# Items

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

---

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

- Alias: <!--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.

AttributesDictionary:
Name: Telepathic Bond
Markdown: >+
  # <!--Name-->Telepathic Bond<!--/Name-->


  - Alias: <!--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


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

---

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

- Alias: <!--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.

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


  - Alias: <!--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


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

---

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

- Alias: <!--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).

AttributesDictionary:
Name: Poison Spray
Markdown: >+
  # <!--Name-->Poison Spray<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#plant-growth
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Plant Growth
NormalizedName: Plant Growth
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Croissance végétale](spells_hd.md#croissance-végétale)
AltNameText: Croissance végétale
NormalizedAltName: Croissance vegetale
Source: (SRD p169)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Bard, Druid, Ranger
Level: 3
CastingTime: 1 action or 8 hours
Range: 150 feet
Components: V, S
Duration: Instantaneous
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Plant Growth<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Plant Growth
Markdown: >+
  # <!--Name-->Plant Growth<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#plane-shift
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Plane Shift
NormalizedName: Plane Shift
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Changement de plan](spells_hd.md#changement-de-plan)
AltNameText: Changement de plan
NormalizedAltName: Changement de plan
Source: (SRD p168)
SpellItemsId: spells_vo.md#spells-srd-p
Type: conjuration
Family: SpellVO
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Level: 7
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
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Plane Shift<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Plane Shift
Markdown: >+
  # <!--Name-->Plane Shift<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#faithful-hound
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Faithful Hound
NormalizedName: Faithful Hound
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Chien de garde](spells_hd.md#chien-de-garde)
AltNameText: Chien de garde
NormalizedAltName: Chien de garde
Source: (SRD p142)
SpellItemsId: spells_vo.md#spells-srd-p
Type: conjuration
Family: SpellVO
Classes: Wizard
Level: 4
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread)
Duration: 8 hours
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Faithful Hound<!--/Name-->

- Alias: <!--AltName-->[Chien de garde](spells_hd.md#chien-de-garde)<!--/AltName-->
- Source: <!--Source-->(SRD p142)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a tiny silver whistle, a piece of bone, and a thread)<!--/Components-->
- **Duration :** <!--Duration-->8 hours<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

AttributesDictionary:
Name: Faithful Hound
Markdown: >+
  # <!--Name-->Faithful Hound<!--/Name-->


  - Alias: <!--AltName-->[Chien de garde](spells_hd.md#chien-de-garde)<!--/AltName-->

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

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

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

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

  - **Components :** <!--Components-->V, S, M (a tiny silver whistle, a piece of bone, and a thread)<!--/Components-->

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

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


  ### Description


  You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.


  The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.


  At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

AltName: '[Chien de garde](spells_hd.md#chien-de-garde)'
Source: (SRD p142)
Level: 4
Type: conjuration
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread)
Duration: 8 hours
Classes: Wizard


Id: spells_vo.md#magnificent-mansion
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Magnificent Mansion
NormalizedName: Magnificent Mansion
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Manoir somptueux](spells_hd.md#manoir-somptueux)
AltNameText: Manoir somptueux
NormalizedAltName: Manoir somptueux
Source: (SRD p162)
SpellItemsId: spells_vo.md#spells-srd-p
Type: conjuration
Family: SpellVO
Classes: Bard, Wizard
Level: 7
CastingTime: 1 minute
Range: 300 feet
Duration: 24 hours
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Magnificent Mansion<!--/Name-->

- Alias: <!--AltName-->[Manoir somptueux](spells_hd.md#manoir-somptueux)<!--/AltName-->
- Source: <!--Source-->(SRD p162)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->300 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)<!--/Components-->
- **Duration :** <!--Duration-->24 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Wizard<!--/Classes-->

### Description

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

AttributesDictionary:
Name: Magnificent Mansion
Markdown: >+
  # <!--Name-->Magnificent Mansion<!--/Name-->


  - Alias: <!--AltName-->[Manoir somptueux](spells_hd.md#manoir-somptueux)<!--/AltName-->

  - Source: <!--Source-->(SRD p162)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)<!--/Components-->

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

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


  ### Description


  You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.


  Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.


  You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

AltName: '[Manoir somptueux](spells_hd.md#manoir-somptueux)'
Source: (SRD p162)
Level: 7
Type: conjuration
CastingTime: 1 minute
Range: 300 feet
Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
Duration: 24 hours
Classes: Bard, Wizard

Components:
V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)


Id: spells_vo.md#private-sanctum
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Private Sanctum
NormalizedName: Private Sanctum
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Sanctuaire privé](spells_hd.md#sanctuaire-privé)
AltNameText: Sanctuaire privé
NormalizedAltName: Sanctuaire prive
Source: (SRD p171)
SpellItemsId: spells_vo.md#spells-srd-p
Type: abjuration
Family: SpellVO
Classes: Wizard
Level: 4
CastingTime: 10 minutes
Range: 120 feet
Duration: 24 hours
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Private Sanctum<!--/Name-->

- Alias: <!--AltName-->[Sanctuaire privé](spells_hd.md#sanctuaire-privé)<!--/AltName-->
- Source: <!--Source-->(SRD p171)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)<!--/Components-->
- **Duration :** <!--Duration-->24 hours<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

* Sound can't pass through the barrier at the edge of the warded area.

* The barrier of the warded area appears dark and foggy, preventing vision (including darkvision through it.

* Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.

* Creatures in the area can't be targeted by divination spells.

* Nothing can teleport into or out of the warded area.

* Planar travel is blocked within the warded area.

Casting this spell on the same spot every day for a year makes this effect permanent.

**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

AttributesDictionary:
Name: Private Sanctum
Markdown: >+
  # <!--Name-->Private Sanctum<!--/Name-->


  - Alias: <!--AltName-->[Sanctuaire privé](spells_hd.md#sanctuaire-privé)<!--/AltName-->

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

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

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

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

  - **Components :** <!--Components-->V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)<!--/Components-->

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

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


  ### Description


  You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.


  When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:


  * Sound can't pass through the barrier at the edge of the warded area.


  * The barrier of the warded area appears dark and foggy, preventing vision (including darkvision through it.


  * Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.


  * Creatures in the area can't be targeted by divination spells.


  * Nothing can teleport into or out of the warded area.


  * Planar travel is blocked within the warded area.


  Casting this spell on the same spot every day for a year makes this effect permanent.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

AltName: '[Sanctuaire privé](spells_hd.md#sanctuaire-privé)'
Source: (SRD p171)
Level: 4
Type: abjuration
CastingTime: 10 minutes
Range: 120 feet
Components: V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
Duration: 24 hours
Classes: Wizard

Components:
V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)


Id: spells_vo.md#arcane-sword
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Arcane Sword
NormalizedName: Arcane Sword
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Épée magique](spells_hd.md#Épée-magique)
AltNameText: Épée magique
NormalizedAltName: Epee magique
Source: (SRD p119)
SpellItemsId: spells_vo.md#spells-srd-p
Type: evocation
Family: SpellVO
Classes: Bard, Wizard
Level: 7
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- Alias: <!--AltName-->[Épée magique](spells_hd.md#Épée-magique)<!--/AltName-->
- Source: <!--Source-->(SRD p119)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Wizard<!--/Classes-->

### Description

You create a sword-shaped plane of force that hovers within range. It lasts for the duration.

When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.

AttributesDictionary:
Name: Arcane Sword
Markdown: >+
  # <!--Name-->Arcane Sword<!--/Name-->


  - Alias: <!--AltName-->[Épée magique](spells_hd.md#Épée-magique)<!--/AltName-->

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

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

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

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

  - **Components :** <!--Components-->V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)<!--/Components-->

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

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


  ### Description


  You create a sword-shaped plane of force that hovers within range. It lasts for the duration.


  When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.

AltName: '[Épée magique](spells_hd.md#Épée-magique)'
Source: (SRD p119)
Level: 7
Type: evocation
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
Duration: Concentration, up to 1 minute
Classes: Bard, Wizard


Id: spells_vo.md#move-earth
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Move Earth
NormalizedName: Move Earth
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Déplacer la terre](spells_hd.md#déplacer-la-terre)
AltNameText: Déplacer la terre
NormalizedAltName: Deplacer la terre
Source: (SRD p166)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Druid, Sorcerer, Wizard
Level: 6
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand)
Duration: Concentration, up to 2 hours
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Move Earth<!--/Name-->

- Alias: <!--AltName-->[Déplacer la terre](spells_hd.md#déplacer-la-terre)<!--/AltName-->
- Source: <!--Source-->(SRD p166)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 2 hours<!--/Duration-->
- Classes: <!--Classes-->Druid, Sorcerer, Wizard<!--/Classes-->

### Description

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.

This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.

AttributesDictionary:
Name: Move Earth
Markdown: >+
  # <!--Name-->Move Earth<!--/Name-->


  - Alias: <!--AltName-->[Déplacer la terre](spells_hd.md#déplacer-la-terre)<!--/AltName-->

  - Source: <!--Source-->(SRD p166)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 2 hours<!--/Duration-->

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


  ### Description


  Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.


  At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.


  Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.


  This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.


  Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.

AltName: '[Déplacer la terre](spells_hd.md#déplacer-la-terre)'
Source: (SRD p166)
Level: 6
Type: transmutation
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand)
Duration: Concentration, up to 2 hours
Classes: Druid, Sorcerer, Wizard


Id: spells_vo.md#nondetection
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Nondetection
NormalizedName: Nondetection
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Non-détection](spells_hd.md#non-détection)
AltNameText: Non-détection
NormalizedAltName: Non-detection
Source: (SRD p167)
SpellItemsId: spells_vo.md#spells-srd-p
Type: abjuration
Family: SpellVO
Classes: Bard, Ranger, Wizard
Level: 3
CastingTime: 1 action
Range: Touch
Components: V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
Duration: 8 hours
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Nondetection<!--/Name-->

- Alias: <!--AltName-->[Non-détection](spells_hd.md#non-détection)<!--/AltName-->
- Source: <!--Source-->(SRD p167)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->8 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Ranger, Wizard<!--/Classes-->

### Description

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

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


  - Alias: <!--AltName-->[Non-détection](spells_hd.md#non-détection)<!--/AltName-->

  - Source: <!--Source-->(SRD p167)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)<!--/Components-->

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

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


  ### Description


  For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

AltName: '[Non-détection](spells_hd.md#non-détection)'
Source: (SRD p167)
Level: 3
Type: abjuration
CastingTime: 1 action
Range: Touch
Components: V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
Duration: 8 hours
Classes: Bard, Ranger, Wizard


Id: spells_vo.md#arcanists-magic-aura
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Arcanist's Magic Aura
NormalizedName: Arcanist's Magic Aura
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Aura magique de l'arcaniste](spells_hd.md#aura-magique-de-larcaniste)
AltNameText: Aura magique de l'arcaniste
NormalizedAltName: Aura magique de l'arcaniste
Source: (SRD p119)
SpellItemsId: spells_vo.md#spells-srd-p
Type: illusion
Family: SpellVO
Classes: Wizard
Level: 2
CastingTime: 1 action
Range: Touch
Components: V, S, M (a small square of silk)
Duration: 24 hours
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Arcanist's Magic Aura<!--/Name-->

- Alias: <!--AltName-->[Aura magique de l'arcaniste](spells_hd.md#aura-magique-de-larcaniste)<!--/AltName-->
- Source: <!--Source-->(SRD p119)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small square of silk)<!--/Components-->
- **Duration :** <!--Duration-->24 hours<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

**False Aura**. You change the way the target appears to spells and magical effects, such as _[detect magic](spells_vo.hd#detect-magic)_, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

**Mask**. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a _symbol_ spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

AttributesDictionary:
Name: Arcanist's Magic Aura
Markdown: >+
  # <!--Name-->Arcanist's Magic Aura<!--/Name-->


  - Alias: <!--AltName-->[Aura magique de l'arcaniste](spells_hd.md#aura-magique-de-larcaniste)<!--/AltName-->

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

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

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

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

  - **Components :** <!--Components-->V, S, M (a small square of silk)<!--/Components-->

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

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


  ### Description


  You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.


  When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.


  **False Aura**. You change the way the target appears to spells and magical effects, such as _[detect magic](spells_vo.hd#detect-magic)_, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.


  **Mask**. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a _symbol_ spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

AltName: "[Aura magique de l'arcaniste](spells_hd.md#aura-magique-de-larcaniste)"
Source: (SRD p119)
Level: 2
Type: illusion
CastingTime: 1 action
Range: Touch
Components: V, S, M (a small square of silk)
Duration: 24 hours
Classes: Wizard


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

---

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

- Alias: <!--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.

AttributesDictionary:
Name: Ray of Enfeeblement
Markdown: >+
  # <!--Name-->Ray of Enfeeblement<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#freezing-sphere
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Freezing Sphere
NormalizedName: Freezing Sphere
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Sphère glacée](spells_hd.md#sphère-glacée)
AltNameText: Sphère glacée
NormalizedAltName: Sphere glacee
Source: (SRD p147)
SpellItemsId: spells_vo.md#spells-srd-p
Type: evocation
Family: SpellVO
Classes: Wizard
Level: 6
CastingTime: 1 action
Range: 300 feet
Components: V, S, M (a small crystal sphere
Duration: Instantaneous
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Freezing Sphere<!--/Name-->

- Alias: <!--AltName-->[Sphère glacée](spells_hd.md#sphère-glacée)<!--/AltName-->
- Source: <!--Source-->(SRD p147)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->300 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small crystal sphere<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.

**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

AttributesDictionary:
Name: Freezing Sphere
Markdown: >+
  # <!--Name-->Freezing Sphere<!--/Name-->


  - Alias: <!--AltName-->[Sphère glacée](spells_hd.md#sphère-glacée)<!--/AltName-->

  - Source: <!--Source-->(SRD p147)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a small crystal sphere<!--/Components-->

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

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


  ### Description


  A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.


  If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.


  You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

AltName: '[Sphère glacée](spells_hd.md#sphère-glacée)'
Source: (SRD p147)
Level: 6
Type: evocation
CastingTime: 1 action
Range: 300 feet
Components: V, S, M (a small crystal sphere
Duration: Instantaneous
Classes: Wizard


Id: spells_vo.md#irresistible-dance
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Irresistible Dance
NormalizedName: Irresistible Dance
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Danse irrésistible](spells_hd.md#danse-irrésistible)
AltNameText: Danse irrésistible
NormalizedAltName: Danse irresistible
Source: (SRD p158)
SpellItemsId: spells_vo.md#spells-srd-p
Type: enchantment
Family: SpellVO
Classes: Bard, Wizard
Level: 6
CastingTime: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Irresistible Dance<!--/Name-->

- Alias: <!--AltName-->[Danse irrésistible](spells_hd.md#danse-irrésistible)<!--/AltName-->
- Source: <!--Source-->(SRD p158)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Wizard<!--/Classes-->

### Description

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

AttributesDictionary:
Name: Irresistible Dance
Markdown: >+
  # <!--Name-->Irresistible Dance<!--/Name-->


  - Alias: <!--AltName-->[Danse irrésistible](spells_hd.md#danse-irrésistible)<!--/AltName-->

  - Source: <!--Source-->(SRD p158)<!--/Source-->

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

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

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

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

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

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


  ### Description


  Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.


  A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

AltName: '[Danse irrésistible](spells_hd.md#danse-irrésistible)'
Source: (SRD p158)
Level: 6
Type: enchantment
CastingTime: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
Classes: Bard, Wizard


Id: spells_vo.md#pass-without-trace
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Pass without Trace
NormalizedName: Pass without Trace
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Passage sans trace](spells_hd.md#passage-sans-trace)
AltNameText: Passage sans trace
NormalizedAltName: Passage sans trace
Source: (SRD p167)
SpellItemsId: spells_vo.md#spells-srd-p
Type: abjuration
Family: SpellVO
Classes: Druid, Ranger
Level: 2
CastingTime: 1 action
Range: Self
Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 hour
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Pass without Trace<!--/Name-->

- Alias: <!--AltName-->[Passage sans trace](spells_hd.md#passage-sans-trace)<!--/AltName-->
- Source: <!--Source-->(SRD p167)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Druid, Ranger<!--/Classes-->

### Description

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

AttributesDictionary:
Name: Pass without Trace
Markdown: >+
  # <!--Name-->Pass without Trace<!--/Name-->


  - Alias: <!--AltName-->[Passage sans trace](spells_hd.md#passage-sans-trace)<!--/AltName-->

  - Source: <!--Source-->(SRD p167)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)<!--/Components-->

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

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


  ### Description


  A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

AltName: '[Passage sans trace](spells_hd.md#passage-sans-trace)'
Source: (SRD p167)
Level: 2
Type: abjuration
CastingTime: 1 action
Range: Self
Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 hour
Classes: Druid, Ranger


Id: spells_vo.md#passwall
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Passwall
NormalizedName: Passwall
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Passe-muraille](spells_hd.md#passe-muraille)
AltNameText: Passe-muraille
NormalizedAltName: Passe-muraille
Source: (SRD p167)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Wizard
Level: 5
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a pinch of sesame seeds)
Duration: 1 hour
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Passwall<!--/Name-->

- Alias: <!--AltName-->[Passe-muraille](spells_hd.md#passe-muraille)<!--/AltName-->
- Source: <!--Source-->(SRD p167)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of sesame seeds)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

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


  - Alias: <!--AltName-->[Passe-muraille](spells_hd.md#passe-muraille)<!--/AltName-->

  - Source: <!--Source-->(SRD p167)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a pinch of sesame seeds)<!--/Components-->

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

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


  ### Description


  A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.


  When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

AltName: '[Passe-muraille](spells_hd.md#passe-muraille)'
Source: (SRD p167)
Level: 5
Type: transmutation
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a pinch of sesame seeds)
Duration: 1 hour
Classes: Wizard


Id: spells_vo.md#phantasmal-killer
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Phantasmal Killer
NormalizedName: Phantasmal Killer
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Assassin imaginaire](spells_hd.md#assassin-imaginaire)
AltNameText: Assassin imaginaire
NormalizedAltName: Assassin imaginaire
Source: (SRD p167)
SpellItemsId: spells_vo.md#spells-srd-p
Type: illusion
Family: SpellVO
Classes: Wizard
Level: 4
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Phantasmal Killer<!--/Name-->

- Alias: <!--AltName-->[Assassin imaginaire](spells_hd.md#assassin-imaginaire)<!--/AltName-->
- Source: <!--Source-->(SRD p167)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

AttributesDictionary:
Name: Phantasmal Killer
Markdown: >+
  # <!--Name-->Phantasmal Killer<!--/Name-->


  - Alias: <!--AltName-->[Assassin imaginaire](spells_hd.md#assassin-imaginaire)<!--/AltName-->

  - Source: <!--Source-->(SRD p167)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

AltName: '[Assassin imaginaire](spells_hd.md#assassin-imaginaire)'
Source: (SRD p167)
Level: 4
Type: illusion
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Wizard


Id: spells_vo.md#phantom-steed
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Phantom Steed
NormalizedName: Phantom Steed
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Monture fantôme](spells_hd.md#monture-fantôme)
AltNameText: Monture fantôme
NormalizedAltName: Monture fantome
Source: (SRD p167)
SpellItemsId: spells_vo.md#spells-srd-p
Type: illusion
Family: SpellVO
Classes: Wizard
Level: 3
Ritual: ritual
CastingTime: 1 minute
Range: 30 feet
Components: V, S
Duration: 1 hour
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Phantom Steed<!--/Name-->

- Alias: <!--AltName-->[Monture fantôme](spells_hd.md#monture-fantôme)<!--/AltName-->
- Source: <!--Source-->(SRD p167)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->illusion<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

AttributesDictionary:
Name: Phantom Steed
Markdown: >+
  # <!--Name-->Phantom Steed<!--/Name-->


  - Alias: <!--AltName-->[Monture fantôme](spells_hd.md#monture-fantôme)<!--/AltName-->

  - Source: <!--Source-->(SRD p167)<!--/Source-->

  -  <!--Level-->3<!--/Level-->th-level <!--Type-->illusion<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)

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

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

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

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

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


  ### Description


  A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.


  For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

AltName: '[Monture fantôme](spells_hd.md#monture-fantôme)'
Source: (SRD p167)
Level: 3
Type: illusion
Ritual: ritual
CastingTime: 1 minute
Range: 30 feet
Components: V, S
Duration: 1 hour
Classes: Wizard


Id: spells_vo.md#planar-ally
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Planar Ally
NormalizedName: Planar Ally
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Allié planaire](spells_hd.md#allié-planaire)
AltNameText: Allié planaire
NormalizedAltName: Allie planaire
Source: (SRD p168)
SpellItemsId: spells_vo.md#spells-srd-p
Type: conjuration
Family: SpellVO
Classes: Cleric
Level: 6
CastingTime: 10 minutes
Range: 60 feet
Components: V, S
Duration: Instantaneous
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Planar Ally<!--/Name-->

- Alias: <!--AltName-->[Allié planaire](spells_hd.md#allié-planaire)<!--/AltName-->
- Source: <!--Source-->(SRD p168)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).

When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible.

If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.

A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

AttributesDictionary:
Name: Planar Ally
Markdown: >+
  # <!--Name-->Planar Ally<!--/Name-->


  - Alias: <!--AltName-->[Allié planaire](spells_hd.md#allié-planaire)<!--/AltName-->

  - Source: <!--Source-->(SRD p168)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).


  When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.


  Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.


  As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.


  After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible.


  If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.


  A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

AltName: '[Allié planaire](spells_hd.md#allié-planaire)'
Source: (SRD p168)
Level: 6
Type: conjuration
CastingTime: 10 minutes
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric


Id: spells_vo.md#planar-binding
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Planar Binding
NormalizedName: Planar Binding
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Entrave planaire](spells_hd.md#entrave-planaire)
AltNameText: Entrave planaire
NormalizedAltName: Entrave planaire
Source: (SRD p168)
SpellItemsId: spells_vo.md#spells-srd-p
Type: abjuration
Family: SpellVO
Classes: Bard, Cleric, Druid, Wizard
Level: 5
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
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Planar Binding<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Planar Binding
Markdown: >+
  # <!--Name-->Planar Binding<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#resilient-sphere
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Resilient Sphere
NormalizedName: Resilient Sphere
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Sphère résiliente](spells_hd.md#sphère-résiliente)
AltNameText: Sphère résiliente
NormalizedAltName: Sphere resiliente
Source: (SRD p175)
SpellItemsId: spells_vo.md#spells-srd-p
Type: evocation
Family: SpellVO
Classes: Wizard
Level: 4
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Resilient Sphere<!--/Name-->

- Alias: <!--AltName-->[Sphère résiliente](spells_hd.md#sphère-résiliente)<!--/AltName-->
- Source: <!--Source-->(SRD p175)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.

A _[disintegrate](spells_vo.hd#disintegrate)_ spell targeting the globe destroys it without harming anything inside it.

AttributesDictionary:
Name: Resilient Sphere
Markdown: >+
  # <!--Name-->Resilient Sphere<!--/Name-->


  - Alias: <!--AltName-->[Sphère résiliente](spells_hd.md#sphère-résiliente)<!--/AltName-->

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

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

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

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

  - **Components :** <!--Components-->V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)<!--/Components-->

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

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


  ### Description


  A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.


  Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.


  The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.


  A _[disintegrate](spells_vo.hd#disintegrate)_ spell targeting the globe destroys it without harming anything inside it.

AltName: '[Sphère résiliente](spells_hd.md#sphère-résiliente)'
Source: (SRD p175)
Level: 4
Type: evocation
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
Duration: Concentration, up to 1 minute
Classes: Wizard


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

---

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

- Alias: <!--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).

AttributesDictionary:
Name: Ray of Frost
Markdown: >+
  # <!--Name-->Ray of Frost<!--/Name-->


  - Alias: <!--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


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

---

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

- Alias: <!--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.

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


  - Alias: <!--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


Id: spells_vo.md#reincarnate
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Reincarnate
NormalizedName: Reincarnate
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Réincarnation](spells_hd.md#réincarnation)
AltNameText: Réincarnation
NormalizedAltName: Reincarnation
Source: (SRD p174)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Druid
Level: 5
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
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- Alias: <!--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.

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


  - Alias: <!--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


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

---

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

- Alias: <!--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.

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


  - Alias: <!--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


Id: spells_vo.md#silent-image
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Silent Image
NormalizedName: Silent Image
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Image silencieuse](spells_hd.md#image-silencieuse)
AltNameText: Image silencieuse
NormalizedAltName: Image silencieuse
Source: (SRD p179)
SpellItemsId: spells_vo.md#spells-srd-p
Type: illusion
Family: SpellVO
Classes: Bard, Sorcerer, Wizard
Level: 1
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- Alias: <!--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.

AttributesDictionary:
Name: Silent Image
Markdown: >+
  # <!--Name-->Silent Image<!--/Name-->


  - Alias: <!--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


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

---

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

- Alias: <!--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.

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


  - Alias: <!--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

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#sleep
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Sleep
NormalizedName: Sleep
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Sommeil](spells_hd.md#sommeil)
AltNameText: Sommeil
NormalizedAltName: Sommeil
Source: (SRD p180)
SpellItemsId: spells_vo.md#spells-srd-p
Type: enchantment
Family: SpellVO
Classes: Bard, Sorcerer, Wizard
Level: 1
CastingTime: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Sleep<!--/Name-->

- Alias: <!--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.

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


  - Alias: <!--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


Id: spells_vo.md#sleet-storm
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Sleet Storm
NormalizedName: Sleet Storm
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Tempête de neige](spells_hd.md#tempête-de-neige)
AltNameText: Tempête de neige
NormalizedAltName: Tempete de neige
Source: (SRD p180)
SpellItemsId: spells_vo.md#spells-srd-p
Type: conjuration
Family: SpellVO
Classes: Druid, Sorcerer, Wizard
Level: 3
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
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Sleet Storm<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Sleet Storm
Markdown: >+
  # <!--Name-->Sleet Storm<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#slow
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Slow
NormalizedName: Slow
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Lenteur](spells_hd.md#lenteur)
AltNameText: Lenteur
NormalizedAltName: Lenteur
Source: (SRD p180)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Sorcerer, Wizard
Level: 3
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Slow<!--/Name-->

- Alias: <!--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.

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


  - Alias: <!--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


Id: spells_vo.md#spare-the-dying
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Spare the Dying
NormalizedName: Spare the Dying
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Épargner les mourants](spells_hd.md#Épargner-les-mourants)
AltNameText: Épargner les mourants
NormalizedAltName: Epargner les mourants
Source: (SRD p181)
SpellItemsId: spells_vo.md#spells-srd-p
Type: Necromancy
Family: SpellVO
Classes: Cleric
Level: cantrip
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Spare the Dying<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Spare the Dying
Markdown: >+
  # <!--Name-->Spare the Dying<!--/Name-->


  - Alias: <!--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


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

---

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

- Alias: <!--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).

AttributesDictionary:
Name: Shocking Grasp
Markdown: >+
  # <!--Name-->Shocking Grasp<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#speak-with-animals
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Speak with Animals
NormalizedName: Speak with Animals
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Communication avec les animaux](spells_hd.md#communication-avec-les-animaux)
AltNameText: Communication avec les animaux
NormalizedAltName: Communication avec les animaux
Source: (SRD p181)
SpellItemsId: spells_vo.md#spells-srd-p
Type: divination
Family: SpellVO
Classes: Bard, Druid, Ranger
Level: 1
Ritual: ritual
CastingTime: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Speak with Animals<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Speak with Animals
Markdown: >+
  # <!--Name-->Speak with Animals<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#speak-with-plants
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Speak with Plants
NormalizedName: Speak with Plants
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Communication avec les plantes](spells_hd.md#communication-avec-les-plantes)
AltNameText: Communication avec les plantes
NormalizedAltName: Communication avec les plantes
Source: (SRD p181)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Bard, Druid, Ranger
Level: 3
CastingTime: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: 10 minutes
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Speak with Plants<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Speak with Plants
Markdown: >+
  # <!--Name-->Speak with Plants<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#spider-climb
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Spider Climb
NormalizedName: Spider Climb
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Pattes d'araignée](spells_hd.md#pattes-daraignée)
AltNameText: Pattes d'araignée
NormalizedAltName: Pattes d'araignee
Source: (SRD p182)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Sorcerer, Warlock, Wizard
Level: 2
CastingTime: 1 action
Range: Touch
Components: V, S, M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Spider Climb<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Spider Climb
Markdown: >+
  # <!--Name-->Spider Climb<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#spike-growth
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Spike Growth
NormalizedName: Spike Growth
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Croissance d'épines](spells_hd.md#croissance-dépines)
AltNameText: Croissance d'épines
NormalizedAltName: Croissance d'epines
Source: (SRD p182)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Druid, Ranger
Level: 2
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
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Spike Growth<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Spike Growth
Markdown: >+
  # <!--Name-->Spike Growth<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#spirit-guardians
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Spirit Guardians
NormalizedName: Spirit Guardians
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Esprits gardiens](spells_hd.md#esprits-gardiens)
AltNameText: Esprits gardiens
NormalizedAltName: Esprits gardiens
Source: (SRD p182)
SpellItemsId: spells_vo.md#spells-srd-p
Type: conjuration
Family: SpellVO
Classes: Cleric
Level: 3
CastingTime: 1 action
Range: Self (15-foot radius)
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 10 minutes
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Spirit Guardians<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Spirit Guardians
Markdown: >+
  # <!--Name-->Spirit Guardians<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#spiritual-weapon
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Spiritual Weapon
NormalizedName: Spiritual Weapon
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Arme spirituelle](spells_hd.md#arme-spirituelle)
AltNameText: Arme spirituelle
NormalizedAltName: Arme spirituelle
Source: (SRD p182)
SpellItemsId: spells_vo.md#spells-srd-p
Type: evocation
Family: SpellVO
Classes: Cleric
Level: 2
CastingTime: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Spiritual Weapon<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Spiritual Weapon
Markdown: >+
  # <!--Name-->Spiritual Weapon<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#stinking-cloud
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Stinking Cloud
NormalizedName: Stinking Cloud
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Nuage puant](spells_hd.md#nuage-puant)
AltNameText: Nuage puant
NormalizedAltName: Nuage puant
Source: (SRD p182)
SpellItemsId: spells_vo.md#spells-srd-p
Type: conjuration
Family: SpellVO
Classes: Bard, Sorcerer, Wizard
Level: 3
CastingTime: 1 action
Range: 90 feet
Components: V, S, M (a rotten egg or several skunk cabbage leaves)
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Stinking Cloud<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Stinking Cloud
Markdown: >+
  # <!--Name-->Stinking Cloud<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#stone-shape
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Stone Shape
NormalizedName: Stone Shape
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Façonnage de la pierre](spells_hd.md#façonnage-de-la-pierre)
AltNameText: Façonnage de la pierre
NormalizedAltName: Faconnage de la pierre
Source: (SRD p183)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Cleric, Druid, Wizard
Level: 4
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
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Stone Shape<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Stone Shape
Markdown: >+
  # <!--Name-->Stone Shape<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#speak-with-dead
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Speak with Dead
NormalizedName: Speak with Dead
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Communication avec les morts](spells_hd.md#communication-avec-les-morts)
AltNameText: Communication avec les morts
NormalizedAltName: Communication avec les morts
Source: (SRD p181)
SpellItemsId: spells_vo.md#spells-srd-p
Type: necromancy
Family: SpellVO
Classes: Bard, Cleric
Level: 3
CastingTime: 1 action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Speak with Dead<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Speak with Dead
Markdown: >+
  # <!--Name-->Speak with Dead<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#moonbeam
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Moonbeam
NormalizedName: Moonbeam
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Rayon de lune](spells_hd.md#rayon-de-lune)
AltNameText: Rayon de lune
NormalizedAltName: Rayon de lune
Source: (SRD p166)
SpellItemsId: spells_vo.md#spells-srd-p
Type: evocation
Family: SpellVO
Classes: Druid
Level: 2
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Moonbeam<!--/Name-->

- Alias: <!--AltName-->[Rayon de lune](spells_hd.md#rayon-de-lune)<!--/AltName-->
- Source: <!--Source-->(SRD p166)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid<!--/Classes-->

### Description

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.

**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

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


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

  - Source: <!--Source-->(SRD p166)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)<!--/Components-->

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

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


  ### Description


  A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.


  When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.


  A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.


  On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

AltName: '[Rayon de lune](spells_hd.md#rayon-de-lune)'
Source: (SRD p166)
Level: 2
Type: evocation
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
Duration: Concentration, up to 1 minute
Classes: Druid


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

---

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

- Alias: <!--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.

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


  - Alias: <!--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


Id: spells_vo.md#shield
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Shield
NormalizedName: Shield
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Bouclier](spells_hd.md#bouclier)
AltNameText: Bouclier
NormalizedAltName: Bouclier
Source: (SRD p179)
SpellItemsId: spells_vo.md#spells-srd-p
Type: abjuration
Family: SpellVO
Classes: Sorcerer, Wizard
Level: 1
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
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- Alias: <!--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)_.

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


  - Alias: <!--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


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

---

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

- Alias: <!--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.

AttributesDictionary:
Name: Remove Curse
Markdown: >+
  # <!--Name-->Remove Curse<!--/Name-->


  - Alias: <!--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


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

---

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

- Alias: <!--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.

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


  - Alias: <!--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


Id: spells_vo.md#resurrection
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Resurrection
NormalizedName: Resurrection
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Résurrection](spells_hd.md#résurrection)
AltNameText: Résurrection
NormalizedAltName: Resurrection
Source: (SRD p175)
SpellItemsId: spells_vo.md#spells-srd-p
Type: necromancy
Family: SpellVO
Classes: Bard, Cleric
Level: 7
CastingTime: 1 hour
Range: Touch
Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- Alias: <!--AltName-->[Résurrection](spells_hd.md#résurrection)<!--/AltName-->
- Source: <!--Source-->(SRD p175)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 hour<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a diamond worth at least 1,000 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric<!--/Classes-->

### Description

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a -4 penalty to 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.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

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


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

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

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

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

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

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

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

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


  ### Description


  You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.


  This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.


  This spell closes all mortal wounds and restores any missing body parts.


  Coming back from the dead is an ordeal. The target takes a -4 penalty to 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.


  Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

AltName: '[Résurrection](spells_hd.md#résurrection)'
Source: (SRD p175)
Level: 7
Type: necromancy
CastingTime: 1 hour
Range: Touch
Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
Classes: Bard, Cleric


Id: spells_vo.md#reverse-gravity
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Reverse Gravity
NormalizedName: Reverse Gravity
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Inversion de la gravité](spells_hd.md#inversion-de-la-gravité)
AltNameText: Inversion de la gravité
NormalizedAltName: Inversion de la gravite
Source: (SRD p175)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Druid, Sorcerer, Wizard
Level: 7
CastingTime: 1 action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Reverse Gravity<!--/Name-->

- Alias: <!--AltName-->[Inversion de la gravité](spells_hd.md#inversion-de-la-gravité)<!--/AltName-->
- Source: <!--Source-->(SRD p175)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->100 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a lodestone and iron filings)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid, Sorcerer, Wizard<!--/Classes-->

### Description

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

AttributesDictionary:
Name: Reverse Gravity
Markdown: >+
  # <!--Name-->Reverse Gravity<!--/Name-->


  - Alias: <!--AltName-->[Inversion de la gravité](spells_hd.md#inversion-de-la-gravité)<!--/AltName-->

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

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

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

  - **Range :** <!--Range-->100 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a lodestone and iron filings)<!--/Components-->

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

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


  ### Description


  This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.


  If some solid object (such as a ceiling is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.


  At the end of the duration, affected objects and creatures fall back down.

AltName: '[Inversion de la gravité](spells_hd.md#inversion-de-la-gravité)'
Source: (SRD p175)
Level: 7
Type: transmutation
CastingTime: 1 action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard


Id: spells_vo.md#revivify
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Revivify
NormalizedName: Revivify
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Revigorer](spells_hd.md#revigorer)
AltNameText: Revigorer
NormalizedAltName: Revigorer
Source: (SRD p175)
SpellItemsId: spells_vo.md#spells-srd-p
Type: necromancy
Family: SpellVO
Classes: Cleric, Paladin
Level: 3
CastingTime: 1 action
Range: Touch
Components: V, S, M (diamonds worth 300 gp, which the spell consumes)
Duration: Instantaneous
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Revivify<!--/Name-->

- Alias: <!--AltName-->[Revigorer](spells_hd.md#revigorer)<!--/AltName-->
- Source: <!--Source-->(SRD p175)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (diamonds worth 300 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric, Paladin<!--/Classes-->

### Description

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

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


  - Alias: <!--AltName-->[Revigorer](spells_hd.md#revigorer)<!--/AltName-->

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

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

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

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

  - **Components :** <!--Components-->V, S, M (diamonds worth 300 gp, which the spell consumes)<!--/Components-->

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

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


  ### Description


  You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

AltName: '[Revigorer](spells_hd.md#revigorer)'
Source: (SRD p175)
Level: 3
Type: necromancy
CastingTime: 1 action
Range: Touch
Components: V, S, M (diamonds worth 300 gp, which the spell consumes)
Duration: Instantaneous
Classes: Cleric, Paladin


Id: spells_vo.md#rope-trick
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Rope Trick
NormalizedName: Rope Trick
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Corde enchantée](spells_hd.md#corde-enchantée)
AltNameText: Corde enchantée
NormalizedAltName: Corde enchantee
Source: (SRD p176)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Wizard
Level: 2
CastingTime: 1 action
Range: Touch
Components: V, S, M (powdered corn extract and a twisted loop of parchment)
Duration: 1 hour
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Rope Trick<!--/Name-->

- Alias: <!--AltName-->[Corde enchantée](spells_hd.md#corde-enchantée)<!--/AltName-->
- Source: <!--Source-->(SRD p176)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (powdered corn extract and a twisted loop of parchment)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.

AttributesDictionary:
Name: Rope Trick
Markdown: >+
  # <!--Name-->Rope Trick<!--/Name-->


  - Alias: <!--AltName-->[Corde enchantée](spells_hd.md#corde-enchantée)<!--/AltName-->

  - Source: <!--Source-->(SRD p176)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (powdered corn extract and a twisted loop of parchment)<!--/Components-->

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

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


  ### Description


  You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.


  The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.


  Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.


  Anything inside the extradimensional space drops out when the spell ends.

AltName: '[Corde enchantée](spells_hd.md#corde-enchantée)'
Source: (SRD p176)
Level: 2
Type: transmutation
CastingTime: 1 action
Range: Touch
Components: V, S, M (powdered corn extract and a twisted loop of parchment)
Duration: 1 hour
Classes: Wizard


Id: spells_vo.md#sacred-flame
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Sacred Flame
NormalizedName: Sacred Flame
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Flamme sacrée](spells_hd.md#flamme-sacrée)
AltNameText: Flamme sacrée
NormalizedAltName: Flamme sacree
Source: (SRD p176)
SpellItemsId: spells_vo.md#spells-srd-p
Type: Evocation
Family: SpellVO
Classes: Cleric
Level: cantrip
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- Alias: <!--AltName-->[Flamme sacrée](spells_hd.md#flamme-sacrée)<!--/AltName-->
- Source: <!--Source-->(SRD p176)<!--/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-->Cleric<!--/Classes-->

### Description

Flame like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

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

AttributesDictionary:
Name: Sacred Flame
Markdown: >+
  # <!--Name-->Sacred Flame<!--/Name-->


  - Alias: <!--AltName-->[Flamme sacrée](spells_hd.md#flamme-sacrée)<!--/AltName-->

  - Source: <!--Source-->(SRD p176)<!--/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-->Cleric<!--/Classes-->


  ### Description


  Flame like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.


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

AltName: '[Flamme sacrée](spells_hd.md#flamme-sacrée)'
Source: (SRD p176)
Type: Evocation
Level: cantrip
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric


Id: spells_vo.md#shield-of-faith
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Shield of Faith
NormalizedName: Shield of Faith
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Bouclier de la foi](spells_hd.md#bouclier-de-la-foi)
AltNameText: Bouclier de la foi
NormalizedAltName: Bouclier de la foi
Source: (SRD p179)
SpellItemsId: spells_vo.md#spells-srd-p
Type: abjuration
Family: SpellVO
Classes: Cleric, Paladin
Level: 1
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
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- Alias: <!--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.

AttributesDictionary:
Name: Shield of Faith
Markdown: >+
  # <!--Name-->Shield of Faith<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#sanctuary
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Sanctuary
NormalizedName: Sanctuary
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Sanctuaire](spells_hd.md#sanctuaire)
AltNameText: Sanctuaire
NormalizedAltName: Sanctuaire
Source: (SRD p176)
SpellItemsId: spells_vo.md#spells-srd-p
Type: abjuration
Family: SpellVO
Classes: Cleric
Level: 1
CastingTime: 1 bonus action
Range: 30 feet
Components: V, S, M (a small silver mirror)
Duration: 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Sanctuary<!--/Name-->

- Alias: <!--AltName-->[Sanctuaire](spells_hd.md#sanctuaire)<!--/AltName-->
- Source: <!--Source-->(SRD p176)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small silver mirror)<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

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


  - Alias: <!--AltName-->[Sanctuaire](spells_hd.md#sanctuaire)<!--/AltName-->

  - Source: <!--Source-->(SRD p176)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a small silver mirror)<!--/Components-->

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

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


  ### Description


  You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.


  If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

AltName: '[Sanctuaire](spells_hd.md#sanctuaire)'
Source: (SRD p176)
Level: 1
Type: abjuration
CastingTime: 1 bonus action
Range: 30 feet
Components: V, S, M (a small silver mirror)
Duration: 1 minute
Classes: Cleric


Id: spells_vo.md#scrying
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Scrying
NormalizedName: Scrying
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Scrutation](spells_hd.md#scrutation)
AltNameText: Scrutation
NormalizedAltName: Scrutation
Source: (SRD p176)
SpellItemsId: spells_vo.md#spells-srd-p
Type: divination
Family: SpellVO
Classes: Bard, Cleric, Druid, Warlock, Wizard
Level: 5
CastingTime: 10 minutes
Range: Self
Duration: Concentration, up to 10 minutes
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Scrying<!--/Name-->

- Alias: <!--AltName-->[Scrutation](spells_hd.md#scrutation)<!--/AltName-->
- Source: <!--Source-->(SRD p176)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->divination<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid, Warlock, Wizard<!--/Classes-->

### Description

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

|Knowledge|Save Modifier|
|---|---|
|Secondhand (you have heard of the target)|+5|
|Firsthand (you have met the target)|+0|
|Familiar (you know the target well)|−5|

|Connection|Save Modifier|
|---|---|
|Likeness or picture|−2|
|Possession or garment|−4|
|Body part, lock of hair, bit of nail, or the like|−10|

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

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


  - Alias: <!--AltName-->[Scrutation](spells_hd.md#scrutation)<!--/AltName-->

  - Source: <!--Source-->(SRD p176)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)<!--/Components-->

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

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


  ### Description


  You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.


  |Knowledge|Save Modifier|

  |---|---|

  |Secondhand (you have heard of the target)|+5|

  |Firsthand (you have met the target)|+0|

  |Familiar (you know the target well)|−5|


  |Connection|Save Modifier|

  |---|---|

  |Likeness or picture|−2|

  |Possession or garment|−4|

  |Body part, lock of hair, bit of nail, or the like|−10|


  On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

AltName: '[Scrutation](spells_hd.md#scrutation)'
Source: (SRD p176)
Level: 5
Type: divination
CastingTime: 10 minutes
Range: Self
Components: V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
Duration: Concentration, up to 10 minutes
Classes: Bard, Cleric, Druid, Warlock, Wizard

Components:
V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)


Id: spells_vo.md#see-invisibility
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: See Invisibility
NormalizedName: See Invisibility
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Voir l'invisible](spells_hd.md#voir-linvisible)
AltNameText: Voir l'invisible
NormalizedAltName: Voir l'invisible
Source: (SRD p177)
SpellItemsId: spells_vo.md#spells-srd-p
Type: divination
Family: SpellVO
Classes: Bard, Sorcerer, Wizard
Level: 2
CastingTime: 1 action
Range: Self
Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver)
Duration: 1 hour
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->See Invisibility<!--/Name-->

- Alias: <!--AltName-->[Voir l'invisible](spells_hd.md#voir-linvisible)<!--/AltName-->
- Source: <!--Source-->(SRD p177)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->divination<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of talc and a small sprinkling of powdered silver)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

AttributesDictionary:
Name: See Invisibility
Markdown: >+
  # <!--Name-->See Invisibility<!--/Name-->


  - Alias: <!--AltName-->[Voir l'invisible](spells_hd.md#voir-linvisible)<!--/AltName-->

  - Source: <!--Source-->(SRD p177)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a pinch of talc and a small sprinkling of powdered silver)<!--/Components-->

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

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


  ### Description


  For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

AltName: "[Voir l'invisible](spells_hd.md#voir-linvisible)"
Source: (SRD p177)
Level: 2
Type: divination
CastingTime: 1 action
Range: Self
Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver)
Duration: 1 hour
Classes: Bard, Sorcerer, Wizard


Id: spells_vo.md#seeming
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Seeming
NormalizedName: Seeming
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Apparence trompeuse](spells_hd.md#apparence-trompeuse)
AltNameText: Apparence trompeuse
NormalizedAltName: Apparence trompeuse
Source: (SRD p177)
SpellItemsId: spells_vo.md#spells-srd-p
Type: illusion
Family: SpellVO
Classes: Bard, Sorcerer, Wizard
Level: 5
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: 8 hours
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Seeming<!--/Name-->

- Alias: <!--AltName-->[Apparence trompeuse](spells_hd.md#apparence-trompeuse)<!--/AltName-->
- Source: <!--Source-->(SRD p177)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->8 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

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

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

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


  - Alias: <!--AltName-->[Apparence trompeuse](spells_hd.md#apparence-trompeuse)<!--/AltName-->

  - Source: <!--Source-->(SRD p177)<!--/Source-->

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

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

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

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

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

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


  ### Description


  This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.


  The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.


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


  A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

AltName: '[Apparence trompeuse](spells_hd.md#apparence-trompeuse)'
Source: (SRD p177)
Level: 5
Type: illusion
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: 8 hours
Classes: Bard, Sorcerer, Wizard


Id: spells_vo.md#sending
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Sending
NormalizedName: Sending
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Envoi de message](spells_hd.md#envoi-de-message)
AltNameText: Envoi de message
NormalizedAltName: Envoi de message
Source: (SRD p177)
SpellItemsId: spells_vo.md#spells-srd-p
Type: evocation
Family: SpellVO
Classes: Bard, Cleric, Wizard
Level: 3
CastingTime: 1 action
Range: Unlimited
Components: V, S, M (a short piece of fine copper wire)
Duration: 1 round
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Sending<!--/Name-->

- Alias: <!--AltName-->[Envoi de message](spells_hd.md#envoi-de-message)<!--/AltName-->
- Source: <!--Source-->(SRD p177)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Unlimited<!--/Range-->
- **Components :** <!--Components-->V, S, M (a short piece of fine copper wire)<!--/Components-->
- **Duration :** <!--Duration-->1 round<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Wizard<!--/Classes-->

### Description

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

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


  - Alias: <!--AltName-->[Envoi de message](spells_hd.md#envoi-de-message)<!--/AltName-->

  - Source: <!--Source-->(SRD p177)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.


  You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

AltName: '[Envoi de message](spells_hd.md#envoi-de-message)'
Source: (SRD p177)
Level: 3
Type: evocation
CastingTime: 1 action
Range: Unlimited
Components: V, S, M (a short piece of fine copper wire)
Duration: 1 round
Classes: Bard, Cleric, Wizard


Id: spells_vo.md#sequester
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Sequester
NormalizedName: Sequester
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Séquestration](spells_hd.md#séquestration)
AltNameText: Séquestration
NormalizedAltName: Sequestration
Source: (SRD p178)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Wizard
Level: 7
CastingTime: 1 action
Range: Touch
Duration: Until dispelled
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Sequester<!--/Name-->

- Alias: <!--AltName-->[Séquestration](spells_hd.md#séquestration)<!--/AltName-->
- Source: <!--Source-->(SRD p178)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Until dispelled<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.

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


  - Alias: <!--AltName-->[Séquestration](spells_hd.md#séquestration)<!--/AltName-->

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

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

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

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

  - **Components :** <!--Components-->V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)<!--/Components-->

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

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


  ### Description


  By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.


  If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.


  You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.

AltName: '[Séquestration](spells_hd.md#séquestration)'
Source: (SRD p178)
Level: 7
Type: transmutation
CastingTime: 1 action
Range: Touch
Components: V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)
Duration: Until dispelled
Classes: Wizard

Components:
V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)


Id: spells_vo.md#shapechange
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Shapechange
NormalizedName: Shapechange
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Changement de forme](spells_hd.md#changement-de-forme)
AltNameText: Changement de forme
NormalizedAltName: Changement de forme
Source: (SRD p178)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Druid, Wizard
Level: 9
CastingTime: 1 action
Range: Self
Duration: Concentration, up to 1 hour
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Shapechange<!--/Name-->

- Alias: <!--AltName-->[Changement de forme](spells_hd.md#changement-de-forme)<!--/AltName-->
- Source: <!--Source-->(SRD p178)<!--/Source-->
-  <!--Level-->9<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Druid, Wizard<!--/Classes-->

### Description

You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.

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


  - Alias: <!--AltName-->[Changement de forme](spells_hd.md#changement-de-forme)<!--/AltName-->

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

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

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

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

  - **Components :** <!--Components-->V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)<!--/Components-->

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

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


  ### Description


  You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.


  Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.


  You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.


  You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision unless your new form also has that sense. You can only speak if the creature can normally speak.


  When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.


  During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.

AltName: '[Changement de forme](spells_hd.md#changement-de-forme)'
Source: (SRD p178)
Level: 9
Type: transmutation
CastingTime: 1 action
Range: Self
Components: V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)
Duration: Concentration, up to 1 hour
Classes: Druid, Wizard

Components:
V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)


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

---

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

- Alias: <!--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.

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


  - Alias: <!--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


Id: spells_vo.md#scorching-ray
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Scorching Ray
NormalizedName: Scorching Ray
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Rayon ardent](spells_hd.md#rayon-ardent)
AltNameText: Rayon ardent
NormalizedAltName: Rayon ardent
Source: (SRD p176)
SpellItemsId: spells_vo.md#spells-srd-p
Type: evocation
Family: SpellVO
Classes: Sorcerer, Wizard
Level: 2
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Scorching Ray<!--/Name-->

- Alias: <!--AltName-->[Rayon ardent](spells_hd.md#rayon-ardent)<!--/AltName-->
- Source: <!--Source-->(SRD p176)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

AttributesDictionary:
Name: Scorching Ray
Markdown: >+
  # <!--Name-->Scorching Ray<!--/Name-->


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

  - Source: <!--Source-->(SRD p176)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.


  Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

AltName: '[Rayon ardent](spells_hd.md#rayon-ardent)'
Source: (SRD p176)
Level: 2
Type: evocation
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard


Id: spells_vo.md#modify-memory
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Modify Memory
NormalizedName: Modify Memory
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Modification de mémoire](spells_hd.md#modification-de-mémoire)
AltNameText: Modification de mémoire
NormalizedAltName: Modification de memoire
Source: (SRD p166)
SpellItemsId: spells_vo.md#spells-srd-p
Type: enchantment
Family: SpellVO
Classes: Bard, Wizard
Level: 5
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Modify Memory<!--/Name-->

- Alias: <!--AltName-->[Modification de mémoire](spells_hd.md#modification-de-mémoire)<!--/AltName-->
- Source: <!--Source-->(SRD p166)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Wizard<!--/Classes-->

### Description

You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A _[remove curse](spells_vo.hd#remove-curse)_ or _[greater restoration](spells_vo.hd#greater-restoration)_ spell cast on the target restores the creature's true memory.

**_At Higher Levels_**. If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

AttributesDictionary:
Name: Modify Memory
Markdown: >+
  # <!--Name-->Modify Memory<!--/Name-->


  - Alias: <!--AltName-->[Modification de mémoire](spells_hd.md#modification-de-mémoire)<!--/AltName-->

  - Source: <!--Source-->(SRD p166)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.


  While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.


  You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.


  A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.


  A _[remove curse](spells_vo.hd#remove-curse)_ or _[greater restoration](spells_vo.hd#greater-restoration)_ spell cast on the target restores the creature's true memory.


  **_At Higher Levels_**. If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

AltName: '[Modification de mémoire](spells_hd.md#modification-de-mémoire)'
Source: (SRD p166)
Level: 5
Type: enchantment
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Wizard


Id: spells_vo.md#misty-step
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Misty Step
NormalizedName: Misty Step
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Pas brumeux](spells_hd.md#pas-brumeux)
AltNameText: Pas brumeux
NormalizedAltName: Pas brumeux
Source: (SRD p165)
SpellItemsId: spells_vo.md#spells-srd-p
Type: conjuration
Family: SpellVO
Classes: Sorcerer, Warlock, Wizard
Level: 2
CastingTime: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Misty Step<!--/Name-->

- Alias: <!--AltName-->[Pas brumeux](spells_hd.md#pas-brumeux)<!--/AltName-->
- Source: <!--Source-->(SRD p165)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

AttributesDictionary:
Name: Misty Step
Markdown: >+
  # <!--Name-->Misty Step<!--/Name-->


  - Alias: <!--AltName-->[Pas brumeux](spells_hd.md#pas-brumeux)<!--/AltName-->

  - Source: <!--Source-->(SRD p165)<!--/Source-->

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

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

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

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

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

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


  ### Description


  Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

AltName: '[Pas brumeux](spells_hd.md#pas-brumeux)'
Source: (SRD p165)
Level: 2
Type: conjuration
CastingTime: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard


Id: spells_vo.md#mislead
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Mislead
NormalizedName: Mislead
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Tromperie](spells_hd.md#tromperie)
AltNameText: Tromperie
NormalizedAltName: Tromperie
Source: (SRD p165)
SpellItemsId: spells_vo.md#spells-srd-p
Type: illusion
Family: SpellVO
Classes: Bard, Wizard
Level: 5
CastingTime: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Mislead<!--/Name-->

- Alias: <!--AltName-->[Tromperie](spells_hd.md#tromperie)<!--/AltName-->
- Source: <!--Source-->(SRD p165)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Wizard<!--/Classes-->

### Description

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns 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.

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


  - Alias: <!--AltName-->[Tromperie](spells_hd.md#tromperie)<!--/AltName-->

  - Source: <!--Source-->(SRD p165)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.


  You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.


  You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns 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.

AltName: '[Tromperie](spells_hd.md#tromperie)'
Source: (SRD p165)
Level: 5
Type: illusion
CastingTime: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
Classes: Bard, Wizard


Id: spells_vo.md#harm
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Harm
NormalizedName: Harm
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Contamination](spells_hd.md#contamination)
AltNameText: Contamination
NormalizedAltName: Contamination
Source: (SRD p153)
SpellItemsId: spells_vo.md#spells-srd-p
Type: necromancy
Family: SpellVO
Classes: Cleric
Level: 6
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Harm<!--/Name-->

- Alias: <!--AltName-->[Contamination](spells_hd.md#contamination)<!--/AltName-->
- Source: <!--Source-->(SRD p153)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

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


  - Alias: <!--AltName-->[Contamination](spells_hd.md#contamination)<!--/AltName-->

  - Source: <!--Source-->(SRD p153)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

AltName: '[Contamination](spells_hd.md#contamination)'
Source: (SRD p153)
Level: 6
Type: necromancy
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric


Id: spells_vo.md#haste
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Haste
NormalizedName: Haste
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Hâte](spells_hd.md#hâte)
AltNameText: Hâte
NormalizedAltName: Hate
Source: (SRD p153)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Sorcerer, Wizard
Level: 3
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Haste<!--/Name-->

- Alias: <!--AltName-->[Hâte](spells_hd.md#hâte)<!--/AltName-->
- Source: <!--Source-->(SRD p153)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a shaving of licorice root)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

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


  - Alias: <!--AltName-->[Hâte](spells_hd.md#hâte)<!--/AltName-->

  - Source: <!--Source-->(SRD p153)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a shaving of licorice root)<!--/Components-->

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

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


  ### Description


  Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.


  When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

AltName: '[Hâte](spells_hd.md#hâte)'
Source: (SRD p153)
Level: 3
Type: transmutation
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard


Id: spells_vo.md#heal
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Heal
NormalizedName: Heal
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Guérison](spells_hd.md#guérison)
AltNameText: Guérison
NormalizedAltName: Guerison
Source: (SRD p153)
SpellItemsId: spells_vo.md#spells-srd-p
Type: evocation
Family: SpellVO
Classes: Cleric, Druid
Level: 6
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Heal<!--/Name-->

- Alias: <!--AltName-->[Guérison](spells_hd.md#guérison)<!--/AltName-->
- Source: <!--Source-->(SRD p153)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid<!--/Classes-->

### Description

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

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


  - Alias: <!--AltName-->[Guérison](spells_hd.md#guérison)<!--/AltName-->

  - Source: <!--Source-->(SRD p153)<!--/Source-->

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

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

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

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

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

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


  ### Description


  Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

AltName: '[Guérison](spells_hd.md#guérison)'
Source: (SRD p153)
Level: 6
Type: evocation
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Druid


Id: spells_vo.md#healing-word
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Healing Word
NormalizedName: Healing Word
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Mot de guérison](spells_hd.md#mot-de-guérison)
AltNameText: Mot de guérison
NormalizedAltName: Mot de guerison
Source: (SRD p153)
SpellItemsId: spells_vo.md#spells-srd-p
Type: evocation
Family: SpellVO
Classes: Bard, Cleric, Druid
Level: 1
CastingTime: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- Alias: <!--AltName-->[Mot de guérison](spells_hd.md#mot-de-guérison)<!--/AltName-->
- Source: <!--Source-->(SRD p153)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid<!--/Classes-->

### Description

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

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


  - Alias: <!--AltName-->[Mot de guérison](spells_hd.md#mot-de-guérison)<!--/AltName-->

  - Source: <!--Source-->(SRD p153)<!--/Source-->

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

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

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

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

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

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


  ### Description


  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

AltName: '[Mot de guérison](spells_hd.md#mot-de-guérison)'
Source: (SRD p153)
Level: 1
Type: evocation
CastingTime: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Cleric, Druid


Id: spells_vo.md#heat-metal
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Heat Metal
NormalizedName: Heat Metal
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Chauffer le métal](spells_hd.md#chauffer-le-métal)
AltNameText: Chauffer le métal
NormalizedAltName: Chauffer le metal
Source: (SRD p153)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Bard, Druid
Level: 2
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Heat Metal<!--/Name-->

- Alias: <!--AltName-->[Chauffer le métal](spells_hd.md#chauffer-le-métal)<!--/AltName-->
- Source: <!--Source-->(SRD p153)<!--/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 (a piece of iron and a flame)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid<!--/Classes-->

### Description

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

**_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.

AttributesDictionary:
Name: Heat Metal
Markdown: >+
  # <!--Name-->Heat Metal<!--/Name-->


  - Alias: <!--AltName-->[Chauffer le métal](spells_hd.md#chauffer-le-métal)<!--/AltName-->

  - Source: <!--Source-->(SRD p153)<!--/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 (a piece of iron and a flame)<!--/Components-->

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

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


  ### Description


  Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.


  If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.


  **_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: '[Chauffer le métal](spells_hd.md#chauffer-le-métal)'
Source: (SRD p153)
Level: 2
Type: transmutation
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Classes: Bard, Druid


Id: spells_vo.md#hellish-rebuke
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Hellish Rebuke
NormalizedName: Hellish Rebuke
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Représailles infernales](spells_hd.md#représailles-infernales)
AltNameText: Représailles infernales
NormalizedAltName: Represailles infernales
Source: (SRD p154)
SpellItemsId: spells_vo.md#spells-srd-p
Type: evocation
Family: SpellVO
Classes: Warlock
Level: 1
Range: 60 feet
Components: V, S
Duration: Instantaneous
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Hellish Rebuke<!--/Name-->

- Alias: <!--AltName-->[Représailles infernales](spells_hd.md#représailles-infernales)<!--/AltName-->
- Source: <!--Source-->(SRD p154)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Warlock<!--/Classes-->

### Description

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

AttributesDictionary:
Name: Hellish Rebuke
Markdown: >+
  # <!--Name-->Hellish Rebuke<!--/Name-->


  - Alias: <!--AltName-->[Représailles infernales](spells_hd.md#représailles-infernales)<!--/AltName-->

  - Source: <!--Source-->(SRD p154)<!--/Source-->

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

  - **Casting Time :** <!--CastingTime-->1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see<!--/CastingTime-->

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

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

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

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


  ### Description


  You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

AltName: '[Représailles infernales](spells_hd.md#représailles-infernales)'
Source: (SRD p154)
Level: 1
Type: evocation
CastingTime: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock

CastingTime:
1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see


Id: spells_vo.md#heroes-feast
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Heroes' Feast
NormalizedName: Heroes' Feast
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Festin des héros](spells_hd.md#festin-des-héros)
AltNameText: Festin des héros
NormalizedAltName: Festin des heros
Source: (SRD p154)
SpellItemsId: spells_vo.md#spells-srd-p
Type: conjuration
Family: SpellVO
Classes: Cleric, Druid
Level: 6
CastingTime: 10 minutes
Range: 30 feet
Components: V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Heroes' Feast<!--/Name-->

- Alias: <!--AltName-->[Festin des héros](spells_hd.md#festin-des-héros)<!--/AltName-->
- Source: <!--Source-->(SRD p154)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid<!--/Classes-->

### Description

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

AttributesDictionary:
Name: Heroes' Feast
Markdown: >+
  # <!--Name-->Heroes' Feast<!--/Name-->


  - Alias: <!--AltName-->[Festin des héros](spells_hd.md#festin-des-héros)<!--/AltName-->

  - Source: <!--Source-->(SRD p154)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.


  A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

AltName: '[Festin des héros](spells_hd.md#festin-des-héros)'
Source: (SRD p154)
Level: 6
Type: conjuration
CastingTime: 10 minutes
Range: 30 feet
Components: V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
Classes: Cleric, Druid


Id: spells_vo.md#hallucinatory-terrain
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Hallucinatory Terrain
NormalizedName: Hallucinatory Terrain
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Terrain hallucinatoire](spells_hd.md#terrain-hallucinatoire)
AltNameText: Terrain hallucinatoire
NormalizedAltName: Terrain hallucinatoire
Source: (SRD p152)
SpellItemsId: spells_vo.md#spells-srd-p
Type: illusion
Family: SpellVO
Classes: Bard, Druid, Warlock, Wizard
Level: 4
CastingTime: 10 minutes
Range: 300 feet
Components: V, S, M (a stone, a twig, and a bit of green plant)
Duration: 24 hours
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- Alias: <!--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.

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


  - Alias: <!--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


Id: spells_vo.md#heroism
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Heroism
NormalizedName: Heroism
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Héroïsme](spells_hd.md#héroïsme)
AltNameText: Héroïsme
NormalizedAltName: Heroisme
Source: (SRD p154)
SpellItemsId: spells_vo.md#spells-srd-p
Type: enchantment
Family: SpellVO
Classes: Bard, Paladin
Level: 1
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Heroism<!--/Name-->

- Alias: <!--AltName-->[Héroïsme](spells_hd.md#héroïsme)<!--/AltName-->
- Source: <!--Source-->(SRD p154)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Paladin<!--/Classes-->

### Description

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

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

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


  - Alias: <!--AltName-->[Héroïsme](spells_hd.md#héroïsme)<!--/AltName-->

  - Source: <!--Source-->(SRD p154)<!--/Source-->

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

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

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

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

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

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


  ### Description


  A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.


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

AltName: '[Héroïsme](spells_hd.md#héroïsme)'
Source: (SRD p154)
Level: 1
Type: enchantment
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Paladin


Id: spells_vo.md#hold-person
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Hold Person
NormalizedName: Hold Person
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Immobiliser un humanoïde](spells_hd.md#immobiliser-un-humanoïde)
AltNameText: Immobiliser un humanoïde
NormalizedAltName: Immobiliser un humanoide
Source: (SRD p154)
SpellItemsId: spells_vo.md#spells-srd-p
Type: enchantment
Family: SpellVO
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Level: 2
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Hold Person<!--/Name-->

- Alias: <!--AltName-->[Immobiliser un humanoïde](spells_hd.md#immobiliser-un-humanoïde)<!--/AltName-->
- Source: <!--Source-->(SRD p154)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small, straight piece of iron)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

AttributesDictionary:
Name: Hold Person
Markdown: >+
  # <!--Name-->Hold Person<!--/Name-->


  - Alias: <!--AltName-->[Immobiliser un humanoïde](spells_hd.md#immobiliser-un-humanoïde)<!--/AltName-->

  - Source: <!--Source-->(SRD p154)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a small, straight piece of iron)<!--/Components-->

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

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


  ### Description


  Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

AltName: '[Immobiliser un humanoïde](spells_hd.md#immobiliser-un-humanoïde)'
Source: (SRD p154)
Level: 2
Type: enchantment
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard


Id: spells_vo.md#holy-aura
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Holy Aura
NormalizedName: Holy Aura
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Aura sacrée](spells_hd.md#aura-sacrée)
AltNameText: Aura sacrée
NormalizedAltName: Aura sacree
Source: (SRD p155)
SpellItemsId: spells_vo.md#spells-srd-p
Type: abjuration
Family: SpellVO
Classes: Cleric
Level: 8
CastingTime: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Holy Aura<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Holy Aura
Markdown: >+
  # <!--Name-->Holy Aura<!--/Name-->


  - Alias: <!--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

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#hunters-mark
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Hunter's Mark
NormalizedName: Hunter's Mark
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Marque du chasseur](spells_hd.md#marque-du-chasseur)
AltNameText: Marque du chasseur
NormalizedAltName: Marque du chasseur
Source: (SRD p155)
SpellItemsId: spells_vo.md#spells-srd-p
Type: divination
Family: SpellVO
Classes: Ranger
Level: 1
CastingTime: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Hunter's Mark<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Hunter's Mark
Markdown: >+
  # <!--Name-->Hunter's Mark<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#hypnotic-pattern
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Hypnotic Pattern
NormalizedName: Hypnotic Pattern
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Motif hypnotique](spells_hd.md#motif-hypnotique)
AltNameText: Motif hypnotique
NormalizedAltName: Motif hypnotique
Source: (SRD p155)
SpellItemsId: spells_vo.md#spells-srd-p
Type: illusion
Family: SpellVO
Classes: Bard, Sorcerer, Warlock, Wizard
Level: 3
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
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Hypnotic Pattern<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Hypnotic Pattern
Markdown: >+
  # <!--Name-->Hypnotic Pattern<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#ice-storm
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Ice Storm
NormalizedName: Ice Storm
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Tempête de grêle](spells_hd.md#tempête-de-grêle)
AltNameText: Tempête de grêle
NormalizedAltName: Tempete de grele
Source: (SRD p155)
SpellItemsId: spells_vo.md#spells-srd-p
Type: evocation
Family: SpellVO
Classes: Druid, Sorcerer, Wizard
Level: 4
CastingTime: 1 action
Range: 300 feet
Components: V, S, M (a pinch of dust and a few drops of water)
Duration: Instantaneous
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Ice Storm<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Ice Storm
Markdown: >+
  # <!--Name-->Ice Storm<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#identify
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Identify
NormalizedName: Identify
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Identification](spells_hd.md#identification)
AltNameText: Identification
NormalizedAltName: Identification
Source: (SRD p155)
SpellItemsId: spells_vo.md#spells-srd-p
Type: divination
Family: SpellVO
Classes: Bard, Wizard
Level: 1
Ritual: ritual
CastingTime: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Identify<!--/Name-->

- Alias: <!--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.

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


  - Alias: <!--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


Id: spells_vo.md#illusory-script
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Illusory Script
NormalizedName: Illusory Script
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Texte illusoire](spells_hd.md#texte-illusoire)
AltNameText: Texte illusoire
NormalizedAltName: Texte illusoire
Source: (SRD p156)
SpellItemsId: spells_vo.md#spells-srd-p
Type: illusion
Family: SpellVO
Classes: Bard, Warlock, Wizard
Level: 1
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
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Illusory Script<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Illusory Script
Markdown: >+
  # <!--Name-->Illusory Script<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#hold-monster
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Hold Monster
NormalizedName: Hold Monster
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Immobiliser un monstre](spells_hd.md#immobiliser-un-monstre)
AltNameText: Immobiliser un monstre
NormalizedAltName: Immobiliser un monstre
Source: (SRD p154)
SpellItemsId: spells_vo.md#spells-srd-p
Type: enchantment
Family: SpellVO
Classes: Bard, Sorcerer, Warlock, Wizard
Level: 5
CastingTime: 1 action
Range: 90 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- Alias: <!--AltName-->[Immobiliser un monstre](spells_hd.md#immobiliser-un-monstre)<!--/AltName-->
- Source: <!--Source-->(SRD p154)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->90 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small, straight piece of iron)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

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


  - Alias: <!--AltName-->[Immobiliser un monstre](spells_hd.md#immobiliser-un-monstre)<!--/AltName-->

  - Source: <!--Source-->(SRD p154)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a small, straight piece of iron)<!--/Components-->

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

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


  ### Description


  Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

AltName: '[Immobiliser un monstre](spells_hd.md#immobiliser-un-monstre)'
Source: (SRD p154)
Level: 5
Type: enchantment
CastingTime: 1 action
Range: 90 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard


Id: spells_vo.md#imprisonment
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Imprisonment
NormalizedName: Imprisonment
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Emprisonnement](spells_hd.md#emprisonnement)
AltNameText: Emprisonnement
NormalizedAltName: Emprisonnement
Source: (SRD p156)
SpellItemsId: spells_vo.md#spells-srd-p
Type: abjuration
Family: SpellVO
Classes: Warlock, Wizard
Level: 9
CastingTime: 1 minute
Range: 30 feet
Duration: Until dispelled
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Imprisonment<!--/Name-->

- Alias: <!--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.

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


  - Alias: <!--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

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#hallow
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Hallow
NormalizedName: Hallow
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Sanctification](spells_hd.md#sanctification)
AltNameText: Sanctification
NormalizedAltName: Sanctification
Source: (SRD p152)
SpellItemsId: spells_vo.md#spells-srd-p
Type: evocation
Family: SpellVO
Classes: Cleric
Level: 5
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
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Hallow<!--/Name-->

- Alias: <!--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.

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


  - Alias: <!--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


Id: spells_vo.md#guiding-bolt
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Guiding Bolt
NormalizedName: Guiding Bolt
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Balisage](spells_hd.md#balisage)
AltNameText: Balisage
NormalizedAltName: Balisage
Source: (SRD p151)
SpellItemsId: spells_vo.md#spells-srd-p
Type: evocation
Family: SpellVO
Classes: Cleric
Level: 1
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Guiding Bolt<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Guiding Bolt
Markdown: >+
  # <!--Name-->Guiding Bolt<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#freedom-of-movement
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Freedom of Movement
NormalizedName: Freedom of Movement
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Liberté de mouvement](spells_hd.md#liberté-de-mouvement)
AltNameText: Liberté de mouvement
NormalizedAltName: Liberte de mouvement
Source: (SRD p147)
SpellItemsId: spells_vo.md#spells-srd-p
Type: abjuration
Family: SpellVO
Classes: Bard, Cleric, Druid, Ranger
Level: 4
CastingTime: 1 action
Range: Touch
Components: V, S, M (a leather strap, bound around the arm or a similar appendage)
Duration: 1 hour
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Freedom of Movement<!--/Name-->

- Alias: <!--AltName-->[Liberté de mouvement](spells_hd.md#liberté-de-mouvement)<!--/AltName-->
- Source: <!--Source-->(SRD p147)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a leather strap, bound around the arm or a similar appendage)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid, Ranger<!--/Classes-->

### Description

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

AttributesDictionary:
Name: Freedom of Movement
Markdown: >+
  # <!--Name-->Freedom of Movement<!--/Name-->


  - Alias: <!--AltName-->[Liberté de mouvement](spells_hd.md#liberté-de-mouvement)<!--/AltName-->

  - Source: <!--Source-->(SRD p147)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a leather strap, bound around the arm or a similar appendage)<!--/Components-->

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

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


  ### Description


  You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.


  The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

AltName: '[Liberté de mouvement](spells_hd.md#liberté-de-mouvement)'
Source: (SRD p147)
Level: 4
Type: abjuration
CastingTime: 1 action
Range: Touch
Components: V, S, M (a leather strap, bound around the arm or a similar appendage)
Duration: 1 hour
Classes: Bard, Cleric, Druid, Ranger


Id: spells_vo.md#gaseous-form
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Gaseous Form
NormalizedName: Gaseous Form
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Forme gazeuse](spells_hd.md#forme-gazeuse)
AltNameText: Forme gazeuse
NormalizedAltName: Forme gazeuse
Source: (SRD p148)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Sorcerer, Warlock, Wizard
Level: 3
CastingTime: 1 action
Range: Touch
Components: V, S, M (a bit of gauze and a wisp of smoke)
Duration: Concentration, up to 1 hour
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Gaseous Form<!--/Name-->

- Alias: <!--AltName-->[Forme gazeuse](spells_hd.md#forme-gazeuse)<!--/AltName-->
- Source: <!--Source-->(SRD p148)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a bit of gauze and a wisp of smoke)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

AttributesDictionary:
Name: Gaseous Form
Markdown: >+
  # <!--Name-->Gaseous Form<!--/Name-->


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

  - Source: <!--Source-->(SRD p148)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a bit of gauze and a wisp of smoke)<!--/Components-->

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

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


  ### Description


  You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.


  While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.


  While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

AltName: '[Forme gazeuse](spells_hd.md#forme-gazeuse)'
Source: (SRD p148)
Level: 3
Type: transmutation
CastingTime: 1 action
Range: Touch
Components: V, S, M (a bit of gauze and a wisp of smoke)
Duration: Concentration, up to 1 hour
Classes: Sorcerer, Warlock, Wizard


Id: spells_vo.md#gate
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Gate
NormalizedName: Gate
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Portail](spells_hd.md#portail)
AltNameText: Portail
NormalizedAltName: Portail
Source: (SRD p148)
SpellItemsId: spells_vo.md#spells-srd-p
Type: conjuration
Family: SpellVO
Classes: Cleric, Sorcerer, Wizard
Level: 9
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a diamond worth at least 5,000 gp)
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Gate<!--/Name-->

- Alias: <!--AltName-->[Portail](spells_hd.md#portail)<!--/AltName-->
- Source: <!--Source-->(SRD p148)<!--/Source-->
-  <!--Level-->9<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a diamond worth at least 5,000 gp)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Cleric, Sorcerer, Wizard<!--/Classes-->

### Description

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

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


  - Alias: <!--AltName-->[Portail](spells_hd.md#portail)<!--/AltName-->

  - Source: <!--Source-->(SRD p148)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a diamond worth at least 5,000 gp)<!--/Components-->

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

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


  ### Description


  You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.


  The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.


  Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.


  When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

AltName: '[Portail](spells_hd.md#portail)'
Source: (SRD p148)
Level: 9
Type: conjuration
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a diamond worth at least 5,000 gp)
Duration: Concentration, up to 1 minute
Classes: Cleric, Sorcerer, Wizard


Id: spells_vo.md#geas
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Geas
NormalizedName: Geas
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Coercition mystique](spells_hd.md#coercition-mystique)
AltNameText: Coercition mystique
NormalizedAltName: Coercition mystique
Source: (SRD p148)
SpellItemsId: spells_vo.md#spells-srd-p
Type: enchantment
Family: SpellVO
Classes: Bard, Cleric, Druid, Paladin, Wizard
Level: 5
CastingTime: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Geas<!--/Name-->

- Alias: <!--AltName-->[Coercition mystique](spells_hd.md#coercition-mystique)<!--/AltName-->
- Source: <!--Source-->(SRD p148)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->30 days<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid, Paladin, Wizard<!--/Classes-->

### Description

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A _[remove curse](spells_vo.hd#remove-curse), [greater restoration](spells_vo.hd#greater-restoration)_, or _[wish](spells_vo.hd#wish)_ spell also ends it.

**_At Higher Levels_**. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

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


  - Alias: <!--AltName-->[Coercition mystique](spells_hd.md#coercition-mystique)<!--/AltName-->

  - Source: <!--Source-->(SRD p148)<!--/Source-->

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

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

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

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

  - **Duration :** <!--Duration-->30 days<!--/Duration-->

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


  ### Description


  You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.


  You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.


  You can end the spell early by using an action to dismiss it. A _[remove curse](spells_vo.hd#remove-curse), [greater restoration](spells_vo.hd#greater-restoration)_, or _[wish](spells_vo.hd#wish)_ spell also ends it.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

AltName: '[Coercition mystique](spells_hd.md#coercition-mystique)'
Source: (SRD p148)
Level: 5
Type: enchantment
CastingTime: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
Classes: Bard, Cleric, Druid, Paladin, Wizard


Id: spells_vo.md#gentle-repose
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Gentle Repose
NormalizedName: Gentle Repose
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Doux repos](spells_hd.md#doux-repos)
AltNameText: Doux repos
NormalizedAltName: Doux repos
Source: (SRD p148)
SpellItemsId: spells_vo.md#spells-srd-p
Type: necromancy
Family: SpellVO
Classes: Cleric, Wizard
Level: 2
Ritual: ritual
CastingTime: 1 action
Range: Touch
Duration: 10 days
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Gentle Repose<!--/Name-->

- Alias: <!--AltName-->[Doux repos](spells_hd.md#doux-repos)<!--/AltName-->
- Source: <!--Source-->(SRD p148)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->necromancy<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration<!--/Components-->
- **Duration :** <!--Duration-->10 days<!--/Duration-->
- Classes: <!--Classes-->Cleric, Wizard<!--/Classes-->

### Description

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as _raise dead_.

AttributesDictionary:
Name: Gentle Repose
Markdown: >+
  # <!--Name-->Gentle Repose<!--/Name-->


  - Alias: <!--AltName-->[Doux repos](spells_hd.md#doux-repos)<!--/AltName-->

  - Source: <!--Source-->(SRD p148)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration<!--/Components-->

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

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


  ### Description


  You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.


  The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as _raise dead_.

AltName: '[Doux repos](spells_hd.md#doux-repos)'
Source: (SRD p148)
Level: 2
Type: necromancy
Ritual: ritual
CastingTime: 1 action
Range: Touch
Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration
Duration: 10 days
Classes: Cleric, Wizard

Components:
V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration


Id: spells_vo.md#giant-insect
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Giant Insect
NormalizedName: Giant Insect
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Insecte géant](spells_hd.md#insecte-géant)
AltNameText: Insecte géant
NormalizedAltName: Insecte geant
Source: (SRD p149)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Druid
Level: 4
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Giant Insect<!--/Name-->

- Alias: <!--AltName-->[Insecte géant](spells_hd.md#insecte-géant)<!--/AltName-->
- Source: <!--Source-->(SRD p149)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Druid<!--/Classes-->

### Description

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

AttributesDictionary:
Name: Giant Insect
Markdown: >+
  # <!--Name-->Giant Insect<!--/Name-->


  - Alias: <!--AltName-->[Insecte géant](spells_hd.md#insecte-géant)<!--/AltName-->

  - Source: <!--Source-->(SRD p149)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.


  Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.


  A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.


  The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

AltName: '[Insecte géant](spells_hd.md#insecte-géant)'
Source: (SRD p149)
Level: 4
Type: transmutation
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Druid


Id: spells_vo.md#glibness
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Glibness
NormalizedName: Glibness
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Bagou](spells_hd.md#bagou)
AltNameText: Bagou
NormalizedAltName: Bagou
Source: (SRD p149)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Bard, Warlock
Level: 8
CastingTime: 1 action
Range: Self
Components: V
Duration: 1 hour
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Glibness<!--/Name-->

- Alias: <!--AltName-->[Bagou](spells_hd.md#bagou)<!--/AltName-->
- Source: <!--Source-->(SRD p149)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Warlock<!--/Classes-->

### Description

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

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


  - Alias: <!--AltName-->[Bagou](spells_hd.md#bagou)<!--/AltName-->

  - Source: <!--Source-->(SRD p149)<!--/Source-->

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

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

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

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

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

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


  ### Description


  Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

AltName: '[Bagou](spells_hd.md#bagou)'
Source: (SRD p149)
Level: 8
Type: transmutation
CastingTime: 1 action
Range: Self
Components: V
Duration: 1 hour
Classes: Bard, Warlock


Id: spells_vo.md#gust-of-wind
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Gust of Wind
NormalizedName: Gust of Wind
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Bourrasque](spells_hd.md#bourrasque)
AltNameText: Bourrasque
NormalizedAltName: Bourrasque
Source: (SRD p152)
SpellItemsId: spells_vo.md#spells-srd-p
Type: evocation
Family: SpellVO
Classes: Druid, Sorcerer, Wizard
Level: 2
CastingTime: 1 action
Range: Self (60-foot line)
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Gust of Wind<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Gust of Wind
Markdown: >+
  # <!--Name-->Gust of Wind<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#globe-of-invulnerability
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Globe of Invulnerability
NormalizedName: Globe of Invulnerability
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Globe d'invulnérabilité](spells_hd.md#globe-dinvulnérabilité)
AltNameText: Globe d'invulnérabilité
NormalizedAltName: Globe d'invulnerabilite
Source: (SRD p149)
SpellItemsId: spells_vo.md#spells-srd-p
Type: abjuration
Family: SpellVO
Classes: Sorcerer, Wizard
Level: 6
CastingTime: 1 action
Range: Self (10-foot radius)
Components: V, S, M (a glass or crystal bead that shatters when the spell ends)
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Globe of Invulnerability<!--/Name-->

- Alias: <!--AltName-->[Globe d'invulnérabilité](spells_hd.md#globe-dinvulnérabilité)<!--/AltName-->
- Source: <!--Source-->(SRD p149)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (10-foot radius)<!--/Range-->
- **Components :** <!--Components-->V, S, M (a glass or crystal bead that shatters when the spell ends)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

AttributesDictionary:
Name: Globe of Invulnerability
Markdown: >+
  # <!--Name-->Globe of Invulnerability<!--/Name-->


  - Alias: <!--AltName-->[Globe d'invulnérabilité](spells_hd.md#globe-dinvulnérabilité)<!--/AltName-->

  - Source: <!--Source-->(SRD p149)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a glass or crystal bead that shatters when the spell ends)<!--/Components-->

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

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


  ### Description


  An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.


  Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

AltName: "[Globe d'invulnérabilité](spells_hd.md#globe-dinvulnérabilité)"
Source: (SRD p149)
Level: 6
Type: abjuration
CastingTime: 1 action
Range: Self (10-foot radius)
Components: V, S, M (a glass or crystal bead that shatters when the spell ends)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard


Id: spells_vo.md#goodberry
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Goodberry
NormalizedName: Goodberry
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Baies nourricières](spells_hd.md#baies-nourricières)
AltNameText: Baies nourricières
NormalizedAltName: Baies nourricieres
Source: (SRD p150)
SpellItemsId: spells_vo.md#spells-srd-p
Type: transmutation
Family: SpellVO
Classes: Druid, Ranger
Level: 1
CastingTime: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Goodberry<!--/Name-->

- Alias: <!--AltName-->[Baies nourricières](spells_hd.md#baies-nourricières)<!--/AltName-->
- Source: <!--Source-->(SRD p150)<!--/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 sprig of mistletoe)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Druid, Ranger<!--/Classes-->

### Description

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

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


  - Alias: <!--AltName-->[Baies nourricières](spells_hd.md#baies-nourricières)<!--/AltName-->

  - Source: <!--Source-->(SRD p150)<!--/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 sprig of mistletoe)<!--/Components-->

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

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


  ### Description


  Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.


  The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

AltName: '[Baies nourricières](spells_hd.md#baies-nourricières)'
Source: (SRD p150)
Level: 1
Type: transmutation
CastingTime: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous
Classes: Druid, Ranger


Id: spells_vo.md#grease
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Grease
NormalizedName: Grease
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Graisse](spells_hd.md#graisse)
AltNameText: Graisse
NormalizedAltName: Graisse
Source: (SRD p150)
SpellItemsId: spells_vo.md#spells-srd-p
Type: conjuration
Family: SpellVO
Classes: Wizard
Level: 1
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a bit of pork rind or butter)
Duration: 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Grease<!--/Name-->

- Alias: <!--AltName-->[Graisse](spells_hd.md#graisse)<!--/AltName-->
- Source: <!--Source-->(SRD p150)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a bit of pork rind or butter)<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

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


  - Alias: <!--AltName-->[Graisse](spells_hd.md#graisse)<!--/AltName-->

  - Source: <!--Source-->(SRD p150)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a bit of pork rind or butter)<!--/Components-->

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

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


  ### Description


  Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.


  When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

AltName: '[Graisse](spells_hd.md#graisse)'
Source: (SRD p150)
Level: 1
Type: conjuration
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a bit of pork rind or butter)
Duration: 1 minute
Classes: Wizard


Id: spells_vo.md#greater-invisibility
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Greater Invisibility
NormalizedName: Greater Invisibility
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Invisibilité supérieure](spells_hd.md#invisibilité-supérieure)
AltNameText: Invisibilité supérieure
NormalizedAltName: Invisibilite superieure
Source: (SRD p150)
SpellItemsId: spells_vo.md#spells-srd-p
Type: illusion
Family: SpellVO
Classes: Bard, Sorcerer, Wizard
Level: 4
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Greater Invisibility<!--/Name-->

- Alias: <!--AltName-->[Invisibilité supérieure](spells_hd.md#invisibilité-supérieure)<!--/AltName-->
- Source: <!--Source-->(SRD p150)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

You or 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.

AttributesDictionary:
Name: Greater Invisibility
Markdown: >+
  # <!--Name-->Greater Invisibility<!--/Name-->


  - Alias: <!--AltName-->[Invisibilité supérieure](spells_hd.md#invisibilité-supérieure)<!--/AltName-->

  - Source: <!--Source-->(SRD p150)<!--/Source-->

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

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

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

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

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

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


  ### Description


  You or 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.

AltName: '[Invisibilité supérieure](spells_hd.md#invisibilité-supérieure)'
Source: (SRD p150)
Level: 4
Type: illusion
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Wizard


Id: spells_vo.md#greater-restoration
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Greater Restoration
NormalizedName: Greater Restoration
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Restauration supérieure](spells_hd.md#restauration-supérieure)
AltNameText: Restauration supérieure
NormalizedAltName: Restauration superieure
Source: (SRD p150)
SpellItemsId: spells_vo.md#spells-srd-p
Type: abjuration
Family: SpellVO
Classes: Bard, Cleric, Druid
Level: 5
CastingTime: 1 action
Range: Touch
Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
Duration: Instantaneous
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Greater Restoration<!--/Name-->

- Alias: <!--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

AttributesDictionary:
Name: Greater Restoration
Markdown: >+
  # <!--Name-->Greater Restoration<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#guardian-of-faith
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Guardian of Faith
NormalizedName: Guardian of Faith
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Gardien de la foi](spells_hd.md#gardien-de-la-foi)
AltNameText: Gardien de la foi
NormalizedAltName: Gardien de la foi
Source: (SRD p150)
SpellItemsId: spells_vo.md#spells-srd-p
Type: conjuration
Family: SpellVO
Classes: Cleric
Level: 4
CastingTime: 1 action
Range: 30 feet
Components: V
Duration: 8 hours
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- Alias: <!--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.

AttributesDictionary:
Name: Guardian of Faith
Markdown: >+
  # <!--Name-->Guardian of Faith<!--/Name-->


  - Alias: <!--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


Id: spells_vo.md#guards-and-wards
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Guards and Wards
NormalizedName: Guards and Wards
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Protections et sceaux](spells_hd.md#protections-et-sceaux)
AltNameText: Protections et sceaux
NormalizedAltName: Protections et sceaux
Source: (SRD p151)
SpellItemsId: spells_vo.md#spells-srd-p
Type: abjuration
Family: SpellVO
Classes: Bard, Wizard
Level: 6
CastingTime: 10 minutes
Range: Touch
Duration: 24 hours
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Guards and Wards<!--/Name-->

- Alias: <!--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.

AttributesDictionary:
Name: Guards and Wards
Markdown: >+
  # <!--Name-->Guards and Wards<!--/Name-->


  - Alias: <!--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

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
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Guidance
NormalizedName: Guidance
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Assistance](spells_hd.md#assistance)
AltNameText: Assistance
NormalizedAltName: Assistance
Source: (SRD p151)
SpellItemsId: spells_vo.md#spells-srd-p
Type: Divination
Family: SpellVO
Classes: Cleric, Druid
Level: cantrip
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Guidance<!--/Name-->

- Alias: <!--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.

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


  - Alias: <!--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


Id: spells_vo.md#glyph-of-warding
ItemType: SpellItem
ParentLink: spells_vo.md#spells-srd-p
Name: Glyph of Warding
NormalizedName: Glyph of Warding
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Glyphe de protection](spells_hd.md#glyphe-de-protection)
AltNameText: Glyphe de protection
NormalizedAltName: Glyphe de protection
Source: (SRD p149)
SpellItemsId: spells_vo.md#spells-srd-p
Type: abjuration
Family: SpellVO
Classes: Bard, Cleric, Wizard
Level: 3
CastingTime: 1 hour
Range: Touch
Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
Duration: Until dispelled or triggered
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Glyph of Warding<!--/Name-->

- Alias: <!--AltName-->[Glyphe de protection](spells_hd.md#glyphe-de-protection)<!--/AltName-->
- Source: <!--Source-->(SRD p149)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 hour<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (incense and powdered diamond worth at least 200 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 glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. 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 and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose _explosive runes_ or a _spell glyph_.

**Explosive Runes**. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

**Spell Glyph**. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a _spell glyph_, you can store any spell of up to the same level as the slot you use for the _glyph of warding_.

AttributesDictionary:
Name: Glyph of Warding
Markdown: >+
  # <!--Name-->Glyph of Warding<!--/Name-->


  - Alias: <!--AltName-->[Glyphe de protection](spells_hd.md#glyphe-de-protection)<!--/AltName-->

  - Source: <!--Source-->(SRD p149)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (incense and powdered diamond worth at least 200 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 glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. 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 and requires a successful Intelligence (Investigation) check against your spell save DC to be found.


  You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.


  You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.


  When you inscribe the glyph, choose _explosive runes_ or a _spell glyph_.


  **Explosive Runes**. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.


  **Spell Glyph**. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a _spell glyph_, you can store any spell of up to the same level as the slot you use for the _glyph of warding_.

AltName: '[Glyphe de protection](spells_hd.md#glyphe-de-protection)'
Source: (SRD p149)
Level: 3
Type: abjuration
CastingTime: 1 hour
Range: Touch
Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
Duration: Until dispelled or triggered
Classes: Bard, Cleric, Wizard


