paladin

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

---

# <!--Name-->Shield of Faith<!--/Name-->

- MDR: <!--AltName-->[Bouclier de la foi](spells_hd.md#bouclier-de-la-foi)<!--/AltName-->
- Source: <!--Source-->(SRD p179)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small parchment with a bit of holy text written on it)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Cleric, Paladin<!--/Classes-->

### Description

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.


Id: spells_vo.md#shillelagh
AltName: [Gourdin magique](spells_hd.md#gourdin-magique)
Discriminator: SpellItem
Name: Shillelagh
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p179)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 bonus action
Classes: Druid
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute
SpellItem_Family: SpellVO
Level: cantrip
Range: Touch
SpellItem_Type: Transmutation
AttributesDictionary:
Name: Shillelagh
Markdown: >+
  # <!--Name-->Shillelagh<!--/Name-->


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

  - Source: <!--Source-->(SRD p179)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)<!--/Components-->

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

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


  ### Description


  The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

AltName: '[Gourdin magique](spells_hd.md#gourdin-magique)'
Source: (SRD p179)
Type: Transmutation
Level: cantrip
CastingTime: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute
Classes: Druid

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

---

# <!--Name-->Shillelagh<!--/Name-->

- MDR: <!--AltName-->[Gourdin magique](spells_hd.md#gourdin-magique)<!--/AltName-->
- Source: <!--Source-->(SRD p179)<!--/Source-->
-  <!--Type-->Transmutation<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid<!--/Classes-->

### Description

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.


Id: spells_vo.md#resistance
AltName: [Résistance](spells_hd.md#résistance)
Discriminator: SpellItem
Name: Resistance
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p175)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric, Druid
Components: V, S, M (a miniature cloak)
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: cantrip
Range: Touch
SpellItem_Type: Abjuration
AttributesDictionary:
Name: Resistance
Markdown: >+
  # <!--Name-->Resistance<!--/Name-->


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

  - Source: <!--Source-->(SRD p175)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a miniature cloak)<!--/Components-->

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

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


  ### Description


  You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

AltName: '[Résistance](spells_hd.md#résistance)'
Source: (SRD p175)
Type: Abjuration
Level: cantrip
CastingTime: 1 action
Range: Touch
Components: V, S, M (a miniature cloak)
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid

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

---

# <!--Name-->Resistance<!--/Name-->

- MDR: <!--AltName-->[Résistance](spells_hd.md#résistance)<!--/AltName-->
- Source: <!--Source-->(SRD p175)<!--/Source-->
-  <!--Type-->Abjuration<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a miniature cloak)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid<!--/Classes-->

### Description

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.


Id: spells_vo.md#remove-curse
AltName: [Lever une malédiction](spells_hd.md#lever-une-malédiction)
Discriminator: SpellItem
Name: Remove Curse
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p174)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric, Paladin, Warlock, Wizard
Components: V, S
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 3
Range: Touch
SpellItem_Type: abjuration
AttributesDictionary:
Name: Remove Curse
Markdown: >+
  # <!--Name-->Remove Curse<!--/Name-->


  - MDR: <!--AltName-->[Lever une malédiction](spells_hd.md#lever-une-malédiction)<!--/AltName-->

  - Source: <!--Source-->(SRD p174)<!--/Source-->

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

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

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

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

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

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


  ### Description


  At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

AltName: '[Lever une malédiction](spells_hd.md#lever-une-malédiction)'
Source: (SRD p174)
Level: 3
Type: abjuration
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Cleric, Paladin, Warlock, Wizard

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

---

# <!--Name-->Remove Curse<!--/Name-->

- MDR: <!--AltName-->[Lever une malédiction](spells_hd.md#lever-une-malédiction)<!--/AltName-->
- Source: <!--Source-->(SRD p174)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric, Paladin, Warlock, Wizard<!--/Classes-->

### Description

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.


Id: spells_vo.md#reincarnate
AltName: [Réincarnation](spells_hd.md#réincarnation)
Discriminator: SpellItem
Name: Reincarnate
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p174)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 hour
Classes: Druid
Components: V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 5
Range: Touch
SpellItem_Type: transmutation
AttributesDictionary:
Name: Reincarnate
Markdown: >+
  # <!--Name-->Reincarnate<!--/Name-->


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

  - Source: <!--Source-->(SRD p174)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body.


  If the target's soul isn't free or willing to do so, the spell fails.


  The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.


  |d100|Race|

  |---|---|

  |01-04|Dragonborn|

  |05-13|Dwarf, hill|

  |14-21|Dwarf, mountain|

  |22-25|Elf, dark|

  |26-34|Elf, high|

  |35-42|Elf, wood|

  |43-46|Gnome, forest|

  |47-52|Gnome, rock|

  |53-56|Half-elf|

  |57-60|Half-orc|

  |61-68|Halfling, lightfoot|

  |69-76|Halfling, stout|

  |77-96|Human|

  |97-00|Tiefling|


  The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

AltName: '[Réincarnation](spells_hd.md#réincarnation)'
Source: (SRD p174)
Level: 5
Type: transmutation
CastingTime: 1 hour
Range: Touch
Components: V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
Classes: Druid

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

---

# <!--Name-->Reincarnate<!--/Name-->

- MDR: <!--AltName-->[Réincarnation](spells_hd.md#réincarnation)<!--/AltName-->
- Source: <!--Source-->(SRD p174)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 hour<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Druid<!--/Classes-->

### Description

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body.

If the target's soul isn't free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.

|d100|Race|
|---|---|
|01-04|Dragonborn|
|05-13|Dwarf, hill|
|14-21|Dwarf, mountain|
|22-25|Elf, dark|
|26-34|Elf, high|
|35-42|Elf, wood|
|43-46|Gnome, forest|
|47-52|Gnome, rock|
|53-56|Half-elf|
|57-60|Half-orc|
|61-68|Halfling, lightfoot|
|69-76|Halfling, stout|
|77-96|Human|
|97-00|Tiefling|

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.


Id: spells_vo.md#regenerate
AltName: [Régénération](spells_hd.md#régénération)
Discriminator: SpellItem
Name: Regenerate
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p174)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 minute
Classes: Bard, Cleric, Druid
Components: V, S, M (a prayer wheel and holy water)
Duration: 1 hour
SpellItem_Family: SpellVO
Level: 7
Range: Touch
SpellItem_Type: transmutation
AttributesDictionary:
Name: Regenerate
Markdown: >+
  # <!--Name-->Regenerate<!--/Name-->


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

  - Source: <!--Source-->(SRD p174)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a prayer wheel and holy water)<!--/Components-->

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

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


  ### Description


  You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).


  The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

AltName: '[Régénération](spells_hd.md#régénération)'
Source: (SRD p174)
Level: 7
Type: transmutation
CastingTime: 1 minute
Range: Touch
Components: V, S, M (a prayer wheel and holy water)
Duration: 1 hour
Classes: Bard, Cleric, Druid

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

---

# <!--Name-->Regenerate<!--/Name-->

- MDR: <!--AltName-->[Régénération](spells_hd.md#régénération)<!--/AltName-->
- Source: <!--Source-->(SRD p174)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a prayer wheel and holy water)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid<!--/Classes-->

### Description

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.


Id: spells_vo.md#polymorph
AltName: [Métamorphose](spells_hd.md#métamorphose)
Discriminator: SpellItem
Name: Polymorph
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p169)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Druid, Sorcerer, Wizard
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
SpellItem_Family: SpellVO
Level: 4
Range: 60 feet
SpellItem_Type: transmutation
AttributesDictionary:
Name: Polymorph
Markdown: >+
  # <!--Name-->Polymorph<!--/Name-->


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

  - Source: <!--Source-->(SRD p169)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a caterpillar cocoon)<!--/Components-->

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

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


  ### Description


  This spell transforms a creature that you can see and that have at least 1 hit point within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.


  The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.


  The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.


  The creature is limited in the actions it can perform by he nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.


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

AltName: '[Métamorphose](spells_hd.md#métamorphose)'
Source: (SRD p169)
Level: 4
Type: transmutation
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
Classes: Bard, Druid, Sorcerer, Wizard

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

---

# <!--Name-->Polymorph<!--/Name-->

- MDR: <!--AltName-->[Métamorphose](spells_hd.md#métamorphose)<!--/AltName-->
- Source: <!--Source-->(SRD p169)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a caterpillar cocoon)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Sorcerer, Wizard<!--/Classes-->

### Description

This spell transforms a creature that you can see and that have at least 1 hit point within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by he nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

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


Id: spells_vo.md#power-word-kill
AltName: [Mot de pouvoir mortel](spells_hd.md#mot-de-pouvoir-mortel)
Discriminator: SpellItem
Name: Power Word Kill
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p170)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Sorcerer, Warlock, Wizard
Components: V
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 9
Range: 60 feet
SpellItem_Type: enchantment
AttributesDictionary:
Name: Power Word Kill
Markdown: >+
  # <!--Name-->Power Word Kill<!--/Name-->


  - MDR: <!--AltName-->[Mot de pouvoir mortel](spells_hd.md#mot-de-pouvoir-mortel)<!--/AltName-->

  - Source: <!--Source-->(SRD p170)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

AltName: '[Mot de pouvoir mortel](spells_hd.md#mot-de-pouvoir-mortel)'
Source: (SRD p170)
Level: 9
Type: enchantment
CastingTime: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard

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

---

# <!--Name-->Power Word Kill<!--/Name-->

- MDR: <!--AltName-->[Mot de pouvoir mortel](spells_hd.md#mot-de-pouvoir-mortel)<!--/AltName-->
- Source: <!--Source-->(SRD p170)<!--/Source-->
-  <!--Level-->9<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.


Id: spells_vo.md#power-word-stun
AltName: [Mot de pouvoir étourdissant](spells_hd.md#mot-de-pouvoir-étourdissant)
Discriminator: SpellItem
Name: Power Word Stun
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p170)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Sorcerer, Warlock, Wizard
Components: V
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 8
Range: 60 feet
SpellItem_Type: enchantment
AttributesDictionary:
Name: Power Word Stun
Markdown: >+
  # <!--Name-->Power Word Stun<!--/Name-->


  - MDR: <!--AltName-->[Mot de pouvoir étourdissant](spells_hd.md#mot-de-pouvoir-étourdissant)<!--/AltName-->

  - Source: <!--Source-->(SRD p170)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.


  The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

AltName: '[Mot de pouvoir étourdissant](spells_hd.md#mot-de-pouvoir-étourdissant)'
Source: (SRD p170)
Level: 8
Type: enchantment
CastingTime: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard

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

---

# <!--Name-->Power Word Stun<!--/Name-->

- MDR: <!--AltName-->[Mot de pouvoir étourdissant](spells_hd.md#mot-de-pouvoir-étourdissant)<!--/AltName-->
- Source: <!--Source-->(SRD p170)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.


Id: spells_vo.md#prayer-of-healing
AltName: [Prière de soins](spells_hd.md#prière-de-soins)
Discriminator: SpellItem
Name: Prayer of Healing
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p170)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 10 minutes
Classes: Cleric
Components: V
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 2
Range: 30 feet
SpellItem_Type: evocation
AttributesDictionary:
Name: Prayer of Healing
Markdown: >+
  # <!--Name-->Prayer of Healing<!--/Name-->


  - MDR: <!--AltName-->[Prière de soins](spells_hd.md#prière-de-soins)<!--/AltName-->

  - Source: <!--Source-->(SRD p170)<!--/Source-->

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

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

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

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

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

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


  ### Description


  Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

AltName: '[Prière de soins](spells_hd.md#prière-de-soins)'
Source: (SRD p170)
Level: 2
Type: evocation
CastingTime: 10 minutes
Range: 30 feet
Components: V
Duration: Instantaneous
Classes: Cleric

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

---

# <!--Name-->Prayer of Healing<!--/Name-->

- MDR: <!--AltName-->[Prière de soins](spells_hd.md#prière-de-soins)<!--/AltName-->
- Source: <!--Source-->(SRD p170)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.


Id: spells_vo.md#prestidigitation
AltName: [Prestidigitation](spells_hd.md#prestidigitation)
Discriminator: SpellItem
Name: Prestidigitation
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p170)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Sorcerer, Warlock, Wizard
Components: V, S
Duration: Up to 1 hour
SpellItem_Family: SpellVO
Level: cantrip
Range: 10 feet
SpellItem_Type: Transmutation
AttributesDictionary:
Name: Prestidigitation
Markdown: >+
  # <!--Name-->Prestidigitation<!--/Name-->


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

  - Source: <!--Source-->(SRD p170)<!--/Source-->

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

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

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

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

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

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


  ### Description


  This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:


  * You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.


  * You instantaneously light or snuff out a candle, a torch, or a small campfire.


  * You instantaneously clean or soil an object no larger than 1 cubic foot.


  * You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.


  * You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.


  * You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.


  If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

AltName: '[Prestidigitation](spells_hd.md#prestidigitation)'
Source: (SRD p170)
Type: Transmutation
Level: cantrip
CastingTime: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard

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

---

# <!--Name-->Prestidigitation<!--/Name-->

- MDR: <!--AltName-->[Prestidigitation](spells_hd.md#prestidigitation)<!--/AltName-->
- Source: <!--Source-->(SRD p170)<!--/Source-->
-  <!--Type-->Transmutation<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->10 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

* You instantaneously light or snuff out a candle, a torch, or a small campfire.

* You instantaneously clean or soil an object no larger than 1 cubic foot.

* You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

* You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

* You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Id: spells_vo.md#prismatic-spray
AltName: [Embruns prismatiques](spells_hd.md#embruns-prismatiques)
Discriminator: SpellItem
Name: Prismatic Spray
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p170)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Wizard
Components: V, S
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 7
Range: Self (60-foot cone)
SpellItem_Type: evocation
AttributesDictionary:
Name: Prismatic Spray
Markdown: >+
  # <!--Name-->Prismatic Spray<!--/Name-->


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

  - Source: <!--Source-->(SRD p170)<!--/Source-->

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

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

  - **Range :** <!--Range-->Self (60-foot cone)<!--/Range-->

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

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

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


  ### Description


  Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.


  **1. Red**. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.


  **2. Orange**. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.


  **3. Yellow**. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.


  **4. Green**. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.


  **5. Blue**. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.


  **6. Indigo**. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.


  **7. Violet**. On a failed save, the target is [blinded](conditions_vo.md#blinded). It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer [blinded](conditions_vo.md#blinded). (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)


  **8. Special**. The target is struck by two rays. Roll twice more, rerolling any 8.

AltName: '[Embruns prismatiques](spells_hd.md#embruns-prismatiques)'
Source: (SRD p170)
Level: 7
Type: evocation
CastingTime: 1 action
Range: Self (60-foot cone)
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard

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

---

# <!--Name-->Prismatic Spray<!--/Name-->

- MDR: <!--AltName-->[Embruns prismatiques](spells_hd.md#embruns-prismatiques)<!--/AltName-->
- Source: <!--Source-->(SRD p170)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (60-foot cone)<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

**1. Red**. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.

**2. Orange**. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.

**3. Yellow**. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

**4. Green**. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.

**5. Blue**. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.

**6. Indigo**. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

**7. Violet**. On a failed save, the target is [blinded](conditions_vo.md#blinded). It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer [blinded](conditions_vo.md#blinded). (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)

**8. Special**. The target is struck by two rays. Roll twice more, rerolling any 8.


Id: spells_vo.md#prismatic-wall
AltName: [Mur prismatique](spells_hd.md#mur-prismatique)
Discriminator: SpellItem
Name: Prismatic Wall
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p171)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Wizard
Components: V, S
Duration: 10 minutes
SpellItem_Family: SpellVO
Level: 9
Range: 60 feet
SpellItem_Type: abjuration
AttributesDictionary:
Name: Prismatic Wall
Markdown: >+
  # <!--Name-->Prismatic Wall<!--/Name-->


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

  - Source: <!--Source-->(SRD p171)<!--/Source-->

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

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

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

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

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

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


  ### Description


  A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.


  The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become [blinded](conditions_vo.md#blinded) for 1 minute.


  The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below.


  The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An _[antimagic field](spells_vo.hd#antimagic-field)_ has no effect on it.


  **1. Red**. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.


  **2. Orange**. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.


  **3. Yellow**. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.


  **4. Green**. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A _[passwall](spells_vo.hd#passwall)_ spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.


  **5. Blue**. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.


  **6. Indigo**. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.


  While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a _[daylight](spells_vo.hd#daylight)_ spell or a similar spell of equal or higher level.


  **7. Violet**. On a failed save, the creature is [blinded](conditions_vo.md#blinded). It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer [blinded](conditions_vo.md#blinded). (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a _[dispel magic](spells_vo.hd#dispel-magic)_ spell or a similar spell of equal or higher level that can end spells and magical effects.

AltName: '[Mur prismatique](spells_hd.md#mur-prismatique)'
Source: (SRD p171)
Level: 9
Type: abjuration
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
Classes: Wizard

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

---

# <!--Name-->Prismatic Wall<!--/Name-->

- MDR: <!--AltName-->[Mur prismatique](spells_hd.md#mur-prismatique)<!--/AltName-->
- Source: <!--Source-->(SRD p171)<!--/Source-->
-  <!--Level-->9<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->10 minutes<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become [blinded](conditions_vo.md#blinded) for 1 minute.

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An _[antimagic field](spells_vo.hd#antimagic-field)_ has no effect on it.

**1. Red**. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.

**2. Orange**. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.

**3. Yellow**. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.

**4. Green**. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A _[passwall](spells_vo.hd#passwall)_ spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.

**5. Blue**. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.

**6. Indigo**. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.

While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a _[daylight](spells_vo.hd#daylight)_ spell or a similar spell of equal or higher level.

**7. Violet**. On a failed save, the creature is [blinded](conditions_vo.md#blinded). It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer [blinded](conditions_vo.md#blinded). (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a _[dispel magic](spells_vo.hd#dispel-magic)_ spell or a similar spell of equal or higher level that can end spells and magical effects.


Id: spells_vo.md#produce-flame
AltName: [Produire une flamme](spells_hd.md#produire-une-flamme)
Discriminator: SpellItem
Name: Produce Flame
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p172)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid
Components: V, S
Duration: 10 minutes
SpellItem_Family: SpellVO
Level: cantrip
Range: Self
SpellItem_Type: Conjuration
AttributesDictionary:
Name: Produce Flame
Markdown: >+
  # <!--Name-->Produce Flame<!--/Name-->


  - MDR: <!--AltName-->[Produire une flamme](spells_hd.md#produire-une-flamme)<!--/AltName-->

  - Source: <!--Source-->(SRD p172)<!--/Source-->

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

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

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

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

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

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


  ### Description


  A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.


  You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.


  This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

AltName: '[Produire une flamme](spells_hd.md#produire-une-flamme)'
Source: (SRD p172)
Type: Conjuration
Level: cantrip
CastingTime: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
Classes: Druid

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

---

# <!--Name-->Produce Flame<!--/Name-->

- MDR: <!--AltName-->[Produire une flamme](spells_hd.md#produire-une-flamme)<!--/AltName-->
- Source: <!--Source-->(SRD p172)<!--/Source-->
-  <!--Type-->Conjuration<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->10 minutes<!--/Duration-->
- Classes: <!--Classes-->Druid<!--/Classes-->

### Description

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Id: spells_vo.md#shocking-grasp
AltName: [Poigne électrique](spells_hd.md#poigne-électrique)
Discriminator: SpellItem
Name: Shocking Grasp
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p179)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Wizard
Components: V, S
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: cantrip
Range: Touch
SpellItem_Type: Evocation
AttributesDictionary:
Name: Shocking Grasp
Markdown: >+
  # <!--Name-->Shocking Grasp<!--/Name-->


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

  - Source: <!--Source-->(SRD p179)<!--/Source-->

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

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

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

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

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

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


  ### Description


  Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.


  The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

AltName: '[Poigne électrique](spells_hd.md#poigne-électrique)'
Source: (SRD p179)
Type: Evocation
Level: cantrip
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard

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

---

# <!--Name-->Shocking Grasp<!--/Name-->

- MDR: <!--AltName-->[Poigne électrique](spells_hd.md#poigne-électrique)<!--/AltName-->
- Source: <!--Source-->(SRD p179)<!--/Source-->
-  <!--Type-->Evocation<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Id: spells_vo.md#programmed-illusion
AltName: [Illusion programmée](spells_hd.md#illusion-programmée)
Discriminator: SpellItem
Name: Programmed Illusion
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p172)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Wizard
Components: V, S, M (a bit of fleece and jade dust worth at least 25 gp)
Duration: Until dispelled
SpellItem_Family: SpellVO
Level: 6
Range: 120 feet
SpellItem_Type: illusion
AttributesDictionary:
Name: Programmed Illusion
Markdown: >+
  # <!--Name-->Programmed Illusion<!--/Name-->


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

  - Source: <!--Source-->(SRD p172)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a bit of fleece and jade dust worth at least 25 gp)<!--/Components-->

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

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


  ### Description


  You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.


  When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.


  The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.


  Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

AltName: '[Illusion programmée](spells_hd.md#illusion-programmée)'
Source: (SRD p172)
Level: 6
Type: illusion
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (a bit of fleece and jade dust worth at least 25 gp)
Duration: Until dispelled
Classes: Bard, Wizard

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

---

# <!--Name-->Programmed Illusion<!--/Name-->

- MDR: <!--AltName-->[Illusion programmée](spells_hd.md#illusion-programmée)<!--/AltName-->
- Source: <!--Source-->(SRD p172)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a bit of fleece and jade dust worth at least 25 gp)<!--/Components-->
- **Duration :** <!--Duration-->Until dispelled<!--/Duration-->
- Classes: <!--Classes-->Bard, Wizard<!--/Classes-->

### Description

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.


Id: spells_vo.md#protection-from-energy
AltName: [Protection contre les énergies](spells_hd.md#protection-contre-les-énergies)
Discriminator: SpellItem
Name: Protection from Energy
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p173)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric, Druid, Ranger, Sorcerer, Wizard
Components: V, S
Duration: Concentration, up to 1 hour
SpellItem_Family: SpellVO
Level: 3
Range: Touch
SpellItem_Type: abjuration
AttributesDictionary:
Name: Protection from Energy
Markdown: >+
  # <!--Name-->Protection from Energy<!--/Name-->


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

  - Source: <!--Source-->(SRD p173)<!--/Source-->

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

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

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

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

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

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


  ### Description


  For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

AltName: '[Protection contre les énergies](spells_hd.md#protection-contre-les-énergies)'
Source: (SRD p173)
Level: 3
Type: abjuration
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Cleric, Druid, Ranger, Sorcerer, Wizard

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

---

# <!--Name-->Protection from Energy<!--/Name-->

- MDR: <!--AltName-->[Protection contre les énergies](spells_hd.md#protection-contre-les-énergies)<!--/AltName-->
- Source: <!--Source-->(SRD p173)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid, Ranger, Sorcerer, Wizard<!--/Classes-->

### Description

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.


Id: spells_vo.md#protection-from-evil-and-good
AltName: [Protection contre le mal et le bien](spells_hd.md#protection-contre-le-mal-et-le-bien)
Discriminator: SpellItem
Name: Protection from Evil and Good
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p173)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric, Paladin, Warlock, Wizard
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes
SpellItem_Family: SpellVO
Level: 1
Range: Touch
SpellItem_Type: abjuration
AttributesDictionary:
Name: Protection from Evil and Good
Markdown: >+
  # <!--Name-->Protection from Evil and Good<!--/Name-->


  - MDR: <!--AltName-->[Protection contre le mal et le bien](spells_hd.md#protection-contre-le-mal-et-le-bien)<!--/AltName-->

  - Source: <!--Source-->(SRD p173)<!--/Source-->

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

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

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

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

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

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


  ### Description


  Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.


  The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

AltName: '[Protection contre le mal et le bien](spells_hd.md#protection-contre-le-mal-et-le-bien)'
Source: (SRD p173)
Level: 1
Type: abjuration
CastingTime: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes
Classes: Cleric, Paladin, Warlock, Wizard

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

---

# <!--Name-->Protection from Evil and Good<!--/Name-->

- MDR: <!--AltName-->[Protection contre le mal et le bien](spells_hd.md#protection-contre-le-mal-et-le-bien)<!--/AltName-->
- Source: <!--Source-->(SRD p173)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (holy water or powdered silver and iron, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Cleric, Paladin, Warlock, Wizard<!--/Classes-->

### Description

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.


Id: spells_vo.md#protection-from-poison
AltName: [Protection contre le poison](spells_hd.md#protection-contre-le-poison)
Discriminator: SpellItem
Name: Protection from Poison
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p173)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric, Druid, Paladin, Ranger
Components: V, S
Duration: 1 hour
SpellItem_Family: SpellVO
Level: 2
Range: Touch
SpellItem_Type: abjuration
AttributesDictionary:
Name: Protection from Poison
Markdown: >+
  # <!--Name-->Protection from Poison<!--/Name-->


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

  - Source: <!--Source-->(SRD p173)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the targe you neutralize one poison that you know is present, or you neutralize one at random.


  For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

AltName: '[Protection contre le poison](spells_hd.md#protection-contre-le-poison)'
Source: (SRD p173)
Level: 2
Type: abjuration
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
Classes: Cleric, Druid, Paladin, Ranger

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

---

# <!--Name-->Protection from Poison<!--/Name-->

- MDR: <!--AltName-->[Protection contre le poison](spells_hd.md#protection-contre-le-poison)<!--/AltName-->
- Source: <!--Source-->(SRD p173)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid, Paladin, Ranger<!--/Classes-->

### Description

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the targe you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.


Id: spells_vo.md#purify-food-and-drink
AltName: [Purification de la nourriture et de l'eau](spells_hd.md#purification-de-la-nourriture-et-de-leau)
Discriminator: SpellItem
Name: Purify Food and Drink
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p173)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric, Druid, Paladin
Components: V, S
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 1
Range: 10 feet
Ritual: ritual
SpellItem_Type: transmutation
AttributesDictionary:
Name: Purify Food and Drink
Markdown: >+
  # <!--Name-->Purify Food and Drink<!--/Name-->


  - MDR: <!--AltName-->[Purification de la nourriture et de l'eau](spells_hd.md#purification-de-la-nourriture-et-de-leau)<!--/AltName-->

  - Source: <!--Source-->(SRD p173)<!--/Source-->

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

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

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

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

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

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


  ### Description


  All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

AltName: "[Purification de la nourriture et de l'eau](spells_hd.md#purification-de-la-nourriture-et-de-leau)"
Source: (SRD p173)
Level: 1
Type: transmutation
Ritual: ritual
CastingTime: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Druid, Paladin

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

---

# <!--Name-->Purify Food and Drink<!--/Name-->

- MDR: <!--AltName-->[Purification de la nourriture et de l'eau](spells_hd.md#purification-de-la-nourriture-et-de-leau)<!--/AltName-->
- Source: <!--Source-->(SRD p173)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->transmutation<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->10 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid, Paladin<!--/Classes-->

### Description

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.


Id: spells_vo.md#raise-dead
AltName: [Rappel à la vie](spells_hd.md#rappel-à-la-vie)
Discriminator: SpellItem
Name: Raise Dead
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p173)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 hour
Classes: Bard, Cleric, Paladin
Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 5
Range: Touch
SpellItem_Type: necromancy
AttributesDictionary:
Name: Raise Dead
Markdown: >+
  # <!--Name-->Raise Dead<!--/Name-->


  - MDR: <!--AltName-->[Rappel à la vie](spells_hd.md#rappel-à-la-vie)<!--/AltName-->

  - Source: <!--Source-->(SRD p173)<!--/Source-->

  -  <!--Level-->5<!--/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 500 gp, which the spell consumes)<!--/Components-->

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

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


  ### Description


  You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.


  This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.


  This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.


  Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

AltName: '[Rappel à la vie](spells_hd.md#rappel-à-la-vie)'
Source: (SRD p173)
Level: 5
Type: necromancy
CastingTime: 1 hour
Range: Touch
Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
Duration: Instantaneous
Classes: Bard, Cleric, Paladin

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

---

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

- MDR: <!--AltName-->[Rappel à la vie](spells_hd.md#rappel-à-la-vie)<!--/AltName-->
- Source: <!--Source-->(SRD p173)<!--/Source-->
-  <!--Level-->5<!--/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 500 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Paladin<!--/Classes-->

### Description

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.


Id: spells_vo.md#telepathic-bond
AltName: [Lien télépathique](spells_hd.md#lien-télépathique)
Discriminator: SpellItem
Name: Telepathic Bond
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p185)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Wizard
Components: V, S, M (pieces of eggshell from two different kinds of creatures)
Duration: 1 hour
SpellItem_Family: SpellVO
Level: 5
Range: 30 feet
Ritual: ritual
SpellItem_Type: divination
AttributesDictionary:
Name: Telepathic Bond
Markdown: >+
  # <!--Name-->Telepathic Bond<!--/Name-->


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

  - Source: <!--Source-->(SRD p185)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (pieces of eggshell from two different kinds of creatures)<!--/Components-->

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

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


  ### Description


  You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.


  Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

AltName: '[Lien télépathique](spells_hd.md#lien-télépathique)'
Source: (SRD p185)
Level: 5
Type: divination
Ritual: ritual
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (pieces of eggshell from two different kinds of creatures)
Duration: 1 hour
Classes: Wizard

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

---

# <!--Name-->Telepathic Bond<!--/Name-->

- MDR: <!--AltName-->[Lien télépathique](spells_hd.md#lien-télépathique)<!--/AltName-->
- Source: <!--Source-->(SRD p185)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (pieces of eggshell from two different kinds of creatures)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.


Id: spells_vo.md#ray-of-enfeeblement
AltName: [Rayon affaiblissant](spells_hd.md#rayon-affaiblissant)
Discriminator: SpellItem
Name: Ray of Enfeeblement
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p174)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Warlock, Wizard
Components: V, S
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 2
Range: 60 feet
SpellItem_Type: necromancy
AttributesDictionary:
Name: Ray of Enfeeblement
Markdown: >+
  # <!--Name-->Ray of Enfeeblement<!--/Name-->


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

  - Source: <!--Source-->(SRD p174)<!--/Source-->

  -  <!--Level-->2<!--/Level-->nd-level <!--Type-->necromancy<!--/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-->Warlock, Wizard<!--/Classes-->


  ### Description


  A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.


  At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

AltName: '[Rayon affaiblissant](spells_hd.md#rayon-affaiblissant)'
Source: (SRD p174)
Level: 2
Type: necromancy
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard

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

---

# <!--Name-->Ray of Enfeeblement<!--/Name-->

- MDR: <!--AltName-->[Rayon affaiblissant](spells_hd.md#rayon-affaiblissant)<!--/AltName-->
- Source: <!--Source-->(SRD p174)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->necromancy<!--/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-->Warlock, Wizard<!--/Classes-->

### Description

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.


Id: spells_vo.md#ray-of-frost
AltName: [Rayon de givre](spells_hd.md#rayon-de-givre)
Discriminator: SpellItem
Name: Ray of Frost
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p174)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Wizard
Components: V, S
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: cantrip
Range: 60 feet
SpellItem_Type: Evocation
AttributesDictionary:
Name: Ray of Frost
Markdown: >+
  # <!--Name-->Ray of Frost<!--/Name-->


  - MDR: <!--AltName-->[Rayon de givre](spells_hd.md#rayon-de-givre)<!--/AltName-->

  - Source: <!--Source-->(SRD p174)<!--/Source-->

  -  <!--Type-->Evocation<!--/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


  A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.


  The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

AltName: '[Rayon de givre](spells_hd.md#rayon-de-givre)'
Source: (SRD p174)
Type: Evocation
Level: cantrip
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard

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

---

# <!--Name-->Ray of Frost<!--/Name-->

- MDR: <!--AltName-->[Rayon de givre](spells_hd.md#rayon-de-givre)<!--/AltName-->
- Source: <!--Source-->(SRD p174)<!--/Source-->
-  <!--Type-->Evocation<!--/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

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Id: spells_vo.md#project-image
AltName: [Image projetée](spells_hd.md#image-projetée)
Discriminator: SpellItem
Name: Project Image
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p172)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Wizard
Components: V, S, M (a small replica of you made from materials worth at least 5 gp)
Duration: Concentration, up to 1 day
SpellItem_Family: SpellVO
Level: 7
Range: 500 miles
SpellItem_Type: illusion
AttributesDictionary:
Name: Project Image
Markdown: >+
  # <!--Name-->Project Image<!--/Name-->


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

  - Source: <!--Source-->(SRD p172)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a small replica of you made from materials worth at least 5 gp)<!--/Components-->

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

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


  ### Description


  You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.


  You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.


  You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are [blinded](conditions_vo.md#blinded) and deafened in regard to your own surroundings.


  Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

AltName: '[Image projetée](spells_hd.md#image-projetée)'
Source: (SRD p172)
Level: 7
Type: illusion
CastingTime: 1 action
Range: 500 miles
Components: V, S, M (a small replica of you made from materials worth at least 5 gp)
Duration: Concentration, up to 1 day
Classes: Bard, Wizard

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

---

# <!--Name-->Project Image<!--/Name-->

- MDR: <!--AltName-->[Image projetée](spells_hd.md#image-projetée)<!--/AltName-->
- Source: <!--Source-->(SRD p172)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->500 miles<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small replica of you made from materials worth at least 5 gp)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 day<!--/Duration-->
- Classes: <!--Classes-->Bard, Wizard<!--/Classes-->

### Description

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are [blinded](conditions_vo.md#blinded) and deafened in regard to your own surroundings.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.


Id: spells_vo.md#poison-spray
AltName: [Bouffée de poison](spells_hd.md#bouffée-de-poison)
Discriminator: SpellItem
Name: Poison Spray
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p169)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid, Sorcerer, Warlock, Wizard
Components: V, S
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: cantrip
Range: 10 feet
SpellItem_Type: Conjuration
AttributesDictionary:
Name: Poison Spray
Markdown: >+
  # <!--Name-->Poison Spray<!--/Name-->


  - MDR: <!--AltName-->[Bouffée de poison](spells_hd.md#bouffée-de-poison)<!--/AltName-->

  - Source: <!--Source-->(SRD p169)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.


  This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

AltName: '[Bouffée de poison](spells_hd.md#bouffée-de-poison)'
Source: (SRD p169)
Type: Conjuration
Level: cantrip
CastingTime: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
Classes: Druid, Sorcerer, Warlock, Wizard

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

---

# <!--Name-->Poison Spray<!--/Name-->

- MDR: <!--AltName-->[Bouffée de poison](spells_hd.md#bouffée-de-poison)<!--/AltName-->
- Source: <!--Source-->(SRD p169)<!--/Source-->
-  <!--Type-->Conjuration<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->10 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Druid, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).


Id: spells_vo.md#silence
AltName: [Silence](spells_hd.md#silence)
Discriminator: SpellItem
Name: Silence
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p179)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Cleric, Ranger
Components: V, S
Duration: Concentration, up to 10 minutes
SpellItem_Family: SpellVO
Level: 2
Range: 120 feet
Ritual: ritual
SpellItem_Type: illusion
AttributesDictionary:
Name: Silence
Markdown: >+
  # <!--Name-->Silence<!--/Name-->


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

  - Source: <!--Source-->(SRD p179)<!--/Source-->

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

  - **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-->Bard, Cleric, Ranger<!--/Classes-->


  ### Description


  For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.


  Casting a spell that includes a verbal component is impossible there.

AltName: '[Silence](spells_hd.md#silence)'
Source: (SRD p179)
Level: 2
Type: illusion
Ritual: ritual
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Bard, Cleric, Ranger

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

---

# <!--Name-->Silence<!--/Name-->

- MDR: <!--AltName-->[Silence](spells_hd.md#silence)<!--/AltName-->
- Source: <!--Source-->(SRD p179)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->illusion<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **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-->Bard, Cleric, Ranger<!--/Classes-->

### Description

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.

Casting a spell that includes a verbal component is impossible there.


Id: spells_vo.md#simulacrum
AltName: [Simulacre](spells_hd.md#simulacre)
Discriminator: SpellItem
Name: Simulacrum
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p180)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 12 hours
Classes: Wizard
Duration: Until dispelled
SpellItem_Family: SpellVO
Level: 7
Range: Touch
SpellItem_Type: illusion
AttributesDictionary:
Name: Simulacrum
Markdown: >+
  # <!--Name-->Simulacrum<!--/Name-->


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

  - Source: <!--Source-->(SRD p180)<!--/Source-->

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

  - **Casting Time :** <!--CastingTime-->12 hours<!--/CastingTime-->

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

  - **Components :** <!--Components-->V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)<!--/Components-->

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

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


  ### Description


  You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.


  The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.


  If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.


  If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

AltName: '[Simulacre](spells_hd.md#simulacre)'
Source: (SRD p180)
Level: 7
Type: illusion
CastingTime: 12 hours
Range: Touch
Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
Duration: Until dispelled
Classes: Wizard

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

---

# <!--Name-->Simulacrum<!--/Name-->

- MDR: <!--AltName-->[Simulacre](spells_hd.md#simulacre)<!--/AltName-->
- Source: <!--Source-->(SRD p180)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->12 hours<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)<!--/Components-->
- **Duration :** <!--Duration-->Until dispelled<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

Components:
V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)


Id: spells_vo.md#teleportation-circle
AltName: [Cercle de téléportation](spells_hd.md#cercle-de-téléportation)
Discriminator: SpellItem
Name: Teleportation Circle
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p186)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 minute
Classes: Bard, Sorcerer, Wizard
Components: V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes)
Duration: 1 round
SpellItem_Family: SpellVO
Level: 5
Range: 10 feet
SpellItem_Type: conjuration
AttributesDictionary:
Name: Teleportation Circle
Markdown: >+
  # <!--Name-->Teleportation Circle<!--/Name-->


  - MDR: <!--AltName-->[Cercle de téléportation](spells_hd.md#cercle-de-téléportation)<!--/AltName-->

  - Source: <!--Source-->(SRD p186)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes)<!--/Components-->

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

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


  ### Description


  As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.


  Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.


  You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

AltName: '[Cercle de téléportation](spells_hd.md#cercle-de-téléportation)'
Source: (SRD p186)
Level: 5
Type: conjuration
CastingTime: 1 minute
Range: 10 feet
Components: V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes)
Duration: 1 round
Classes: Bard, Sorcerer, Wizard

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

---

# <!--Name-->Teleportation Circle<!--/Name-->

- MDR: <!--AltName-->[Cercle de téléportation](spells_hd.md#cercle-de-téléportation)<!--/AltName-->
- Source: <!--Source-->(SRD p186)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->10 feet<!--/Range-->
- **Components :** <!--Components-->V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->1 round<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.


Id: spells_vo.md#floating-disk
AltName: [Disque flottant](spells_hd.md#disque-flottant)
Discriminator: SpellItem
Name: Floating Disk
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p146)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Wizard
Components: V, S, M (a drop of mercury)
Duration: 1 hour
SpellItem_Family: SpellVO
Level: 1
Range: 30 feet
Ritual: ritual
SpellItem_Type: conjuration
AttributesDictionary:
Name: Floating Disk
Markdown: >+
  # <!--Name-->Floating Disk<!--/Name-->


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

  - Source: <!--Source-->(SRD p146)<!--/Source-->

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

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

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

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

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

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


  ### Description


  This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.


  The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.


  If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

AltName: '[Disque flottant](spells_hd.md#disque-flottant)'
Source: (SRD p146)
Level: 1
Type: conjuration
Ritual: ritual
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a drop of mercury)
Duration: 1 hour
Classes: Wizard

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

---

# <!--Name-->Floating Disk<!--/Name-->

- MDR: <!--AltName-->[Disque flottant](spells_hd.md#disque-flottant)<!--/AltName-->
- Source: <!--Source-->(SRD p146)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->conjuration<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a drop of mercury)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.


Id: spells_vo.md#thaumaturgy
AltName: [Thaumaturgie](spells_hd.md#thaumaturgie)
Discriminator: SpellItem
Name: Thaumaturgy
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p187)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric
Components: V
Duration: Up to 1 minute
SpellItem_Family: SpellVO
Level: cantrip
Range: 30 feet
SpellItem_Type: Transmutation
AttributesDictionary:
Name: Thaumaturgy
Markdown: >+
  # <!--Name-->Thaumaturgy<!--/Name-->


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

  - Source: <!--Source-->(SRD p187)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:


  * Your voice booms up to three times as loud as normal for 1 minute.


  * You cause flames to flicker, brighten, dim, or change color for 1 minute.


  * You cause harmless tremors in the ground for 1 minute.


  * You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.


  * You instantaneously cause an unlocked door or window to fly open or slam shut.


  * You alter the appearance of your eyes for 1 minute.


  If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

AltName: '[Thaumaturgie](spells_hd.md#thaumaturgie)'
Source: (SRD p187)
Type: Transmutation
Level: cantrip
CastingTime: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
Classes: Cleric

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

---

# <!--Name-->Thaumaturgy<!--/Name-->

- MDR: <!--AltName-->[Thaumaturgie](spells_hd.md#thaumaturgie)<!--/AltName-->
- Source: <!--Source-->(SRD p187)<!--/Source-->
-  <!--Type-->Transmutation<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

* Your voice booms up to three times as loud as normal for 1 minute.

* You cause flames to flicker, brighten, dim, or change color for 1 minute.

* You cause harmless tremors in the ground for 1 minute.

* You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

* You instantaneously cause an unlocked door or window to fly open or slam shut.

* You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.


Id: spells_vo.md#thunderwave
AltName: [Vague tonnante](spells_hd.md#vague-tonnante)
Discriminator: SpellItem
Name: Thunderwave
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p187)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Druid, Sorcerer, Wizard
Components: V, S
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 1
Range: Self (15-foot cube)
SpellItem_Type: evocation
AttributesDictionary:
Name: Thunderwave
Markdown: >+
  # <!--Name-->Thunderwave<!--/Name-->


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

  - Source: <!--Source-->(SRD p187)<!--/Source-->

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

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

  - **Range :** <!--Range-->Self (15-foot cube)<!--/Range-->

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

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

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


  ### Description


  A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.


  In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.


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

AltName: '[Vague tonnante](spells_hd.md#vague-tonnante)'
Source: (SRD p187)
Level: 1
Type: evocation
CastingTime: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
Classes: Bard, Druid, Sorcerer, Wizard

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

---

# <!--Name-->Thunderwave<!--/Name-->

- MDR: <!--AltName-->[Vague tonnante](spells_hd.md#vague-tonnante)<!--/AltName-->
- Source: <!--Source-->(SRD p187)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (15-foot cube)<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Sorcerer, Wizard<!--/Classes-->

### Description

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

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


Id: spells_vo.md#time-stop
AltName: [Arrêt du temps](spells_hd.md#arrêt-du-temps)
Discriminator: SpellItem
Name: Time Stop
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p187)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Wizard
Components: V
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 9
Range: Self
SpellItem_Type: transmutation
AttributesDictionary:
Name: Time Stop
Markdown: >+
  # <!--Name-->Time Stop<!--/Name-->


  - MDR: <!--AltName-->[Arrêt du temps](spells_hd.md#arrêt-du-temps)<!--/AltName-->

  - Source: <!--Source-->(SRD p187)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.


  This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

AltName: '[Arrêt du temps](spells_hd.md#arrêt-du-temps)'
Source: (SRD p187)
Level: 9
Type: transmutation
CastingTime: 1 action
Range: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard

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

---

# <!--Name-->Time Stop<!--/Name-->

- MDR: <!--AltName-->[Arrêt du temps](spells_hd.md#arrêt-du-temps)<!--/AltName-->
- Source: <!--Source-->(SRD p187)<!--/Source-->
-  <!--Level-->9<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.


Id: spells_vo.md#tongues
AltName: [Langues](spells_hd.md#langues)
Discriminator: SpellItem
Name: Tongues
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p187)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Components: V, M (a small clay model of a ziggurat)
Duration: 1 hour
SpellItem_Family: SpellVO
Level: 3
Range: Touch
SpellItem_Type: divination
AttributesDictionary:
Name: Tongues
Markdown: >+
  # <!--Name-->Tongues<!--/Name-->


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

  - Source: <!--Source-->(SRD p187)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, M (a small clay model of a ziggurat)<!--/Components-->

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

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


  ### Description


  This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

AltName: '[Langues](spells_hd.md#langues)'
Source: (SRD p187)
Level: 3
Type: divination
CastingTime: 1 action
Range: Touch
Components: V, M (a small clay model of a ziggurat)
Duration: 1 hour
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

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

---

# <!--Name-->Tongues<!--/Name-->

- MDR: <!--AltName-->[Langues](spells_hd.md#langues)<!--/AltName-->
- Source: <!--Source-->(SRD p187)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->divination<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, M (a small clay model of a ziggurat)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.


Id: spells_vo.md#transport-via-plants
AltName: [Transport végétal](spells_hd.md#transport-végétal)
Discriminator: SpellItem
Name: Transport via Plants
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p188)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid
Components: V, S
Duration: 1 round
SpellItem_Family: SpellVO
Level: 6
Range: 10 feet
SpellItem_Type: conjuration
AttributesDictionary:
Name: Transport via Plants
Markdown: >+
  # <!--Name-->Transport via Plants<!--/Name-->


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

  - Source: <!--Source-->(SRD p188)<!--/Source-->

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

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

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

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

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

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


  ### Description


  This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

AltName: '[Transport végétal](spells_hd.md#transport-végétal)'
Source: (SRD p188)
Level: 6
Type: conjuration
CastingTime: 1 action
Range: 10 feet
Components: V, S
Duration: 1 round
Classes: Druid

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

---

# <!--Name-->Transport via Plants<!--/Name-->

- MDR: <!--AltName-->[Transport végétal](spells_hd.md#transport-végétal)<!--/AltName-->
- Source: <!--Source-->(SRD p188)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->10 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->1 round<!--/Duration-->
- Classes: <!--Classes-->Druid<!--/Classes-->

### Description

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.


Id: spells_vo.md#tree-stride
AltName: [Passage par les arbres](spells_hd.md#passage-par-les-arbres)
Discriminator: SpellItem
Name: Tree Stride
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p188)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid, Ranger
Components: V, S
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 5
Range: Self
SpellItem_Type: conjuration
AttributesDictionary:
Name: Tree Stride
Markdown: >+
  # <!--Name-->Tree Stride<!--/Name-->


  - MDR: <!--AltName-->[Passage par les arbres](spells_hd.md#passage-par-les-arbres)<!--/AltName-->

  - Source: <!--Source-->(SRD p188)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.


  You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

AltName: '[Passage par les arbres](spells_hd.md#passage-par-les-arbres)'
Source: (SRD p188)
Level: 5
Type: conjuration
CastingTime: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid, Ranger

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

---

# <!--Name-->Tree Stride<!--/Name-->

- MDR: <!--AltName-->[Passage par les arbres](spells_hd.md#passage-par-les-arbres)<!--/AltName-->
- Source: <!--Source-->(SRD p188)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid, Ranger<!--/Classes-->

### Description

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.


Id: spells_vo.md#true-polymorph
AltName: [Métamorphose suprême](spells_hd.md#métamorphose-suprême)
Discriminator: SpellItem
Name: True Polymorph
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p188)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Warlock, Wizard
Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
Duration: Concentration, up to 1 hour
SpellItem_Family: SpellVO
Level: 9
Range: 30 feet
SpellItem_Type: transmutation
AttributesDictionary:
Name: True Polymorph
Markdown: >+
  # <!--Name-->True Polymorph<!--/Name-->


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

  - Source: <!--Source-->(SRD p188)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)<!--/Components-->

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

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


  ### Description


  Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.


  This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.


  **Creature into Creature**. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.


  The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.


  The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions.


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


  **Object into Creature**. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.


  If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.


  **Creature into Object**. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

AltName: '[Métamorphose suprême](spells_hd.md#métamorphose-suprême)'
Source: (SRD p188)
Level: 9
Type: transmutation
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
Duration: Concentration, up to 1 hour
Classes: Bard, Warlock, Wizard

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

---

# <!--Name-->True Polymorph<!--/Name-->

- MDR: <!--AltName-->[Métamorphose suprême](spells_hd.md#métamorphose-suprême)<!--/AltName-->
- Source: <!--Source-->(SRD p188)<!--/Source-->
-  <!--Level-->9<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Warlock, Wizard<!--/Classes-->

### Description

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.

This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.

**Creature into Creature**. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.

The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions.

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

**Object into Creature**. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.

If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

**Creature into Object**. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.


Id: spells_vo.md#true-resurrection
AltName: [Résurrection suprême](spells_hd.md#résurrection-suprême)
Discriminator: SpellItem
Name: True Resurrection
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p189)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 hour
Classes: Cleric, Druid
Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 9
Range: Touch
SpellItem_Type: necromancy
AttributesDictionary:
Name: True Resurrection
Markdown: >+
  # <!--Name-->True Resurrection<!--/Name-->


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

  - Source: <!--Source-->(SRD p189)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)<!--/Components-->

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

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


  ### Description


  You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.


  This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.


  The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

AltName: '[Résurrection suprême](spells_hd.md#résurrection-suprême)'
Source: (SRD p189)
Level: 9
Type: necromancy
CastingTime: 1 hour
Range: Touch
Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
Duration: Instantaneous
Classes: Cleric, Druid

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

---

# <!--Name-->True Resurrection<!--/Name-->

- MDR: <!--AltName-->[Résurrection suprême](spells_hd.md#résurrection-suprême)<!--/AltName-->
- Source: <!--Source-->(SRD p189)<!--/Source-->
-  <!--Level-->9<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 hour<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid<!--/Classes-->

### Description

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.

The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.


Id: spells_vo.md#true-seeing
AltName: [Vision suprême](spells_hd.md#vision-suprême)
Discriminator: SpellItem
Name: True Seeing
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p189)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Duration: 1 hour
SpellItem_Family: SpellVO
Level: 6
Range: Touch
SpellItem_Type: divination
AttributesDictionary:
Name: True Seeing
Markdown: >+
  # <!--Name-->True Seeing<!--/Name-->


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

  - Source: <!--Source-->(SRD p189)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)<!--/Components-->

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

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


  ### Description


  This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

AltName: '[Vision suprême](spells_hd.md#vision-suprême)'
Source: (SRD p189)
Level: 6
Type: divination
CastingTime: 1 action
Range: Touch
Components: V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
Duration: 1 hour
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

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

---

# <!--Name-->True Seeing<!--/Name-->

- MDR: <!--AltName-->[Vision suprême](spells_hd.md#vision-suprême)<!--/AltName-->
- Source: <!--Source-->(SRD p189)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->divination<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Components:
V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)


Id: spells_vo.md#true-strike
AltName: [Viser juste](spells_hd.md#viser-juste)
Discriminator: SpellItem
Name: True Strike
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p189)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Sorcerer, Warlock, Wizard
Components: S
Duration: Concentration, up to 1 round
SpellItem_Family: SpellVO
Level: cantrip
Range: 30 feet
SpellItem_Type: Divination
AttributesDictionary:
Name: True Strike
Markdown: >+
  # <!--Name-->True Strike<!--/Name-->


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

  - Source: <!--Source-->(SRD p189)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

AltName: '[Viser juste](spells_hd.md#viser-juste)'
Source: (SRD p189)
Type: Divination
Level: cantrip
CastingTime: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 round
Classes: Bard, Sorcerer, Warlock, Wizard

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

---

# <!--Name-->True Strike<!--/Name-->

- MDR: <!--AltName-->[Viser juste](spells_hd.md#viser-juste)<!--/AltName-->
- Source: <!--Source-->(SRD p189)<!--/Source-->
-  <!--Type-->Divination<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 round<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.


Id: spells_vo.md#unseen-servant
AltName: [Serviteur invisible](spells_hd.md#serviteur-invisible)
Discriminator: SpellItem
Name: Unseen Servant
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p189)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Warlock, Wizard
Components: V, S, M (a piece of string and a bit of wood)
Duration: 1 hour
SpellItem_Family: SpellVO
Level: 1
Range: 60 feet
Ritual: ritual
SpellItem_Type: conjuration
AttributesDictionary:
Name: Unseen Servant
Markdown: >+
  # <!--Name-->Unseen Servant<!--/Name-->


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

  - Source: <!--Source-->(SRD p189)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a piece of string and a bit of wood)<!--/Components-->

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

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


  ### Description


  This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.


  Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.


  If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

AltName: '[Serviteur invisible](spells_hd.md#serviteur-invisible)'
Source: (SRD p189)
Level: 1
Type: conjuration
Ritual: ritual
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a piece of string and a bit of wood)
Duration: 1 hour
Classes: Bard, Warlock, Wizard

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

---

# <!--Name-->Unseen Servant<!--/Name-->

- MDR: <!--AltName-->[Serviteur invisible](spells_hd.md#serviteur-invisible)<!--/AltName-->
- Source: <!--Source-->(SRD p189)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->conjuration<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a piece of string and a bit of wood)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Warlock, Wizard<!--/Classes-->

### Description

This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.


Id: spells_vo.md#vampiric-touch
AltName: [Caresse du vampire](spells_hd.md#caresse-du-vampire)
Discriminator: SpellItem
Name: Vampiric Touch
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p189)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Warlock, Wizard
Components: V, S
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 3
Range: Self
SpellItem_Type: necromancy
AttributesDictionary:
Name: Vampiric Touch
Markdown: >+
  # <!--Name-->Vampiric Touch<!--/Name-->


  - MDR: <!--AltName-->[Caresse du vampire](spells_hd.md#caresse-du-vampire)<!--/AltName-->

  - Source: <!--Source-->(SRD p189)<!--/Source-->

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

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

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

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

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

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


  ### Description


  The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

AltName: '[Caresse du vampire](spells_hd.md#caresse-du-vampire)'
Source: (SRD p189)
Level: 3
Type: necromancy
CastingTime: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard

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

---

# <!--Name-->Vampiric Touch<!--/Name-->

- MDR: <!--AltName-->[Caresse du vampire](spells_hd.md#caresse-du-vampire)<!--/AltName-->
- Source: <!--Source-->(SRD p189)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Warlock, Wizard<!--/Classes-->

### Description

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


Id: spells_vo.md#vicious-mockery
AltName: [Moquerie cruelle](spells_hd.md#moquerie-cruelle)
Discriminator: SpellItem
Name: Vicious Mockery
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p189)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard
Components: V
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: cantrip
Range: 60 feet
SpellItem_Type: Enchantment
AttributesDictionary:
Name: Vicious Mockery
Markdown: >+
  # <!--Name-->Vicious Mockery<!--/Name-->


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

  - Source: <!--Source-->(SRD p189)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.


  This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

AltName: '[Moquerie cruelle](spells_hd.md#moquerie-cruelle)'
Source: (SRD p189)
Type: Enchantment
Level: cantrip
CastingTime: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard

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

---

# <!--Name-->Vicious Mockery<!--/Name-->

- MDR: <!--AltName-->[Moquerie cruelle](spells_hd.md#moquerie-cruelle)<!--/AltName-->
- Source: <!--Source-->(SRD p189)<!--/Source-->
-  <!--Type-->Enchantment<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard<!--/Classes-->

### Description

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


Id: spells_vo.md#wall-of-fire
AltName: [Mur de feu](spells_hd.md#mur-de-feu)
Discriminator: SpellItem
Name: Wall of Fire
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p190)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid, Sorcerer, Wizard
Components: V, S, M (a small piece of phosphorus)
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 4
Range: 120 feet
SpellItem_Type: evocation
AttributesDictionary:
Name: Wall of Fire
Markdown: >+
  # <!--Name-->Wall of Fire<!--/Name-->


  - MDR: <!--AltName-->[Mur de feu](spells_hd.md#mur-de-feu)<!--/AltName-->

  - Source: <!--Source-->(SRD p190)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.


  When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.


  One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.


  The other side of the wall deals no damage.


  **_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: '[Mur de feu](spells_hd.md#mur-de-feu)'
Source: (SRD p190)
Level: 4
Type: evocation
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (a small piece of phosphorus)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard

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

---

# <!--Name-->Wall of Fire<!--/Name-->

- MDR: <!--AltName-->[Mur de feu](spells_hd.md#mur-de-feu)<!--/AltName-->
- Source: <!--Source-->(SRD p190)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small piece of phosphorus)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid, Sorcerer, Wizard<!--/Classes-->

### Description

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.

The other side of the wall deals no damage.

**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.


Id: spells_vo.md#wall-of-force
AltName: [Mur de force](spells_hd.md#mur-de-force)
Discriminator: SpellItem
Name: Wall of Force
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p190)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Wizard
Components: V, S, M (a pinch of powder made by crushing a clear gemstone)
Duration: Concentration, up to 10 minutes
SpellItem_Family: SpellVO
Level: 5
Range: 120 feet
SpellItem_Type: evocation
AttributesDictionary:
Name: Wall of Force
Markdown: >+
  # <!--Name-->Wall of Force<!--/Name-->


  - MDR: <!--AltName-->[Mur de force](spells_hd.md#mur-de-force)<!--/AltName-->

  - Source: <!--Source-->(SRD p190)<!--/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 (a pinch of powder made by crushing a clear gemstone)<!--/Components-->

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

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


  ### Description


  An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).


  Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by _[dispel magic](spells_vo.hd#dispel-magic)_. A _[disintegrate](spells_vo.hd#disintegrate)_ spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

AltName: '[Mur de force](spells_hd.md#mur-de-force)'
Source: (SRD p190)
Level: 5
Type: evocation
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (a pinch of powder made by crushing a clear gemstone)
Duration: Concentration, up to 10 minutes
Classes: Wizard

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

---

# <!--Name-->Wall of Force<!--/Name-->

- MDR: <!--AltName-->[Mur de force](spells_hd.md#mur-de-force)<!--/AltName-->
- Source: <!--Source-->(SRD p190)<!--/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 (a pinch of powder made by crushing a clear gemstone)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by _[dispel magic](spells_vo.hd#dispel-magic)_. A _[disintegrate](spells_vo.hd#disintegrate)_ spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.


Id: spells_vo.md#teleport
AltName: [Téléportation](spells_hd.md#téléportation)
Discriminator: SpellItem
Name: Teleport
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p185)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Sorcerer, Wizard
Components: V
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 7
Range: 10 feet
SpellItem_Type: conjuration
AttributesDictionary:
Name: Teleport
Markdown: >+
  # <!--Name-->Teleport<!--/Name-->


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

  - Source: <!--Source-->(SRD p185)<!--/Source-->

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

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

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

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

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

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


  ### Description


  This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.


  The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.


  |Familiarity|Mishap|Similar Area|Off Target|On Target|

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

  |Permanent circle|—|—|—|01-100|

  |Associated object|—|—|—|01-100|

  |Very familiar|01-05|06-13|14-24|25-100|

  |Seen casually|01-33|34-43|44-53|54-100|

  |Viewed once|01-43|44-53|54-73|74-100|

  |Description|01-43|44-53|54-73|74-100|

  |False destination|01-50|51-100|—|—|


  **_Familiarity_**. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know.


  "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.


  "Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.


  "Seen casually" is someplace you have seen more than once but with which you aren't very familiar.


  "Viewed once" is a place you have seen once, possibly using magic.


  "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.


  "False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.


  **_On Target_**. You and your group (or the target object) appear where you want to.


  **_Off Target_**. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.


  **_Similar Area_**. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.


  **_Mishap_**. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

AltName: '[Téléportation](spells_hd.md#téléportation)'
Source: (SRD p185)
Level: 7
Type: conjuration
CastingTime: 1 action
Range: 10 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Wizard

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

---

# <!--Name-->Teleport<!--/Name-->

- MDR: <!--AltName-->[Téléportation](spells_hd.md#téléportation)<!--/AltName-->
- Source: <!--Source-->(SRD p185)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->10 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

|Familiarity|Mishap|Similar Area|Off Target|On Target|
|---|---|---|---|---|
|Permanent circle|—|—|—|01-100|
|Associated object|—|—|—|01-100|
|Very familiar|01-05|06-13|14-24|25-100|
|Seen casually|01-33|34-43|44-53|54-100|
|Viewed once|01-43|44-53|54-73|74-100|
|Description|01-43|44-53|54-73|74-100|
|False destination|01-50|51-100|—|—|

**_Familiarity_**. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know.

"Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.

"Seen casually" is someplace you have seen more than once but with which you aren't very familiar.

"Viewed once" is a place you have seen once, possibly using magic.

"Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.

"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

**_On Target_**. You and your group (or the target object) appear where you want to.

**_Off Target_**. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

**_Similar Area_**. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

**_Mishap_**. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).


Id: spells_vo.md#telekinesis
AltName: [Télékinésie](spells_hd.md#télékinésie)
Discriminator: SpellItem
Name: Telekinesis
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p185)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Wizard
Components: V, S
Duration: Concentration, up to 10 minutes
SpellItem_Family: SpellVO
Level: 5
Range: 60 feet
SpellItem_Type: transmutation
AttributesDictionary:
Name: Telekinesis
Markdown: >+
  # <!--Name-->Telekinesis<!--/Name-->


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

  - Source: <!--Source-->(SRD p185)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.


  **_Creature_**. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.


  **_Object_**. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.


  You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

AltName: '[Télékinésie](spells_hd.md#télékinésie)'
Source: (SRD p185)
Level: 5
Type: transmutation
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Wizard

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

---

# <!--Name-->Telekinesis<!--/Name-->

- MDR: <!--AltName-->[Télékinésie](spells_hd.md#télékinésie)<!--/AltName-->
- Source: <!--Source-->(SRD p185)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

**_Creature_**. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

**_Object_**. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.


Id: spells_vo.md#hideous-laughter
AltName: [Fou rire](spells_hd.md#fou-rire)
Discriminator: SpellItem
Name: Hideous Laughter
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p154)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Wizard
Components: V, S, M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 1
Range: 30 feet
SpellItem_Type: enchantment
AttributesDictionary:
Name: Hideous Laughter
Markdown: >+
  # <!--Name-->Hideous Laughter<!--/Name-->


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

  - Source: <!--Source-->(SRD p154)<!--/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 (tiny tarts and a feather that is waved in the air)<!--/Components-->

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

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


  ### Description


  A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.


  At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

AltName: '[Fou rire](spells_hd.md#fou-rire)'
Source: (SRD p154)
Level: 1
Type: enchantment
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
Classes: Bard, Wizard

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

---

# <!--Name-->Hideous Laughter<!--/Name-->

- MDR: <!--AltName-->[Fou rire](spells_hd.md#fou-rire)<!--/AltName-->
- Source: <!--Source-->(SRD p154)<!--/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 (tiny tarts and a feather that is waved in the air)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Wizard<!--/Classes-->

### Description

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.


Id: spells_vo.md#symbol
AltName: [Symbole](spells_hd.md#symbole)
Discriminator: SpellItem
Name: Symbol
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p184)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 minute
Classes: Bard, Cleric, Wizard
Duration: Until dispelled or triggered
SpellItem_Family: SpellVO
Level: 7
Range: Touch
SpellItem_Type: abjuration
AttributesDictionary:
Name: Symbol
Markdown: >+
  # <!--Name-->Symbol<!--/Name-->


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

  - Source: <!--Source-->(SRD p184)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)<!--/Components-->

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

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


  ### Description


  When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.


  The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.


  You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.


  You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.


  When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.


  **Death**. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.


  **Discord**. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.


  **Fear**. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.


  **Hopelessness**. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.


  **Insanity**. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.


  **Pain**. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.


  **Sleep**. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.


  **Stunning**. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

AltName: '[Symbole](spells_hd.md#symbole)'
Source: (SRD p184)
Level: 7
Type: abjuration
CastingTime: 1 minute
Range: Touch
Components: V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
Duration: Until dispelled or triggered
Classes: Bard, Cleric, Wizard

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

---

# <!--Name-->Symbol<!--/Name-->

- MDR: <!--AltName-->[Symbole](spells_hd.md#symbole)<!--/AltName-->
- Source: <!--Source-->(SRD p184)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Until dispelled or triggered<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Wizard<!--/Classes-->

### Description

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.

**Death**. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.

**Discord**. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.

**Fear**. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.

**Hopelessness**. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.

**Insanity**. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.

**Pain**. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.

**Sleep**. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

**Stunning**. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

Components:
V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)


Id: spells_vo.md#sleep
AltName: [Sommeil](spells_hd.md#sommeil)
Discriminator: SpellItem
Name: Sleep
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p180)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Sorcerer, Wizard
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
SpellItem_Family: SpellVO
Level: 1
Range: 90 feet
SpellItem_Type: enchantment
AttributesDictionary:
Name: Sleep
Markdown: >+
  # <!--Name-->Sleep<!--/Name-->


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

  - Source: <!--Source-->(SRD p180)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a pinch of fine sand, rose petals, or a cricket)<!--/Components-->

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

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


  ### Description


  This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).


  Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. 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.


  Undead and creatures immune to being charmed aren't affected by this spell.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

AltName: '[Sommeil](spells_hd.md#sommeil)'
Source: (SRD p180)
Level: 1
Type: enchantment
CastingTime: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
Classes: Bard, Sorcerer, Wizard

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

---

# <!--Name-->Sleep<!--/Name-->

- MDR: <!--AltName-->[Sommeil](spells_hd.md#sommeil)<!--/AltName-->
- Source: <!--Source-->(SRD p180)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->90 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of fine sand, rose petals, or a cricket)<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. 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.

Undead and creatures immune to being charmed aren't affected by this spell.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.


Id: spells_vo.md#sleet-storm
AltName: [Tempête de neige](spells_hd.md#tempête-de-neige)
Discriminator: SpellItem
Name: Sleet Storm
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p180)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid, Sorcerer, Wizard
Components: V, S, M (a pinch of dust and a few drops of water)
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 3
Range: 150 feet
SpellItem_Type: conjuration
AttributesDictionary:
Name: Sleet Storm
Markdown: >+
  # <!--Name-->Sleet Storm<!--/Name-->


  - MDR: <!--AltName-->[Tempête de neige](spells_hd.md#tempête-de-neige)<!--/AltName-->

  - Source: <!--Source-->(SRD p180)<!--/Source-->

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

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

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

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

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

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


  ### Description


  Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.


  The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.


  If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

AltName: '[Tempête de neige](spells_hd.md#tempête-de-neige)'
Source: (SRD p180)
Level: 3
Type: conjuration
CastingTime: 1 action
Range: 150 feet
Components: V, S, M (a pinch of dust and a few drops of water)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard

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

---

# <!--Name-->Sleet Storm<!--/Name-->

- MDR: <!--AltName-->[Tempête de neige](spells_hd.md#tempête-de-neige)<!--/AltName-->
- Source: <!--Source-->(SRD p180)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->150 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of dust and a few drops of water)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid, Sorcerer, Wizard<!--/Classes-->

### Description

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.


Id: spells_vo.md#slow
AltName: [Lenteur](spells_hd.md#lenteur)
Discriminator: SpellItem
Name: Slow
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p180)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Wizard
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 3
Range: 120 feet
SpellItem_Type: transmutation
AttributesDictionary:
Name: Slow
Markdown: >+
  # <!--Name-->Slow<!--/Name-->


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

  - Source: <!--Source-->(SRD p180)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.


  An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.


  If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.


  A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

AltName: '[Lenteur](spells_hd.md#lenteur)'
Source: (SRD p180)
Level: 3
Type: transmutation
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard

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

---

# <!--Name-->Slow<!--/Name-->

- MDR: <!--AltName-->[Lenteur](spells_hd.md#lenteur)<!--/AltName-->
- Source: <!--Source-->(SRD p180)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a drop of molasses)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.


Id: spells_vo.md#spare-the-dying
AltName: [Épargner les mourants](spells_hd.md#Épargner-les-mourants)
Discriminator: SpellItem
Name: Spare the Dying
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p181)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric
Components: V, S
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: cantrip
Range: Touch
SpellItem_Type: Necromancy
AttributesDictionary:
Name: Spare the Dying
Markdown: >+
  # <!--Name-->Spare the Dying<!--/Name-->


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

  - Source: <!--Source-->(SRD p181)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

AltName: '[Épargner les mourants](spells_hd.md#Épargner-les-mourants)'
Source: (SRD p181)
Type: Necromancy
Level: cantrip
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Cleric

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

---

# <!--Name-->Spare the Dying<!--/Name-->

- MDR: <!--AltName-->[Épargner les mourants](spells_hd.md#Épargner-les-mourants)<!--/AltName-->
- Source: <!--Source-->(SRD p181)<!--/Source-->
-  <!--Type-->Necromancy<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.


Id: spells_vo.md#speak-with-animals
AltName: [Communication avec les animaux](spells_hd.md#communication-avec-les-animaux)
Discriminator: SpellItem
Name: Speak with Animals
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p181)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Druid, Ranger
Components: V, S
Duration: 10 minutes
SpellItem_Family: SpellVO
Level: 1
Range: Self
Ritual: ritual
SpellItem_Type: divination
AttributesDictionary:
Name: Speak with Animals
Markdown: >+
  # <!--Name-->Speak with Animals<!--/Name-->


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

  - Source: <!--Source-->(SRD p181)<!--/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-->10 minutes<!--/Duration-->

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


  ### Description


  You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

AltName: '[Communication avec les animaux](spells_hd.md#communication-avec-les-animaux)'
Source: (SRD p181)
Level: 1
Type: divination
Ritual: ritual
CastingTime: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
Classes: Bard, Druid, Ranger

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

---

# <!--Name-->Speak with Animals<!--/Name-->

- MDR: <!--AltName-->[Communication avec les animaux](spells_hd.md#communication-avec-les-animaux)<!--/AltName-->
- Source: <!--Source-->(SRD p181)<!--/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-->10 minutes<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Ranger<!--/Classes-->

### Description

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.


Id: spells_vo.md#speak-with-dead
AltName: [Communication avec les morts](spells_hd.md#communication-avec-les-morts)
Discriminator: SpellItem
Name: Speak with Dead
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p181)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Cleric
Components: V, S, M (burning incense)
Duration: 10 minutes
SpellItem_Family: SpellVO
Level: 3
Range: 10 feet
SpellItem_Type: necromancy
AttributesDictionary:
Name: Speak with Dead
Markdown: >+
  # <!--Name-->Speak with Dead<!--/Name-->


  - MDR: <!--AltName-->[Communication avec les morts](spells_hd.md#communication-avec-les-morts)<!--/AltName-->

  - Source: <!--Source-->(SRD p181)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (burning incense)<!--/Components-->

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

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


  ### Description


  You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.


  Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

AltName: '[Communication avec les morts](spells_hd.md#communication-avec-les-morts)'
Source: (SRD p181)
Level: 3
Type: necromancy
CastingTime: 1 action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes
Classes: Bard, Cleric

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

---

# <!--Name-->Speak with Dead<!--/Name-->

- MDR: <!--AltName-->[Communication avec les morts](spells_hd.md#communication-avec-les-morts)<!--/AltName-->
- Source: <!--Source-->(SRD p181)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->10 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (burning incense)<!--/Components-->
- **Duration :** <!--Duration-->10 minutes<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric<!--/Classes-->

### Description

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.


Id: spells_vo.md#speak-with-plants
AltName: [Communication avec les plantes](spells_hd.md#communication-avec-les-plantes)
Discriminator: SpellItem
Name: Speak with Plants
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p181)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Druid, Ranger
Components: V, S
Duration: 10 minutes
SpellItem_Family: SpellVO
Level: 3
Range: Self (30-foot radius)
SpellItem_Type: transmutation
AttributesDictionary:
Name: Speak with Plants
Markdown: >+
  # <!--Name-->Speak with Plants<!--/Name-->


  - MDR: <!--AltName-->[Communication avec les plantes](spells_hd.md#communication-avec-les-plantes)<!--/AltName-->

  - Source: <!--Source-->(SRD p181)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.


  You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.


  Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.


  If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.


  This spell can cause the plants created by the _[entangle](spells_vo.hd#entangle)_ spell to release a restrained creature.

AltName: '[Communication avec les plantes](spells_hd.md#communication-avec-les-plantes)'
Source: (SRD p181)
Level: 3
Type: transmutation
CastingTime: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: 10 minutes
Classes: Bard, Druid, Ranger

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

---

# <!--Name-->Speak with Plants<!--/Name-->

- MDR: <!--AltName-->[Communication avec les plantes](spells_hd.md#communication-avec-les-plantes)<!--/AltName-->
- Source: <!--Source-->(SRD p181)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (30-foot radius)<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->10 minutes<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Ranger<!--/Classes-->

### Description

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the _[entangle](spells_vo.hd#entangle)_ spell to release a restrained creature.


Id: spells_vo.md#spider-climb
AltName: [Pattes d'araignée](spells_hd.md#pattes-daraignée)
Discriminator: SpellItem
Name: Spider Climb
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p182)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Warlock, Wizard
Components: V, S, M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour
SpellItem_Family: SpellVO
Level: 2
Range: Touch
SpellItem_Type: transmutation
AttributesDictionary:
Name: Spider Climb
Markdown: >+
  # <!--Name-->Spider Climb<!--/Name-->


  - MDR: <!--AltName-->[Pattes d'araignée](spells_hd.md#pattes-daraignée)<!--/AltName-->

  - Source: <!--Source-->(SRD p182)<!--/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 drop of bitumen and a spider)<!--/Components-->

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

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


  ### Description


  Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

AltName: "[Pattes d'araignée](spells_hd.md#pattes-daraignée)"
Source: (SRD p182)
Level: 2
Type: transmutation
CastingTime: 1 action
Range: Touch
Components: V, S, M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour
Classes: Sorcerer, Warlock, Wizard

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

---

# <!--Name-->Spider Climb<!--/Name-->

- MDR: <!--AltName-->[Pattes d'araignée](spells_hd.md#pattes-daraignée)<!--/AltName-->
- Source: <!--Source-->(SRD p182)<!--/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 drop of bitumen and a spider)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.


Id: spells_vo.md#silent-image
AltName: [Image silencieuse](spells_hd.md#image-silencieuse)
Discriminator: SpellItem
Name: Silent Image
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p179)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Sorcerer, Wizard
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
SpellItem_Family: SpellVO
Level: 1
Range: 60 feet
SpellItem_Type: illusion
AttributesDictionary:
Name: Silent Image
Markdown: >+
  # <!--Name-->Silent Image<!--/Name-->


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

  - Source: <!--Source-->(SRD p179)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.


  You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.


  Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

AltName: '[Image silencieuse](spells_hd.md#image-silencieuse)'
Source: (SRD p179)
Level: 1
Type: illusion
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
Classes: Bard, Sorcerer, Wizard

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

---

# <!--Name-->Silent Image<!--/Name-->

- MDR: <!--AltName-->[Image silencieuse](spells_hd.md#image-silencieuse)<!--/AltName-->
- Source: <!--Source-->(SRD p179)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a bit of fleece)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.


Id: spells_vo.md#spike-growth
AltName: [Croissance d'épines](spells_hd.md#croissance-dépines)
Discriminator: SpellItem
Name: Spike Growth
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p182)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid, Ranger
Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
Duration: Concentration, up to 10 minutes
SpellItem_Family: SpellVO
Level: 2
Range: 150 feet
SpellItem_Type: transmutation
AttributesDictionary:
Name: Spike Growth
Markdown: >+
  # <!--Name-->Spike Growth<!--/Name-->


  - MDR: <!--AltName-->[Croissance d'épines](spells_hd.md#croissance-dépines)<!--/AltName-->

  - Source: <!--Source-->(SRD p182)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)<!--/Components-->

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

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


  ### Description


  The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.


  The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

AltName: "[Croissance d'épines](spells_hd.md#croissance-dépines)"
Source: (SRD p182)
Level: 2
Type: transmutation
CastingTime: 1 action
Range: 150 feet
Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
Duration: Concentration, up to 10 minutes
Classes: Druid, Ranger

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

---

# <!--Name-->Spike Growth<!--/Name-->

- MDR: <!--AltName-->[Croissance d'épines](spells_hd.md#croissance-dépines)<!--/AltName-->
- Source: <!--Source-->(SRD p182)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->150 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Druid, Ranger<!--/Classes-->

### Description

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.


Id: spells_vo.md#spiritual-weapon
AltName: [Arme spirituelle](spells_hd.md#arme-spirituelle)
Discriminator: SpellItem
Name: Spiritual Weapon
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p182)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 bonus action
Classes: Cleric
Components: V, S
Duration: 1 minute
SpellItem_Family: SpellVO
Level: 2
Range: 60 feet
SpellItem_Type: evocation
AttributesDictionary:
Name: Spiritual Weapon
Markdown: >+
  # <!--Name-->Spiritual Weapon<!--/Name-->


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

  - Source: <!--Source-->(SRD p182)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.


  As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.


  The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

AltName: '[Arme spirituelle](spells_hd.md#arme-spirituelle)'
Source: (SRD p182)
Level: 2
Type: evocation
CastingTime: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute
Classes: Cleric

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

---

# <!--Name-->Spiritual Weapon<!--/Name-->

- MDR: <!--AltName-->[Arme spirituelle](spells_hd.md#arme-spirituelle)<!--/AltName-->
- Source: <!--Source-->(SRD p182)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.


Id: spells_vo.md#stinking-cloud
AltName: [Nuage puant](spells_hd.md#nuage-puant)
Discriminator: SpellItem
Name: Stinking Cloud
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p182)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Sorcerer, Wizard
Components: V, S, M (a rotten egg or several skunk cabbage leaves)
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 3
Range: 90 feet
SpellItem_Type: conjuration
AttributesDictionary:
Name: Stinking Cloud
Markdown: >+
  # <!--Name-->Stinking Cloud<!--/Name-->


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

  - Source: <!--Source-->(SRD p182)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a rotten egg or several skunk cabbage leaves)<!--/Components-->

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

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


  ### Description


  You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.


  Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.


  A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

AltName: '[Nuage puant](spells_hd.md#nuage-puant)'
Source: (SRD p182)
Level: 3
Type: conjuration
CastingTime: 1 action
Range: 90 feet
Components: V, S, M (a rotten egg or several skunk cabbage leaves)
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Wizard

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

---

# <!--Name-->Stinking Cloud<!--/Name-->

- MDR: <!--AltName-->[Nuage puant](spells_hd.md#nuage-puant)<!--/AltName-->
- Source: <!--Source-->(SRD p182)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->90 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a rotten egg or several skunk cabbage leaves)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.


Id: spells_vo.md#stone-shape
AltName: [Façonnage de la pierre](spells_hd.md#façonnage-de-la-pierre)
Discriminator: SpellItem
Name: Stone Shape
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p183)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric, Druid, Wizard
Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 4
Range: Touch
SpellItem_Type: transmutation
AttributesDictionary:
Name: Stone Shape
Markdown: >+
  # <!--Name-->Stone Shape<!--/Name-->


  - MDR: <!--AltName-->[Façonnage de la pierre](spells_hd.md#façonnage-de-la-pierre)<!--/AltName-->

  - Source: <!--Source-->(SRD p183)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)<!--/Components-->

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

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


  ### Description


  You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

AltName: '[Façonnage de la pierre](spells_hd.md#façonnage-de-la-pierre)'
Source: (SRD p183)
Level: 4
Type: transmutation
CastingTime: 1 action
Range: Touch
Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
Duration: Instantaneous
Classes: Cleric, Druid, Wizard

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

---

# <!--Name-->Stone Shape<!--/Name-->

- MDR: <!--AltName-->[Façonnage de la pierre](spells_hd.md#façonnage-de-la-pierre)<!--/AltName-->
- Source: <!--Source-->(SRD p183)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid, Wizard<!--/Classes-->

### Description

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.


Id: spells_vo.md#stoneskin
AltName: [Peau de pierre](spells_hd.md#peau-de-pierre)
Discriminator: SpellItem
Name: Stoneskin
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p183)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid, Ranger, Sorcerer, Wizard
Components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
Duration: Concentration, up to 1 hour
SpellItem_Family: SpellVO
Level: 4
Range: Touch
SpellItem_Type: abjuration
AttributesDictionary:
Name: Stoneskin
Markdown: >+
  # <!--Name-->Stoneskin<!--/Name-->


  - MDR: <!--AltName-->[Peau de pierre](spells_hd.md#peau-de-pierre)<!--/AltName-->

  - Source: <!--Source-->(SRD p183)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (diamond dust worth 100 gp, which the spell consumes)<!--/Components-->

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

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


  ### Description


  This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

AltName: '[Peau de pierre](spells_hd.md#peau-de-pierre)'
Source: (SRD p183)
Level: 4
Type: abjuration
CastingTime: 1 action
Range: Touch
Components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
Duration: Concentration, up to 1 hour
Classes: Druid, Ranger, Sorcerer, Wizard

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

---

# <!--Name-->Stoneskin<!--/Name-->

- MDR: <!--AltName-->[Peau de pierre](spells_hd.md#peau-de-pierre)<!--/AltName-->
- Source: <!--Source-->(SRD p183)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (diamond dust worth 100 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Druid, Ranger, Sorcerer, Wizard<!--/Classes-->

### Description

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.


Id: spells_vo.md#storm-of-vengeance
AltName: [Tempête vengeresse](spells_hd.md#tempête-vengeresse)
Discriminator: SpellItem
Name: Storm of Vengeance
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p183)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid
Components: V, S
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 9
Range: Sight
SpellItem_Type: conjuration
AttributesDictionary:
Name: Storm of Vengeance
Markdown: >+
  # <!--Name-->Storm of Vengeance<!--/Name-->


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

  - Source: <!--Source-->(SRD p183)<!--/Source-->

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

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

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

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

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

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


  ### Description


  A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.


  Each round you maintain concentration on this spell, the storm produces additional effects on your turn.


  **Round 2**. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.


  **Round 3**. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.


  **Round 4**. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.


  **Round 5-10**. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

AltName: '[Tempête vengeresse](spells_hd.md#tempête-vengeresse)'
Source: (SRD p183)
Level: 9
Type: conjuration
CastingTime: 1 action
Range: Sight
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid

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

---

# <!--Name-->Storm of Vengeance<!--/Name-->

- MDR: <!--AltName-->[Tempête vengeresse](spells_hd.md#tempête-vengeresse)<!--/AltName-->
- Source: <!--Source-->(SRD p183)<!--/Source-->
-  <!--Level-->9<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Sight<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid<!--/Classes-->

### Description

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces additional effects on your turn.

**Round 2**. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

**Round 3**. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

**Round 4**. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

**Round 5-10**. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.


Id: spells_vo.md#suggestion
AltName: [Suggestion](spells_hd.md#suggestion)
Discriminator: SpellItem
Name: Suggestion
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p183)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Sorcerer, Warlock, Wizard
Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
SpellItem_Family: SpellVO
Level: 2
Range: 30 feet
SpellItem_Type: enchantment
AttributesDictionary:
Name: Suggestion
Markdown: >+
  # <!--Name-->Suggestion<!--/Name-->


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

  - Source: <!--Source-->(SRD p183)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)<!--/Components-->

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

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


  ### Description


  You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.


  The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.


  You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.


  If you or any of your companions damage the target, the spell ends.

AltName: '[Suggestion](spells_hd.md#suggestion)'
Source: (SRD p183)
Level: 2
Type: enchantment
CastingTime: 1 action
Range: 30 feet
Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
Classes: Bard, Sorcerer, Warlock, Wizard

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

---

# <!--Name-->Suggestion<!--/Name-->

- MDR: <!--AltName-->[Suggestion](spells_hd.md#suggestion)<!--/AltName-->
- Source: <!--Source-->(SRD p183)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 8 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.


Id: spells_vo.md#sunbeam
AltName: [Rayon de soleil](spells_hd.md#rayon-de-soleil)
Discriminator: SpellItem
Name: Sunbeam
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p184)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid, Sorcerer, Wizard
Components: V, S, M (a magnifying glass)
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 6
Range: Self (60-foot line)
SpellItem_Type: evocation
AttributesDictionary:
Name: Sunbeam
Markdown: >+
  # <!--Name-->Sunbeam<!--/Name-->


  - MDR: <!--AltName-->[Rayon de soleil](spells_hd.md#rayon-de-soleil)<!--/AltName-->

  - Source: <!--Source-->(SRD p184)<!--/Source-->

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

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

  - **Range :** <!--Range-->Self (60-foot line)<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a magnifying glass)<!--/Components-->

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

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


  ### Description


  A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is [blinded](conditions_vo.md#blinded) until your next turn. On a successful save, it takes half as much damage and isn't [blinded](conditions_vo.md#blinded) by this spell. Undead and oozes have disadvantage on this saving throw.


  You can create a new line of radiance as your action on any turn until the spell ends.


  For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

AltName: '[Rayon de soleil](spells_hd.md#rayon-de-soleil)'
Source: (SRD p184)
Level: 6
Type: evocation
CastingTime: 1 action
Range: Self (60-foot line)
Components: V, S, M (a magnifying glass)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard

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

---

# <!--Name-->Sunbeam<!--/Name-->

- MDR: <!--AltName-->[Rayon de soleil](spells_hd.md#rayon-de-soleil)<!--/AltName-->
- Source: <!--Source-->(SRD p184)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (60-foot line)<!--/Range-->
- **Components :** <!--Components-->V, S, M (a magnifying glass)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid, Sorcerer, Wizard<!--/Classes-->

### Description

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is [blinded](conditions_vo.md#blinded) until your next turn. On a successful save, it takes half as much damage and isn't [blinded](conditions_vo.md#blinded) by this spell. Undead and oozes have disadvantage on this saving throw.

You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.


Id: spells_vo.md#sunburst
AltName: [Éclat du soleil](spells_hd.md#Éclat-du-soleil)
Discriminator: SpellItem
Name: Sunburst
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p184)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid, Sorcerer, Wizard
Components: V, S, M (fire and a piece of sunstone)
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 8
Range: 150 feet
SpellItem_Type: evocation
AttributesDictionary:
Name: Sunburst
Markdown: >+
  # <!--Name-->Sunburst<!--/Name-->


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

  - Source: <!--Source-->(SRD p184)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (fire and a piece of sunstone)<!--/Components-->

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

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


  ### Description


  Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is [blinded](conditions_vo.md#blinded) for 1 minute. On a successful save, it takes half as much damage and isn't [blinded](conditions_vo.md#blinded) by this spell. Undead and oozes have disadvantage on this saving throw.


  A creature [blinded](conditions_vo.md#blinded) by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer [blinded](conditions_vo.md#blinded).


  This spell dispels any darkness in its area that was created by a spell.

AltName: '[Éclat du soleil](spells_hd.md#Éclat-du-soleil)'
Source: (SRD p184)
Level: 8
Type: evocation
CastingTime: 1 action
Range: 150 feet
Components: V, S, M (fire and a piece of sunstone)
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard

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

---

# <!--Name-->Sunburst<!--/Name-->

- MDR: <!--AltName-->[Éclat du soleil](spells_hd.md#Éclat-du-soleil)<!--/AltName-->
- Source: <!--Source-->(SRD p184)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->150 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (fire and a piece of sunstone)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Druid, Sorcerer, Wizard<!--/Classes-->

### Description

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is [blinded](conditions_vo.md#blinded) for 1 minute. On a successful save, it takes half as much damage and isn't [blinded](conditions_vo.md#blinded) by this spell. Undead and oozes have disadvantage on this saving throw.

A creature [blinded](conditions_vo.md#blinded) by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer [blinded](conditions_vo.md#blinded).

This spell dispels any darkness in its area that was created by a spell.


Id: spells_vo.md#spirit-guardians
AltName: [Esprits gardiens](spells_hd.md#esprits-gardiens)
Discriminator: SpellItem
Name: Spirit Guardians
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p182)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 10 minutes
SpellItem_Family: SpellVO
Level: 3
Range: Self (15-foot radius)
SpellItem_Type: conjuration
AttributesDictionary:
Name: Spirit Guardians
Markdown: >+
  # <!--Name-->Spirit Guardians<!--/Name-->


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

  - Source: <!--Source-->(SRD p182)<!--/Source-->

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

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

  - **Range :** <!--Range-->Self (15-foot radius)<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a holy symbol)<!--/Components-->

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

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


  ### Description


  You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.


  When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

AltName: '[Esprits gardiens](spells_hd.md#esprits-gardiens)'
Source: (SRD p182)
Level: 3
Type: conjuration
CastingTime: 1 action
Range: Self (15-foot radius)
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 10 minutes
Classes: Cleric

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

---

# <!--Name-->Spirit Guardians<!--/Name-->

- MDR: <!--AltName-->[Esprits gardiens](spells_hd.md#esprits-gardiens)<!--/AltName-->
- Source: <!--Source-->(SRD p182)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (15-foot radius)<!--/Range-->
- **Components :** <!--Components-->V, S, M (a holy symbol)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.


Id: spells_vo.md#plant-growth
AltName: [Croissance végétale](spells_hd.md#croissance-végétale)
Discriminator: SpellItem
Name: Plant Growth
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p169)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action or 8 hours
Classes: Bard, Druid, Ranger
Components: V, S
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 3
Range: 150 feet
SpellItem_Type: transmutation
AttributesDictionary:
Name: Plant Growth
Markdown: >+
  # <!--Name-->Plant Growth<!--/Name-->


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

  - Source: <!--Source-->(SRD p169)<!--/Source-->

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

  - **Casting Time :** <!--CastingTime-->1 action or 8 hours<!--/CastingTime-->

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

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

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

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


  ### Description


  This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.


  If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.


  You can exclude one or more areas of any size within the spell's area from being affected.


  If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

AltName: '[Croissance végétale](spells_hd.md#croissance-végétale)'
Source: (SRD p169)
Level: 3
Type: transmutation
CastingTime: 1 action or 8 hours
Range: 150 feet
Components: V, S
Duration: Instantaneous
Classes: Bard, Druid, Ranger

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

---

# <!--Name-->Plant Growth<!--/Name-->

- MDR: <!--AltName-->[Croissance végétale](spells_hd.md#croissance-végétale)<!--/AltName-->
- Source: <!--Source-->(SRD p169)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action or 8 hours<!--/CastingTime-->
- **Range :** <!--Range-->150 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Ranger<!--/Classes-->

### Description

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell's area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.


Id: spells_vo.md#plane-shift
AltName: [Changement de plan](spells_hd.md#changement-de-plan)
Discriminator: SpellItem
Name: Plane Shift
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p168)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Components: V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 7
Range: Touch
SpellItem_Type: conjuration
AttributesDictionary:
Name: Plane Shift
Markdown: >+
  # <!--Name-->Plane Shift<!--/Name-->


  - MDR: <!--AltName-->[Changement de plan](spells_hd.md#changement-de-plan)<!--/AltName-->

  - Source: <!--Source-->(SRD p168)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)<!--/Components-->

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

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


  ### Description


  You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.


  Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.


  You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

AltName: '[Changement de plan](spells_hd.md#changement-de-plan)'
Source: (SRD p168)
Level: 7
Type: conjuration
CastingTime: 1 action
Range: Touch
Components: V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
Duration: Instantaneous
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

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

---

# <!--Name-->Plane Shift<!--/Name-->

- MDR: <!--AltName-->[Changement de plan](spells_hd.md#changement-de-plan)<!--/AltName-->
- Source: <!--Source-->(SRD p168)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.


Id: spells_vo.md#planar-binding
AltName: [Entrave planaire](spells_hd.md#entrave-planaire)
Discriminator: SpellItem
Name: Planar Binding
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p168)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 hour
Classes: Bard, Cleric, Druid, Wizard
Components: V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
Duration: 24 hours
SpellItem_Family: SpellVO
Level: 5
Range: 60 feet
SpellItem_Type: abjuration
AttributesDictionary:
Name: Planar Binding
Markdown: >+
  # <!--Name-->Planar Binding<!--/Name-->


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

  - Source: <!--Source-->(SRD p168)<!--/Source-->

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

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

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

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

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

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


  ### Description


  With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.


  A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.


  **_At Higher Levels_**. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

AltName: '[Entrave planaire](spells_hd.md#entrave-planaire)'
Source: (SRD p168)
Level: 5
Type: abjuration
CastingTime: 1 hour
Range: 60 feet
Components: V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
Duration: 24 hours
Classes: Bard, Cleric, Druid, Wizard

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

---

# <!--Name-->Planar Binding<!--/Name-->

- MDR: <!--AltName-->[Entrave planaire](spells_hd.md#entrave-planaire)<!--/AltName-->
- Source: <!--Source-->(SRD p168)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 hour<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->24 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid, Wizard<!--/Classes-->

### Description

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

**_At Higher Levels_**. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.


Id: spells_vo.md#identify
AltName: [Identification](spells_hd.md#identification)
Discriminator: SpellItem
Name: Identify
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p155)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 minute
Classes: Bard, Wizard
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 1
Range: Touch
Ritual: ritual
SpellItem_Type: divination
AttributesDictionary:
Name: Identify
Markdown: >+
  # <!--Name-->Identify<!--/Name-->


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

  - Source: <!--Source-->(SRD p155)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a pearl worth at least 100 gp and an owl feather)<!--/Components-->

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

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


  ### Description


  You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.


  If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

AltName: '[Identification](spells_hd.md#identification)'
Source: (SRD p155)
Level: 1
Type: divination
Ritual: ritual
CastingTime: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Classes: Bard, Wizard

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

---

# <!--Name-->Identify<!--/Name-->

- MDR: <!--AltName-->[Identification](spells_hd.md#identification)<!--/AltName-->
- Source: <!--Source-->(SRD p155)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pearl worth at least 100 gp and an owl feather)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Wizard<!--/Classes-->

### Description

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.


Id: spells_vo.md#illusory-script
AltName: [Texte illusoire](spells_hd.md#texte-illusoire)
Discriminator: SpellItem
Name: Illusory Script
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p156)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 minute
Classes: Bard, Warlock, Wizard
Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
Duration: 10 days
SpellItem_Family: SpellVO
Level: 1
Range: Touch
Ritual: ritual
SpellItem_Type: illusion
AttributesDictionary:
Name: Illusory Script
Markdown: >+
  # <!--Name-->Illusory Script<!--/Name-->


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

  - Source: <!--Source-->(SRD p156)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->S, M (a lead-based ink worth at least 10 gp, which the spell consumes)<!--/Components-->

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

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


  ### Description


  You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.


  To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.


  Should the spell be dispelled, the original script and the illusion both disappear.


  A creature with truesight can read the hidden message.

AltName: '[Texte illusoire](spells_hd.md#texte-illusoire)'
Source: (SRD p156)
Level: 1
Type: illusion
Ritual: ritual
CastingTime: 1 minute
Range: Touch
Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
Duration: 10 days
Classes: Bard, Warlock, Wizard

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

---

# <!--Name-->Illusory Script<!--/Name-->

- MDR: <!--AltName-->[Texte illusoire](spells_hd.md#texte-illusoire)<!--/AltName-->
- Source: <!--Source-->(SRD p156)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->illusion<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->S, M (a lead-based ink worth at least 10 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->10 days<!--/Duration-->
- Classes: <!--Classes-->Bard, Warlock, Wizard<!--/Classes-->

### Description

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.


Id: spells_vo.md#imprisonment
AltName: [Emprisonnement](spells_hd.md#emprisonnement)
Discriminator: SpellItem
Name: Imprisonment
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p156)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 minute
Classes: Warlock, Wizard
Duration: Until dispelled
SpellItem_Family: SpellVO
Level: 9
Range: 30 feet
SpellItem_Type: abjuration
AttributesDictionary:
Name: Imprisonment
Markdown: >+
  # <!--Name-->Imprisonment<!--/Name-->


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

  - Source: <!--Source-->(SRD p156)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)<!--/Components-->

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

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


  ### Description


  You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.


  When you cast the spell, you choose one of the following forms of imprisonment.


  **_Burial_**. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.


  The special component for this version of the spell is a small mithral orb.


  **_Chaining_**. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.


  The special component for this version of the spell is a fine chain of precious metal.


  **_Hedged Prison_**. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.


  The special component for this version of the spell is a miniature representation of the prison made from jade.


  **_Minimus Containment_**. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.


  The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.


  **_Slumber_**. The target falls asleep and can't be awoken.


  The special component for this version of the spell consists of rare soporific herbs.


  **_Ending the Spell_**. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.


  A _[dispel magic](spells_vo.hd#dispel-magic)_ spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.


  You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

AltName: '[Emprisonnement](spells_hd.md#emprisonnement)'
Source: (SRD p156)
Level: 9
Type: abjuration
CastingTime: 1 minute
Range: 30 feet
Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)
Duration: Until dispelled
Classes: Warlock, Wizard

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

---

# <!--Name-->Imprisonment<!--/Name-->

- MDR: <!--AltName-->[Emprisonnement](spells_hd.md#emprisonnement)<!--/AltName-->
- Source: <!--Source-->(SRD p156)<!--/Source-->
-  <!--Level-->9<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)<!--/Components-->
- **Duration :** <!--Duration-->Until dispelled<!--/Duration-->
- Classes: <!--Classes-->Warlock, Wizard<!--/Classes-->

### Description

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.

When you cast the spell, you choose one of the following forms of imprisonment.

**_Burial_**. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.

The special component for this version of the spell is a small mithral orb.

**_Chaining_**. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.

The special component for this version of the spell is a fine chain of precious metal.

**_Hedged Prison_**. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.

The special component for this version of the spell is a miniature representation of the prison made from jade.

**_Minimus Containment_**. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.

The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

**_Slumber_**. The target falls asleep and can't be awoken.

The special component for this version of the spell consists of rare soporific herbs.

**_Ending the Spell_**. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A _[dispel magic](spells_vo.hd#dispel-magic)_ spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

Components:
V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)


Id: spells_vo.md#incendiary-cloud
AltName: [Nuage incendiaire](spells_hd.md#nuage-incendiaire)
Discriminator: SpellItem
Name: Incendiary Cloud
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p157)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Wizard
Components: V, S
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 8
Range: 150 feet
SpellItem_Type: conjuration
AttributesDictionary:
Name: Incendiary Cloud
Markdown: >+
  # <!--Name-->Incendiary Cloud<!--/Name-->


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

  - Source: <!--Source-->(SRD p157)<!--/Source-->

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

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

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

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

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

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


  ### Description


  A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range.


  The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.


  The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

AltName: '[Nuage incendiaire](spells_hd.md#nuage-incendiaire)'
Source: (SRD p157)
Level: 8
Type: conjuration
CastingTime: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard

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

---

# <!--Name-->Incendiary Cloud<!--/Name-->

- MDR: <!--AltName-->[Nuage incendiaire](spells_hd.md#nuage-incendiaire)<!--/AltName-->
- Source: <!--Source-->(SRD p157)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->150 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range.

The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.


Id: spells_vo.md#inflict-wounds
AltName: [Blessure](spells_hd.md#blessure)
Discriminator: SpellItem
Name: Inflict Wounds
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p157)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric
Components: V, S
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 1
Range: Touch
SpellItem_Type: necromancy
AttributesDictionary:
Name: Inflict Wounds
Markdown: >+
  # <!--Name-->Inflict Wounds<!--/Name-->


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

  - Source: <!--Source-->(SRD p157)<!--/Source-->

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

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

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

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

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

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


  ### Description


  Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

AltName: '[Blessure](spells_hd.md#blessure)'
Source: (SRD p157)
Level: 1
Type: necromancy
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Cleric

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

---

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

- MDR: <!--AltName-->[Blessure](spells_hd.md#blessure)<!--/AltName-->
- Source: <!--Source-->(SRD p157)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.


Id: spells_vo.md#insect-plague
AltName: [Fléau d'insectes](spells_hd.md#fléau-dinsectes)
Discriminator: SpellItem
Name: Insect Plague
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p157)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric, Druid, Sorcerer
Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
Duration: Concentration, up to 10 minutes
SpellItem_Family: SpellVO
Level: 5
Range: 300 feet
SpellItem_Type: conjuration
AttributesDictionary:
Name: Insect Plague
Markdown: >+
  # <!--Name-->Insect Plague<!--/Name-->


  - MDR: <!--AltName-->[Fléau d'insectes](spells_hd.md#fléau-dinsectes)<!--/AltName-->

  - Source: <!--Source-->(SRD p157)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)<!--/Components-->

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

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


  ### Description


  Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.


  When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

AltName: "[Fléau d'insectes](spells_hd.md#fléau-dinsectes)"
Source: (SRD p157)
Level: 5
Type: conjuration
CastingTime: 1 action
Range: 300 feet
Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
Duration: Concentration, up to 10 minutes
Classes: Cleric, Druid, Sorcerer

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

---

# <!--Name-->Insect Plague<!--/Name-->

- MDR: <!--AltName-->[Fléau d'insectes](spells_hd.md#fléau-dinsectes)<!--/AltName-->
- Source: <!--Source-->(SRD p157)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->300 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid, Sorcerer<!--/Classes-->

### Description

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.


Id: spells_vo.md#invisibility
AltName: [Invisibilité](spells_hd.md#invisibilité)
Discriminator: SpellItem
Name: Invisibility
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p157)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Sorcerer, Warlock, Wizard
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
SpellItem_Family: SpellVO
Level: 2
Range: Touch
SpellItem_Type: illusion
AttributesDictionary:
Name: Invisibility
Markdown: >+
  # <!--Name-->Invisibility<!--/Name-->


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

  - Source: <!--Source-->(SRD p157)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (an eyelash encased in gum arabic)<!--/Components-->

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

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


  ### Description


  A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.


  **_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: '[Invisibilité](spells_hd.md#invisibilité)'
Source: (SRD p157)
Level: 2
Type: illusion
CastingTime: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard

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

---

# <!--Name-->Invisibility<!--/Name-->

- MDR: <!--AltName-->[Invisibilité](spells_hd.md#invisibilité)<!--/AltName-->
- Source: <!--Source-->(SRD p157)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (an eyelash encased in gum arabic)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


Id: spells_vo.md#jump
AltName: [Saut](spells_hd.md#saut)
Discriminator: SpellItem
Name: Jump
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p158)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid, Ranger, Sorcerer, Wizard
Components: V, S, M (a grasshopper's hind leg)
Duration: 1 minute
SpellItem_Family: SpellVO
Level: 1
Range: Touch
SpellItem_Type: transmutation
AttributesDictionary:
Name: Jump
Markdown: >+
  # <!--Name-->Jump<!--/Name-->


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

  - Source: <!--Source-->(SRD p158)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a grasshopper's hind leg)<!--/Components-->

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

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


  ### Description


  You touch a creature. The creature's jump distance is tripled until the spell ends.

AltName: '[Saut](spells_hd.md#saut)'
Source: (SRD p158)
Level: 1
Type: transmutation
CastingTime: 1 action
Range: Touch
Components: V, S, M (a grasshopper's hind leg)
Duration: 1 minute
Classes: Druid, Ranger, Sorcerer, Wizard

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

---

# <!--Name-->Jump<!--/Name-->

- MDR: <!--AltName-->[Saut](spells_hd.md#saut)<!--/AltName-->
- Source: <!--Source-->(SRD p158)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a grasshopper's hind leg)<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid, Ranger, Sorcerer, Wizard<!--/Classes-->

### Description

You touch a creature. The creature's jump distance is tripled until the spell ends.


Id: spells_vo.md#knock
AltName: [Déblocage](spells_hd.md#déblocage)
Discriminator: SpellItem
Name: Knock
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p158)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Sorcerer, Wizard
Components: V
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 2
Range: 60 feet
SpellItem_Type: transmutation
AttributesDictionary:
Name: Knock
Markdown: >+
  # <!--Name-->Knock<!--/Name-->


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

  - Source: <!--Source-->(SRD p158)<!--/Source-->

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

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

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

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

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

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


  ### Description


  Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.


  A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.


  If you choose a target that is held shut with _[arcane lock](spells_vo.hd#arcane-lock)_, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.


  When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

AltName: '[Déblocage](spells_hd.md#déblocage)'
Source: (SRD p158)
Level: 2
Type: transmutation
CastingTime: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Wizard

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

---

# <!--Name-->Knock<!--/Name-->

- MDR: <!--AltName-->[Déblocage](spells_hd.md#déblocage)<!--/AltName-->
- Source: <!--Source-->(SRD p158)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with _[arcane lock](spells_vo.hd#arcane-lock)_, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.


Id: spells_vo.md#legend-lore
AltName: [Légende](spells_hd.md#légende)
Discriminator: SpellItem
Name: Legend Lore
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p158)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 10 minutes
Classes: Bard, Cleric, Wizard
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 5
Range: Self
SpellItem_Type: divination
AttributesDictionary:
Name: Legend Lore
Markdown: >+
  # <!--Name-->Legend Lore<!--/Name-->


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

  - Source: <!--Source-->(SRD p158)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)<!--/Components-->

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

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


  ### Description


  Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.


  The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."

AltName: '[Légende](spells_hd.md#légende)'
Source: (SRD p158)
Level: 5
Type: divination
CastingTime: 10 minutes
Range: Self
Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
Duration: Instantaneous
Classes: Bard, Cleric, Wizard

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

---

# <!--Name-->Legend Lore<!--/Name-->

- MDR: <!--AltName-->[Légende](spells_hd.md#légende)<!--/AltName-->
- Source: <!--Source-->(SRD p158)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->divination<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Wizard<!--/Classes-->

### Description

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."

Components:
V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)


Id: spells_vo.md#secret-chest
AltName: [Coffre secret](spells_hd.md#coffre-secret)
Discriminator: SpellItem
Name: Secret Chest
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p177)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Wizard
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 4
Range: Touch
SpellItem_Type: conjuration
AttributesDictionary:
Name: Secret Chest
Markdown: >+
  # <!--Name-->Secret Chest<!--/Name-->


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

  - Source: <!--Source-->(SRD p177)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)<!--/Components-->

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

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


  ### Description


  You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).


  While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.


  After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

AltName: '[Coffre secret](spells_hd.md#coffre-secret)'
Source: (SRD p177)
Level: 4
Type: conjuration
CastingTime: 1 action
Range: Touch
Components: V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)
Duration: Instantaneous
Classes: Wizard

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

---

# <!--Name-->Secret Chest<!--/Name-->

- MDR: <!--AltName-->[Coffre secret](spells_hd.md#coffre-secret)<!--/AltName-->
- Source: <!--Source-->(SRD p177)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

Components:
V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)


Id: spells_vo.md#tiny-hut
AltName: [Petite hutte](spells_hd.md#petite-hutte)
Discriminator: SpellItem
Name: Tiny Hut
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p187)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 minute
Classes: Bard, Wizard
Components: V, S, M (a small crystal bead)
Duration: 8 hours
SpellItem_Family: SpellVO
Level: 3
Range: Self (10-foot-radius hemisphere)
Ritual: ritual
SpellItem_Type: evocation
AttributesDictionary:
Name: Tiny Hut
Markdown: >+
  # <!--Name-->Tiny Hut<!--/Name-->


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

  - Source: <!--Source-->(SRD p187)<!--/Source-->

  -  <!--Level-->3<!--/Level-->th-level <!--Type-->evocation<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)

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

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

  - **Components :** <!--Components-->V, S, M (a small crystal bead)<!--/Components-->

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

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


  ### Description


  A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.


  Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.


  Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

AltName: '[Petite hutte](spells_hd.md#petite-hutte)'
Source: (SRD p187)
Level: 3
Type: evocation
Ritual: ritual
CastingTime: 1 minute
Range: Self (10-foot-radius hemisphere)
Components: V, S, M (a small crystal bead)
Duration: 8 hours
Classes: Bard, Wizard

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

---

# <!--Name-->Tiny Hut<!--/Name-->

- MDR: <!--AltName-->[Petite hutte](spells_hd.md#petite-hutte)<!--/AltName-->
- Source: <!--Source-->(SRD p187)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->evocation<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Self (10-foot-radius hemisphere)<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small crystal bead)<!--/Components-->
- **Duration :** <!--Duration-->8 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Wizard<!--/Classes-->

### Description

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.


Id: spells_vo.md#lesser-restoration
AltName: [Restauration inférieure](spells_hd.md#restauration-inférieure)
Discriminator: SpellItem
Name: Lesser Restoration
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p158)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Cleric, Druid, Paladin, Ranger
Components: V, S
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 2
Range: Touch
SpellItem_Type: abjuration
AttributesDictionary:
Name: Lesser Restoration
Markdown: >+
  # <!--Name-->Lesser Restoration<!--/Name-->


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

  - Source: <!--Source-->(SRD p158)<!--/Source-->

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


  You touch a creature and can end either one disease or one condition afflicting it. The condition can be [blinded](conditions_vo.md#blinded), deafened, paralyzed, or poisoned.

AltName: '[Restauration inférieure](spells_hd.md#restauration-inférieure)'
Source: (SRD p158)
Level: 2
Type: abjuration
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger

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

---

# <!--Name-->Lesser Restoration<!--/Name-->

- MDR: <!--AltName-->[Restauration inférieure](spells_hd.md#restauration-inférieure)<!--/AltName-->
- Source: <!--Source-->(SRD p158)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->abjuration<!--/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

You touch a creature and can end either one disease or one condition afflicting it. The condition can be [blinded](conditions_vo.md#blinded), deafened, paralyzed, or poisoned.


Id: spells_vo.md#levitate
AltName: [Lévitation](spells_hd.md#lévitation)
Discriminator: SpellItem
Name: Levitate
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p158)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Wizard
Duration: Concentration, up to 10 minutes
SpellItem_Family: SpellVO
Level: 2
Range: 60 feet
SpellItem_Type: transmutation
AttributesDictionary:
Name: Levitate
Markdown: >+
  # <!--Name-->Levitate<!--/Name-->


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

  - Source: <!--Source-->(SRD p158)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)<!--/Components-->

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

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


  ### Description


  One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.


  The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.


  When the spell ends, the target floats gently to the ground if it is still aloft.

AltName: '[Lévitation](spells_hd.md#lévitation)'
Source: (SRD p158)
Level: 2
Type: transmutation
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Wizard

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

---

# <!--Name-->Levitate<!--/Name-->

- MDR: <!--AltName-->[Lévitation](spells_hd.md#lévitation)<!--/AltName-->
- Source: <!--Source-->(SRD p158)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

Components:
V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)


Id: spells_vo.md#light
AltName: [Lumière](spells_hd.md#lumière)
Discriminator: SpellItem
Name: Light
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p159)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Cleric, Sorcerer, Wizard
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
SpellItem_Family: SpellVO
Level: cantrip
Range: Touch
SpellItem_Type: Evocation
AttributesDictionary:
Name: Light
Markdown: >+
  # <!--Name-->Light<!--/Name-->


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

  - Source: <!--Source-->(SRD p159)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, M (a firefly or phosphorescent moss)<!--/Components-->

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

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


  ### Description


  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.


  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

AltName: '[Lumière](spells_hd.md#lumière)'
Source: (SRD p159)
Type: Evocation
Level: cantrip
CastingTime: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
Classes: Bard, Cleric, Sorcerer, Wizard

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

---

# <!--Name-->Light<!--/Name-->

- MDR: <!--AltName-->[Lumière](spells_hd.md#lumière)<!--/AltName-->
- Source: <!--Source-->(SRD p159)<!--/Source-->
-  <!--Type-->Evocation<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, M (a firefly or phosphorescent moss)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Sorcerer, Wizard<!--/Classes-->

### Description

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.


Id: spells_vo.md#lightning-bolt
AltName: [Éclair](spells_hd.md#Éclair)
Discriminator: SpellItem
Name: Lightning Bolt
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p159)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Sorcerer, Wizard
Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 3
Range: Self (100-foot line)
SpellItem_Type: evocation
AttributesDictionary:
Name: Lightning Bolt
Markdown: >+
  # <!--Name-->Lightning Bolt<!--/Name-->


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

  - Source: <!--Source-->(SRD p159)<!--/Source-->

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

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

  - **Range :** <!--Range-->Self (100-foot line)<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a bit of fur and a rod of amber, crystal, or glass)<!--/Components-->

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

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


  ### Description


  A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.


  The lightning ignites 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

AltName: '[Éclair](spells_hd.md#Éclair)'
Source: (SRD p159)
Level: 3
Type: evocation
CastingTime: 1 action
Range: Self (100-foot line)
Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
Duration: Instantaneous
Classes: Sorcerer, Wizard

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

---

# <!--Name-->Lightning Bolt<!--/Name-->

- MDR: <!--AltName-->[Éclair](spells_hd.md#Éclair)<!--/AltName-->
- Source: <!--Source-->(SRD p159)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (100-foot line)<!--/Range-->
- **Components :** <!--Components-->V, S, M (a bit of fur and a rod of amber, crystal, or glass)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


Id: spells_vo.md#locate-animals-or-plants
AltName: [Localiser des animaux ou des plantes](spells_hd.md#localiser-des-animaux-ou-des-plantes)
Discriminator: SpellItem
Name: Locate Animals or Plants
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p159)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Druid, Ranger
Components: V, S, M (a bit of fur from a bloodhound)
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 2
Range: Self
Ritual: ritual
SpellItem_Type: divination
AttributesDictionary:
Name: Locate Animals or Plants
Markdown: >+
  # <!--Name-->Locate Animals or Plants<!--/Name-->


  - MDR: <!--AltName-->[Localiser des animaux ou des plantes](spells_hd.md#localiser-des-animaux-ou-des-plantes)<!--/AltName-->

  - Source: <!--Source-->(SRD p159)<!--/Source-->

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

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

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

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

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

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


  ### Description


  Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

AltName: '[Localiser des animaux ou des plantes](spells_hd.md#localiser-des-animaux-ou-des-plantes)'
Source: (SRD p159)
Level: 2
Type: divination
Ritual: ritual
CastingTime: 1 action
Range: Self
Components: V, S, M (a bit of fur from a bloodhound)
Duration: Instantaneous
Classes: Bard, Druid, Ranger

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

---

# <!--Name-->Locate Animals or Plants<!--/Name-->

- MDR: <!--AltName-->[Localiser des animaux ou des plantes](spells_hd.md#localiser-des-animaux-ou-des-plantes)<!--/AltName-->
- Source: <!--Source-->(SRD p159)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (a bit of fur from a bloodhound)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Ranger<!--/Classes-->

### Description

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.


Id: spells_vo.md#ice-storm
AltName: [Tempête de grêle](spells_hd.md#tempête-de-grêle)
Discriminator: SpellItem
Name: Ice Storm
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p155)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid, Sorcerer, Wizard
Components: V, S, M (a pinch of dust and a few drops of water)
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 4
Range: 300 feet
SpellItem_Type: evocation
AttributesDictionary:
Name: Ice Storm
Markdown: >+
  # <!--Name-->Ice Storm<!--/Name-->


  - MDR: <!--AltName-->[Tempête de grêle](spells_hd.md#tempête-de-grêle)<!--/AltName-->

  - Source: <!--Source-->(SRD p155)<!--/Source-->

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

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

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

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

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

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


  ### Description


  A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.


  Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

AltName: '[Tempête de grêle](spells_hd.md#tempête-de-grêle)'
Source: (SRD p155)
Level: 4
Type: evocation
CastingTime: 1 action
Range: 300 feet
Components: V, S, M (a pinch of dust and a few drops of water)
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard

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

---

# <!--Name-->Ice Storm<!--/Name-->

- MDR: <!--AltName-->[Tempête de grêle](spells_hd.md#tempête-de-grêle)<!--/AltName-->
- Source: <!--Source-->(SRD p155)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->300 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of dust and a few drops of water)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Druid, Sorcerer, Wizard<!--/Classes-->

### Description

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.


Id: spells_vo.md#hypnotic-pattern
AltName: [Motif hypnotique](spells_hd.md#motif-hypnotique)
Discriminator: SpellItem
Name: Hypnotic Pattern
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p155)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Sorcerer, Warlock, Wizard
Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 3
Range: 120 feet
SpellItem_Type: illusion
AttributesDictionary:
Name: Hypnotic Pattern
Markdown: >+
  # <!--Name-->Hypnotic Pattern<!--/Name-->


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

  - Source: <!--Source-->(SRD p155)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)<!--/Components-->

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

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


  ### Description


  You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

AltName: '[Motif hypnotique](spells_hd.md#motif-hypnotique)'
Source: (SRD p155)
Level: 3
Type: illusion
CastingTime: 1 action
Range: 120 feet
Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard

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

---

# <!--Name-->Hypnotic Pattern<!--/Name-->

- MDR: <!--AltName-->[Motif hypnotique](spells_hd.md#motif-hypnotique)<!--/AltName-->
- Source: <!--Source-->(SRD p155)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.


Id: spells_vo.md#hunters-mark
AltName: [Marque du chasseur](spells_hd.md#marque-du-chasseur)
Discriminator: SpellItem
Name: Hunter's Mark
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p155)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 bonus action
Classes: Ranger
Components: V
Duration: Concentration, up to 1 hour
SpellItem_Family: SpellVO
Level: 1
Range: 90 feet
SpellItem_Type: divination
AttributesDictionary:
Name: Hunter's Mark
Markdown: >+
  # <!--Name-->Hunter's Mark<!--/Name-->


  - MDR: <!--AltName-->[Marque du chasseur](spells_hd.md#marque-du-chasseur)<!--/AltName-->

  - Source: <!--Source-->(SRD p155)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

AltName: '[Marque du chasseur](spells_hd.md#marque-du-chasseur)'
Source: (SRD p155)
Level: 1
Type: divination
CastingTime: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
Classes: Ranger

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

---

# <!--Name-->Hunter's Mark<!--/Name-->

- MDR: <!--AltName-->[Marque du chasseur](spells_hd.md#marque-du-chasseur)<!--/AltName-->
- Source: <!--Source-->(SRD p155)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->divination<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->
- **Range :** <!--Range-->90 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Ranger<!--/Classes-->

### Description

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.


Id: spells_vo.md#holy-aura
AltName: [Aura sacrée](spells_hd.md#aura-sacrée)
Discriminator: SpellItem
Name: Holy Aura
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p155)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 8
Range: Self
SpellItem_Type: abjuration
AttributesDictionary:
Name: Holy Aura
Markdown: >+
  # <!--Name-->Holy Aura<!--/Name-->


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

  - Source: <!--Source-->(SRD p155)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)<!--/Components-->

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

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


  ### Description


  Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be [blinded](conditions_vo.md#blinded) until the spell ends.

AltName: '[Aura sacrée](spells_hd.md#aura-sacrée)'
Source: (SRD p155)
Level: 8
Type: abjuration
CastingTime: 1 action
Range: Self
Components: V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)
Duration: Concentration, up to 1 minute
Classes: Cleric

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

---

# <!--Name-->Holy Aura<!--/Name-->

- MDR: <!--AltName-->[Aura sacrée](spells_hd.md#aura-sacrée)<!--/AltName-->
- Source: <!--Source-->(SRD p155)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be [blinded](conditions_vo.md#blinded) until the spell ends.

Components:
V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)


Id: spells_vo.md#greater-restoration
AltName: [Restauration supérieure](spells_hd.md#restauration-supérieure)
Discriminator: SpellItem
Name: Greater Restoration
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p150)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Bard, Cleric, Druid
Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
Duration: Instantaneous
SpellItem_Family: SpellVO
Level: 5
Range: Touch
SpellItem_Type: abjuration
AttributesDictionary:
Name: Greater Restoration
Markdown: >+
  # <!--Name-->Greater Restoration<!--/Name-->


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

  - Source: <!--Source-->(SRD p150)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (diamond dust worth at least 100 gp, which the spell consumes)<!--/Components-->

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

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


  ### Description


  You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:


  * One effect that charmed or petrified the target


  * One curse, including the target's attunement to a cursed magic item


  * Any reduction to one of the target's ability scores


  * One effect reducing the target's hit point maximum

AltName: '[Restauration supérieure](spells_hd.md#restauration-supérieure)'
Source: (SRD p150)
Level: 5
Type: abjuration
CastingTime: 1 action
Range: Touch
Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
Duration: Instantaneous
Classes: Bard, Cleric, Druid

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

---

# <!--Name-->Greater Restoration<!--/Name-->

- MDR: <!--AltName-->[Restauration supérieure](spells_hd.md#restauration-supérieure)<!--/AltName-->
- Source: <!--Source-->(SRD p150)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (diamond dust worth at least 100 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid<!--/Classes-->

### Description

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

* One effect that charmed or petrified the target

* One curse, including the target's attunement to a cursed magic item

* Any reduction to one of the target's ability scores

* One effect reducing the target's hit point maximum


Id: spells_vo.md#guardian-of-faith
AltName: [Gardien de la foi](spells_hd.md#gardien-de-la-foi)
Discriminator: SpellItem
Name: Guardian of Faith
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p150)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric
Components: V
Duration: 8 hours
SpellItem_Family: SpellVO
Level: 4
Range: 30 feet
SpellItem_Type: conjuration
AttributesDictionary:
Name: Guardian of Faith
Markdown: >+
  # <!--Name-->Guardian of Faith<!--/Name-->


  - MDR: <!--AltName-->[Gardien de la foi](spells_hd.md#gardien-de-la-foi)<!--/AltName-->

  - Source: <!--Source-->(SRD p150)<!--/Source-->

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

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

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

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

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

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


  ### Description


  A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.


  Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

AltName: '[Gardien de la foi](spells_hd.md#gardien-de-la-foi)'
Source: (SRD p150)
Level: 4
Type: conjuration
CastingTime: 1 action
Range: 30 feet
Components: V
Duration: 8 hours
Classes: Cleric

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

---

# <!--Name-->Guardian of Faith<!--/Name-->

- MDR: <!--AltName-->[Gardien de la foi](spells_hd.md#gardien-de-la-foi)<!--/AltName-->
- Source: <!--Source-->(SRD p150)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->8 hours<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.


Id: spells_vo.md#guards-and-wards
AltName: [Protections et sceaux](spells_hd.md#protections-et-sceaux)
Discriminator: SpellItem
Name: Guards and Wards
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p151)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 10 minutes
Classes: Bard, Wizard
Duration: 24 hours
SpellItem_Family: SpellVO
Level: 6
Range: Touch
SpellItem_Type: abjuration
AttributesDictionary:
Name: Guards and Wards
Markdown: >+
  # <!--Name-->Guards and Wards<!--/Name-->


  - MDR: <!--AltName-->[Protections et sceaux](spells_hd.md#protections-et-sceaux)<!--/AltName-->

  - Source: <!--Source-->(SRD p151)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)<!--/Components-->

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

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


  ### Description


  You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.


  When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.


  _Guards and wards_ creates the following effects within the warded area.


  **Corridors**. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.


  **Doors**. All doors in the warded area are magically locked, as if sealed by an _[arcane lock](spells_vo.hd#arcane-lock)_ spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the _[minor illusion](spells_vo.hd#minor-illusion)_ spell) to make them appear as plain sections of wall.


  **Stairs**. Webs fill all stairs in the warded area from top to bottom, as the _[web](spells_vo.hd#web)_ spell. These strands regrow in 10 minutes if they are burned or torn away while _guards and wards_ lasts.


  **Other Spell Effect**. You can place your choice of one of the following magical effects within the warded area of the stronghold.


  * Place _[dancing lights](spells_vo.hd#dancing-lights)_ in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.


  * Place _magic mouth_ in two locations.


  * Place _[stinking cloud](spells_vo.hd#stinking-cloud)_ in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while _guards and wards_ lasts.


  * Place a constant _gust of wind_ in one corridor or room.


  * Place a _[suggestion](spells_hd.md#suggestion)_ in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.


  The whole warded area radiates magic. A _[dispel magic](spells_vo.hd#dispel-magic)_ cast on a specific effect, if successful, removes only that effect.


  You can create a permanently guarded and warded structure by casting this spell there every day for one year.

AltName: '[Protections et sceaux](spells_hd.md#protections-et-sceaux)'
Source: (SRD p151)
Level: 6
Type: abjuration
CastingTime: 10 minutes
Range: Touch
Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)
Duration: 24 hours
Classes: Bard, Wizard

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

---

# <!--Name-->Guards and Wards<!--/Name-->

- MDR: <!--AltName-->[Protections et sceaux](spells_hd.md#protections-et-sceaux)<!--/AltName-->
- Source: <!--Source-->(SRD p151)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)<!--/Components-->
- **Duration :** <!--Duration-->24 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Wizard<!--/Classes-->

### Description

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

_Guards and wards_ creates the following effects within the warded area.

**Corridors**. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

**Doors**. All doors in the warded area are magically locked, as if sealed by an _[arcane lock](spells_vo.hd#arcane-lock)_ spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the _[minor illusion](spells_vo.hd#minor-illusion)_ spell) to make them appear as plain sections of wall.

**Stairs**. Webs fill all stairs in the warded area from top to bottom, as the _[web](spells_vo.hd#web)_ spell. These strands regrow in 10 minutes if they are burned or torn away while _guards and wards_ lasts.

**Other Spell Effect**. You can place your choice of one of the following magical effects within the warded area of the stronghold.

* Place _[dancing lights](spells_vo.hd#dancing-lights)_ in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.

* Place _magic mouth_ in two locations.

* Place _[stinking cloud](spells_vo.hd#stinking-cloud)_ in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while _guards and wards_ lasts.

* Place a constant _gust of wind_ in one corridor or room.

* Place a _[suggestion](spells_hd.md#suggestion)_ in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.

The whole warded area radiates magic. A _[dispel magic](spells_vo.hd#dispel-magic)_ cast on a specific effect, if successful, removes only that effect.

You can create a permanently guarded and warded structure by casting this spell there every day for one year.

Components:
V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)


Id: spells_vo.md#guidance
AltName: [Assistance](spells_hd.md#assistance)
Discriminator: SpellItem
Name: Guidance
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p151)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric, Druid
Components: V, S
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: cantrip
Range: Touch
SpellItem_Type: Divination
AttributesDictionary:
Name: Guidance
Markdown: >+
  # <!--Name-->Guidance<!--/Name-->


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

  - Source: <!--Source-->(SRD p151)<!--/Source-->

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

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


  ### Description


  You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

AltName: '[Assistance](spells_hd.md#assistance)'
Source: (SRD p151)
Type: Divination
Level: cantrip
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid

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

---

# <!--Name-->Guidance<!--/Name-->

- MDR: <!--AltName-->[Assistance](spells_hd.md#assistance)<!--/AltName-->
- Source: <!--Source-->(SRD p151)<!--/Source-->
-  <!--Type-->Divination<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **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-->Cleric, Druid<!--/Classes-->

### Description

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.


Id: spells_vo.md#guiding-bolt
AltName: [Balisage](spells_hd.md#balisage)
Discriminator: SpellItem
Name: Guiding Bolt
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p151)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Cleric
Components: V, S
Duration: 1 round
SpellItem_Family: SpellVO
Level: 1
Range: 120 feet
SpellItem_Type: evocation
AttributesDictionary:
Name: Guiding Bolt
Markdown: >+
  # <!--Name-->Guiding Bolt<!--/Name-->


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

  - Source: <!--Source-->(SRD p151)<!--/Source-->

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

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

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

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

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

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


  ### Description


  A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.


  **_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: '[Balisage](spells_hd.md#balisage)'
Source: (SRD p151)
Level: 1
Type: evocation
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
Classes: Cleric

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

---

# <!--Name-->Guiding Bolt<!--/Name-->

- MDR: <!--AltName-->[Balisage](spells_hd.md#balisage)<!--/AltName-->
- Source: <!--Source-->(SRD p151)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->1 round<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


Id: spells_vo.md#gust-of-wind
AltName: [Bourrasque](spells_hd.md#bourrasque)
Discriminator: SpellItem
Name: Gust of Wind
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p152)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 1 action
Classes: Druid, Sorcerer, Wizard
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
SpellItem_Family: SpellVO
Level: 2
Range: Self (60-foot line)
SpellItem_Type: evocation
AttributesDictionary:
Name: Gust of Wind
Markdown: >+
  # <!--Name-->Gust of Wind<!--/Name-->


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

  - Source: <!--Source-->(SRD p152)<!--/Source-->

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

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

  - **Range :** <!--Range-->Self (60-foot line)<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a legume seed)<!--/Components-->

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

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


  ### Description


  A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.


  Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.


  The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.


  As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

AltName: '[Bourrasque](spells_hd.md#bourrasque)'
Source: (SRD p152)
Level: 2
Type: evocation
CastingTime: 1 action
Range: Self (60-foot line)
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard

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

---

# <!--Name-->Gust of Wind<!--/Name-->

- MDR: <!--AltName-->[Bourrasque](spells_hd.md#bourrasque)<!--/AltName-->
- Source: <!--Source-->(SRD p152)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (60-foot line)<!--/Range-->
- **Components :** <!--Components-->V, S, M (a legume seed)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid, Sorcerer, Wizard<!--/Classes-->

### Description

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.


Id: spells_vo.md#hallow
AltName: [Sanctification](spells_hd.md#sanctification)
Discriminator: SpellItem
Name: Hallow
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p152)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 24 hours
Classes: Cleric
Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
Duration: Until dispelled
SpellItem_Family: SpellVO
Level: 5
Range: Touch
SpellItem_Type: evocation
AttributesDictionary:
Name: Hallow
Markdown: >+
  # <!--Name-->Hallow<!--/Name-->


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

  - Source: <!--Source-->(SRD p152)<!--/Source-->

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

  - **Casting Time :** <!--CastingTime-->24 hours<!--/CastingTime-->

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

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

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

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


  ### Description


  You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a _hallow_ spell. The affected area is subject to the following effects.


  First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.


  Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.


  **_Courage_**. Affected creatures can't be frightened while in the area.


  **_Darkness_**. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.


  **_Daylight_**. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.


  **_Energy Protection_**. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.


  **_Energy Vulnerability_**. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.


  **_Everlasting Rest_**. Dead bodies interred in the area can't be turned into undead.


  **_Extradimensional Interference_**. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.


  **_Fear_**. Affected creatures are frightened while in the area.


  **_Silence_**. No sound can emanate from within the area, and no sound can reach into it.


  **_Tongues_**. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.

AltName: '[Sanctification](spells_hd.md#sanctification)'
Source: (SRD p152)
Level: 5
Type: evocation
CastingTime: 24 hours
Range: Touch
Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
Duration: Until dispelled
Classes: Cleric

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

---

# <!--Name-->Hallow<!--/Name-->

- MDR: <!--AltName-->[Sanctification](spells_hd.md#sanctification)<!--/AltName-->
- Source: <!--Source-->(SRD p152)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->24 hours<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Until dispelled<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a _hallow_ spell. The affected area is subject to the following effects.

First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

**_Courage_**. Affected creatures can't be frightened while in the area.

**_Darkness_**. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.

**_Daylight_**. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.

**_Energy Protection_**. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

**_Energy Vulnerability_**. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

**_Everlasting Rest_**. Dead bodies interred in the area can't be turned into undead.

**_Extradimensional Interference_**. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.

**_Fear_**. Affected creatures are frightened while in the area.

**_Silence_**. No sound can emanate from within the area, and no sound can reach into it.

**_Tongues_**. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.


Id: spells_vo.md#hallucinatory-terrain
AltName: [Terrain hallucinatoire](spells_hd.md#terrain-hallucinatoire)
Discriminator: SpellItem
Name: Hallucinatory Terrain
ParentLink: spells_vo.md#spells-srd-p
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
Source: (SRD p152)
SpellItemsId: spells_vo.md#spells-srd-p
CastingTime: 10 minutes
Classes: Bard, Druid, Warlock, Wizard
Components: V, S, M (a stone, a twig, and a bit of green plant)
Duration: 24 hours
SpellItem_Family: SpellVO
Level: 4
Range: 300 feet
SpellItem_Type: illusion
AttributesDictionary:
Name: Hallucinatory Terrain
Markdown: >+
  # <!--Name-->Hallucinatory Terrain<!--/Name-->


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

  - Source: <!--Source-->(SRD p152)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a stone, a twig, and a bit of green plant)<!--/Components-->

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

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


  ### Description


  You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.


  The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

AltName: '[Terrain hallucinatoire](spells_hd.md#terrain-hallucinatoire)'
Source: (SRD p152)
Level: 4
Type: illusion
CastingTime: 10 minutes
Range: 300 feet
Components: V, S, M (a stone, a twig, and a bit of green plant)
Duration: 24 hours
Classes: Bard, Druid, Warlock, Wizard

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

---

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

- MDR: <!--AltName-->[Terrain hallucinatoire](spells_hd.md#terrain-hallucinatoire)<!--/AltName-->
- Source: <!--Source-->(SRD p152)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->300 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a stone, a twig, and a bit of green plant)<!--/Components-->
- **Duration :** <!--Duration-->24 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Warlock, Wizard<!--/Classes-->

### Description

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.


