# Items

Id: magicitems_az_hd.md#les-objets-magiques
RootId: magicitems_az_hd.md
ParentLink: index.md
Name: Les objets magiques
ParentName: Cadre de campagne
ParentNameLink: <!--ParentNameLink-->[Cadre de campagne](index.md)<!--/ParentNameLink-->
AltName: Magic Items A-Z (SRD p207)
Source: (COC p138)
Discriminator: GenericItem
Markdown:
>  <!--ParentNameLink-->[Cadre de campagne](index.md)<!--/ParentNameLink-->

---


## <!--Name-->Les objets magiques<!--/Name-->

- AltName: <!--AltName-->Magic Items A-Z (SRD p207)<!--/AltName-->
- Source: <!--Source-->(COC p138)<!--/Source-->

Les objets magiques sont présentés ici dans l'ordre alphabétique. Le descriptif de chacun comprend son nom, sa catégorie, sa rareté et ses propriétés magiques.



## [Les objets magiques de A à Z](magicitems_az_hd.md#les-objets-magiques-de-a-à-z)

##### _[Magic Items A-Z](magicitems_az_hd.md#les-objets-magiques-de-a-à-z)_


Id: magicitems_hd.md#rareté
ParentLink: magicitems_hd.md#objets-magiques
Name: Rareté
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

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### <!--Name-->Rareté<!--/Name-->

Les objets magiques sont classés selon leur rareté : courant, peu courant, rare, très rare et légendaire. La rareté permet de déterminer la fréquence à laquelle les PJ sont susceptibles d'en découvrir et le niveau qu'il faut généralement atteindre pour en utiliser. Ainsi, les objets courants et peu courants peuvent déjà se trouver dans l'équipement de personnages de niveau 1. Le niveau 5 marque généralement le début de l'utilisation des objets rares. Les objets très rares apparaissent vers le niveau 11 et les objets légendaires sont l'apanage des personnages de niveaux 17 et plus. La rareté permet également de déterminer le prix moyen d'un objet magique, quoique la plupart de ces objets ne pourront jamais être achetés avec de l'argent.

|Rareté|Valeur indicative|
|---|---|
|Courant|2d6 (7) × 10 po|
|Peu courant|2d6 (7) × 50 po|
|Rare|2d10 (11) × 250 po|
|Très rare|2d10 (11) × 2 500 po|
|Légendaire|2d6 (7) × 10 000 po|


Id: magicitems_hd.md#le-commerce-des-objets-magiques
ParentLink: magicitems_hd.md#objets-magiques
Name: Le commerce des objets magiques
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

### <!--Name-->Le commerce des objets magiques<!--/Name-->

Dans la plupart des univers de campagne, les objets magiques ne sont pas disponibles dans des échoppes. S'il est théoriquement envisageable d'acheter des objets communs chez un lanceur de sorts ou un alchimiste à – la condition surprenante que ce dernier souhaite s'en séparer, les objets plus rares sont généralement échangés contre des services qui devraient constituer autant d'amorces de scénarios et de difficultés pour les PJ. Ne bradez jamais l'acquisition d'un objet magique. Vous en détruiriez immédiatement le charme auprès de vos joueurs. Pour la même raison, il est difficile de vendre des objets magiques de grande valeur. Peu de gens, hormis les riches collectionneurs et les nobles de haut rang, peuvent se permettre de débourser des milliers de pièces d'or pour une baguette magique ou une boule de cristal.

Bien entendu, vous pouvez en décider autrement et permettre un commerce florissant d'objets magiques si vous souhaitez un univers plus haut en couleur, mais l'esprit du jeu le déconseille.


Id: magicitems_hd.md#objets-magiques-1
ParentLink: magicitems_hd.md#objets-magiques
Name: Objets magiques 1
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

#### <!--Name-->Objets magiques 1<!--/Name-->

|d100|Objet magique|
|---|---|
|**01-50**|**Potions (lancer 1d6)**|
|1-3|[Potion de soins](magicitems_az_hd.md#potion-de-soins)|
|4|[Potion d'escalade](magicitems_az_hd.md#potion-descalade)|
|5|[Potion d'amitié avec les animaux](magicitems_az_hd.md#potion-damitié-avec-les-animaux)|
|6|[Potion de soins supérieurs](magicitems_az_hd.md#potion-de-soins)|
|**51-80**|**[Parchemins de sorts](magicitems_az_hd.md#parchemin-magique) (lancer 1d6)**|
|1-2|1d4 (2) tours de magie|
|3-4|1d4 (2) sorts de 1er niveau|
|5-6|1 sorts de 2e niveau|
|**81-90**|**Munitions magiques (lancer 1D6)**|
|1-3|1 [munition +1](magicitems_az_hd.md#munitions-1-2-ou-3)|
|4-5|1d6 [munitions +1](magicitems_az_hd.md#munitions-1-2-ou-3)|
|6|2d6 [munitions +1](magicitems_az_hd.md#munitions-1-2-ou-3)|
|**91-93**|[Broche de protection](magicitems_az_hd.md#broche-de-protection)|
|**94-95**|[Sac sans fond](magicitems_az_hd.md#sac-sans-fond)|
|**96-00**|Relancer sur [table 2](magicitems_hd.md#objets-magiques-2)|


Id: magicitems_hd.md#objets-magiques-aléatoires
ParentLink: magicitems_hd.md#objets-magiques
Name: Objets magiques aléatoires
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

### <!--Name-->Objets magiques aléatoires<!--/Name-->

Les tableaux suivants vous seront utiles pour déterminer les objets magiques présents dans les trésors des monstres rencontrés par les personnages.


Id: magicitems_hd.md#détail-historique
ParentLink: magicitems_hd.md#objets-magiques
Name: Détail historique
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

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#### <!--Name-->Détail historique<!--/Name-->

Royal. L'objet a été créé pour un monarque. Les sujets du royaume considèrent le porteur comme un membre de la famille royale.

Artiste de renom. L'objet a été créé en collaboration avec un maître joaillier. Il est en or ou en platine et est serti de pierres précieuses. Sa valeur est le double de celle d'un objet magique similaire. Il attire bien entendu les regards des voleurs.

Ordre chevaleresque. L'objet appartient à un ordre de paladins. Le symbole de leur dieu y est gravé. Les suivants du même dieu attendent du porteur de l'objet qu'il respecte les serments de l'ordre, ou qu'il rende l'objet au culte.

Bataille historique. L'objet a tenu un rôle important lors d'une bataille. Les vainqueurs et leurs descendants ont un respect énorme pour l'objet et son porteur. Il en est de même quant à la haine que lui portent les vaincus.

Mauvais présage. Tous les porteurs précédents connus de l'objet sont morts dans des conditions atroces. Ceux qui reconnaissent l'objet n'ont de cesse de mettre le personnage en garde contre la malédiction.

Destin. L'objet a été conçu dans un but bien précis. Lorsque cet événement arrivera, l'objet s'éveillera à la conscience et exigera de son porteur qu'il le conduise à un endroit précis du monde.


Id: magicitems_hd.md#qui-la-créé-?
ParentLink: magicitems_hd.md#objets-magiques
Name: Qui l'a créé ?
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

#### <!--Name-->Qui l'a créé ?<!--/Name-->

Peuple disparu. L'objet a été créé par un royaume ou un empire si ancien qu'il n'est plus aujourd'hui qu'un mythe. Il est convoité par les collectionneurs.

Elfes de sang. L'objet provient des profondeurs de la terre, là où se sont réfugiés les elfes de sang. Il y a une chance sur deux qu'il ne fonctionne pas à la lumière du soleil.

Géants. L'objet est plus grand que normal. Il est gravé de runes dans la langue des géants. Un géant jugera insultant qu'un personnage de taille M ou moins utilise l'objet.

Liche. L'objet a été créé par un magicien mort-vivant. Il est gravé de symboles macabres. Le porteur regagne un point de vie de moins par dé de vie lancé pendant un repos.

Animal éveillé. C'est un animal d'une intelligence humaine qui a créé l'objet. Il a une apparence particulièrement exotique.

Mage célèbre. L'objet a été créé par un magicien particulièrement célèbre. Son nom est même gravé dessus. La plupart des gens considéreront le porteur de l'objet comme un voleur. Et qu'en pense le mage en question ?


Id: magicitems_hd.md#propriété-additionnelle
ParentLink: magicitems_hd.md#objets-magiques
Name: Propriété additionnelle
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

#### <!--Name-->Propriété additionnelle<!--/Name-->

Lumineux. L'objet dégage une lumière vive dans un rayon de 3 mètres.

Flotte ou coule. L'objet flotte sur l'eau. Il est très difficile de l'immerger. Le porteur obtient l'avantage sur ses jets de Force (Athlétisme) pour nager. Au contraire, le porteur peut prononcer un mot de commande qui fait couler l'objet à pic.

Passe-partout. L'objet permet d'obtenir l'avantage aux jets de Dextérité effectués pour crocheter une serrure.

Alarme. L'objet émet le tintement d'une clochette si un type particulier de créature se trouve à moins de 20 mètres de lui.

Bénéfique. Lorsqu'il lance un dé de vie pour récupérer pendant un repos, le porteur de l'objet regagne un point de vie supplémentaire par dé de vie.

Vision dans le noir. Le porteur de l'objet bénéficie d'une vision dans le noir avec une portée de 9 mètres. S'il possède déjà cette aptitude, le personnage augmente la portée de sa vision dans le noir de 9 mètres.


Id: magicitems_hd.md#détails-amusants
ParentLink: magicitems_hd.md#objets-magiques
Name: Détails amusants
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

#### <!--Name-->Détails amusants<!--/Name-->

Difficile à décrire. L'objet semble constamment changer de couleur ou de forme.

Émouvant. Quand il est utilisé, l'objet transmet une émotion forte à son porteur : excitation, peur, amour, etc.

Repoussant. L'objet est d'horrible facture. Tous ceux qui le voient détournent le regard.

Solide. L'objet est incroyablement robuste. Les dégâts qu'il subit sont divisés par 4.

Exubérant. Lorsqu'il est utilisé, l'effet produit par l'objet est très voyant et spectaculaire. Il est impossible de l'utiliser discrètement.

Capricieux. L'objet ne fonctionne que si son utilisateur le lui demande gentiment.


Id: magicitems_hd.md#particularité-dun-objet-magique
ParentLink: magicitems_hd.md#objets-magiques
Name: Particularité d'un objet magique
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

### <!--Name-->Particularité d'un objet magique<!--/Name-->

Les objets magiques sont par essence mystérieux. Afin de transformer la découverte d'un objet magique en réel émerveillement, il peut être utile de réfléchir à son histoire. Les tableaux suivants peuvent vous aider à déterminer quelques détails pittoresques qui transformeront votre dague +2 en un objet bien plus intéressant.


Id: magicitems_hd.md#détruire-un-objet-magique
ParentLink: magicitems_hd.md#objets-magiques
Name: Détruire un objet magique
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

### <!--Name-->Détruire un objet magique<!--/Name-->

La majorité des objets magiques sont plus résistants que leur équivalent non-magique. La plupart, grâce à la magie qu'ils renferment, sont résistants à tous les types de dégâts. Les potions et les parchemins font exception. Les premières sont détruites si leur contenant est détruit ou renversé, les seconds peuvent aisément prendre feu ou être déchirés. Quant aux artefacts, ils sont pratiquement indestructibles. Chacun d'eux possède une méthode unique, souvent l'objet d'une quête épique, pour être détruit.


Id: magicitems_hd.md#charges
ParentLink: magicitems_hd.md#objets-magiques
Name: Charges
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

#### <!--Name-->Charges<!--/Name-->

Certains objets magiques possèdent des charges qu'il faut dépenser pour activer leurs propriétés. Le nombre de charges restantes que contient un objet est révélé quand on lui lance un sort d'identification ou quand une créature s'harmonise avec lui. De plus, quand un objet récupère des charges, la créature harmonisée sait combien de charges celui-ci récupère.


Id: l5r_rituals_hd.md#sourcelin
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Sourcelin
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p75)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

## <!--Name-->Sourcelin<!--/Name-->

- Source: <!--Source-->(L5R p75)<!--/Source-->

Prérequis : Vous devez choisir ce don à la création du personnage.

La magie coule dans vos veines. Vous êtes capable de la comprendre instinctivement, vous savez comment manipuler les forces occultes et vous avez toujours eu une affinité avec ces dernières.

Vous obtenez +1 en Intelligence.

Lorsque vous effectuez un rituel, vous obtenez l'[avantage] sur tous les tests de compétence liés à ce dernier.

Vous obtenez la capacité de lancer deux tours de magie. Une fois un tour de magie lancé, vous devez prendre un repos court ou un repos long avant de pouvoir lancer l'un ou l'autre de nouveau. Choisissez deux tours de magie parmi les suivants : druidisme, lumière, message, illusion mineure, prestidigitation, assistance, résistance. Ce tour de magie ne demande pas de composante matérielle, mais il requiert toujours une composante somatique et une composante verbale, même si le tour de magie n'en demande pas à l'origine. De plus, lorsque vous utilisez ce tour de magie, vous devez effectuer un test d'Intelligence (Arcane) contre une difficulté de 15. En cas d'échec, le sort a un effet secondaire fâcheux et clairement surnaturel (la zone est parcourue d'un vent froid en plein été, une odeur de soufre se dégage de vous, le lait tourne, les chevaux ou les chiens s'affolent, etc.). Si vous obtenez un 1 sur votre d20, toute la zone subit un contrecoup important et visible de tous, et le tour de magie affecte ennemis comme alliés de manière déformée ou excessive (au détriment du sourcelin et de ses alliés). Quoiqu'il en soit, le tour de magie, lui, fonctionne toujours.

Option : si vous désirez permettre au sourcelin d'être plus offensif, permettez-lui aussi de choisir entre Trait de feu et Bouffée de poison. Mais que ces sorts puissants (surtout dans un univers sans magie) soient impressionnants et posent des soucis quand ils sont utilisés !


Id: magicitems_hd.md#sorts
ParentLink: magicitems_hd.md#objets-magiques
Name: Sorts
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

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#### <!--Name-->Sorts<!--/Name-->

Certains objets magiques permettent à leurs utilisateurs de lancer des sorts par leur biais. Ces sorts sont lancés au niveau le plus bas possible, ils ne dépensent aucun des emplacements de sort de l'utilisateur et ne nécessitent aucune composante, à moins que le contraire ne soit indiqué dans la description de l'objet. Le temps d'incantation, la portée et la durée des sorts restent les mêmes, et l'utilisateur de l'objet doit se concentrer si un sort donné exige de la concentration. Nombre d'objets, comme les potions, ne nécessitent aucune incantation et confèrent les effets d'un sort, en appliquant sa durée habituelle. Certains objets font exception à cette règle et modifient le temps d'incantation, la durée ou d'autres aspects d'un sort.

Avec certains objets magiques, comme les bâtons, l'utilisateur doit appliquer sa caractéristique d'incantation quand il lance un sort par le biais de l'objet. S'il possède plusieurs caractéristiques d'incantation, il choisit celle utilisée avec l'objet. S'il ne possède aucune caractéristique d'incantation (un roublard avec l'aptitude utilisation d'objets magiques, par exemple), on considère que son modificateur de caractéristique d'incantation est égal à +0 lorsqu'il utilise l'objet et qu'il applique son bonus de maîtrise.


Id: magicitems_hd.md#mot-de-commande
ParentLink: magicitems_hd.md#objets-magiques
Name: Mot de commande
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

#### <!--Name-->Mot de commande<!--/Name-->

Un mot de commande est un mot ou une phrase qui doit être prononcé pour que l'objet fonctionne. Un objet magique qui nécessite la prononciation d'un mot de commande précis ne peut pas être activé dans une zone où les sons sont étouffés, comme dans la zone créée par un sort de silence.


Id: magicitems_hd.md#activation-dun-objet-magique
ParentLink: magicitems_hd.md#objets-magiques
Name: Activation d'un objet magique
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

### <!--Name-->Activation d'un objet magique<!--/Name-->

L'activation de certains objets magiques nécessite de l'utilisateur une action spéciale, comme tenir simplement l'objet en main ou murmurer un mot de commande. La description des catégories d'objets ou de certains objets particuliers précise comment les activer. Certains objets appliquent une ou plusieurs des règles suivantes en ce qui concerne leur activation.

S'il faut effectuer une action pour activer un objet, cette action n'est pas une fonction de l'action utiliser un objet. Donc, une aptitude telle que mains lestes du roublard ne peut pas être utilisée pour activer l'objet.


Id: magicitems_hd.md#objets-appariés
ParentLink: magicitems_hd.md#objets-magiques
Name: Objets appariés
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

#### <!--Name-->Objets appariés<!--/Name-->

Les objets appariés, comme les bottes, les brassards, les gantelets d'armes et les gants, octroient leurs avantages uniquement si les deux objets formant la paire sont portés. Par exemple, un personnage porte une botte de marche et de saut à un pied et une botte elfique à l'autre, mais aucun des deux objets n'octroie ses avantages.


Id: magicitems_hd.md#plusieurs-objets-du-même-type
ParentLink: magicitems_hd.md#objets-magiques
Name: Plusieurs objets du même type
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

#### <!--Name-->Plusieurs objets du même type<!--/Name-->

Faites appel à votre bon sens pour déterminer s'il est possible de porter plus d'un objet magique du même type. Un personnage peut normalement porter, au maximum, une paire de chaussures, une paire de gants ou de gantelets d'armes, une paire de brassards, une armure, un couvre-chef, une cape et un anneau à chaque main. Des exceptions sont possibles, si vous le souhaitez : un personnage pourrait, par exemple, porter une tiare sous un casque ou deux capes superposées.


Id: magicitems_hd.md#porter-et-ma-nier-des-objets-magiques
ParentLink: magicitems_hd.md#objets-magiques
Name: Porter et ma nier des objets magiques
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

### <!--Name-->Porter et ma nier des objets magiques<!--/Name-->

Certains objets doivent être portés ou maniés pour pouvoir utiliser leurs propriétés magiques. Un objet magique censé être porté doit être placé sur le corps de la manière prévue : les bottes se portent aux pieds, les gants aux mains, les chapeaux et les casques sur la tête et les anneaux aux doigts. Une armure magique doit être enfilée, un bouclier sanglé au bras, une cape fixée autour des épaules, et une arme tenue en main.

Dans la plupart des cas, un objet magique qui n'est pas censé être porté peut être utilisé par n'importe quelle créature, quelle que soit sa taille ou sa carrure. Nombre de vêtements magiques s'adaptent ou s'ajustent d'euxmêmes par magie à leur porteur. Il existe cependant quelques rares exceptions. Si l'histoire fournit une bonne raison pour qu'un objet soit uniquement utilisable par des créatures d'une taille ou d'une forme précise, vous pouvez décider qu'il ne s'ajuste pas. Par exemple, seuls des elfes pourraient porter une armure fabriquée par des elfes de sang tandis que les nains pourraient fabriquer des objets uniquement utilisables par des personnages dont la forme et la taille sont identiques à celles des membres de leur race.

Quand une créature non-humanoïde tente de porter un objet, vous décidez si celui-ci fonctionne comme prévu. Un anneau placé sur un tentacule peut fonctionner mais un yuan-ti avec une queue semblable à celle d'un serpent en guise de jambes ne peut pas porter de bottes.


Id: magicitems_hd.md#les-différents-types-dobjets-magiques
ParentLink: magicitems_hd.md#objets-magiques
Name: Les différents types d'objets magiques
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

### <!--Name-->Les différents types d'objets magiques<!--/Name-->

Il existe neuf types d'objets magiques : anneaux, armes, armures, baguettes, bâtons, objets merveilleux, parchemins, potions et sceptres.

Anneaux. Un anneau doit être porté au doigt pour que son pouvoir fonctionne.

Armes. Les armes offrent leur pouvoir à ceux qui les manient. Si aucun type d'arme n'est précisé, vous pouvez choisir de quelle arme il s'agit.

Armures. Les armures magiques doivent être portées pour que leur pouvoir soit utilisable. De même que pour les armes, quand aucun type d'armure n'est précisé (cotte de mailles, cuir clouté), vous pouvez choisir de quel type d'armure il s'agit.

Baguettes. Une baguette magique est faite de métal, de bois et/ou d'os et mesure en général une cinquantaine de centimètres. Certaines sont ornementées de métaux ou de pierres précieuses. La plupart contiennent un nombre de charges limité. Pour utiliser une baguette, il faut la tenir en main, utiliser une action et dépenser une ou plusieurs charges.

Bâtons. Un bâton magique mesure entre 1,50 m et 1,80 m. Parfois rectilignes, parfois complètement tordus, ils peuvent être faits de métal ou de bois. Ils peuvent être utilisés comme des bâtons de combat. Tout comme les baguettes, les bâtons possèdent des charges. Il est nécessaire de tenir le bâton et d'utiliser une action pour en dépense une charge.

Objets merveilleux. Cette catégorie regroupe les objets qui n'entrent dans aucune autre. Capes, ceintures, bottes, gants, amulettes, broches, boules de cristal et autres instruments de musique, par exemple.

Parchemins. Un parchemin prend généralement la forme d'un rouleau protégé dans un tube. N'importe qui capable de comprendre un langage écrit peut lire le parchemin et en utiliser la magie. La plupart des parchemins contiennent des sorts, mais certains comportent des charmes ou des incantations uniques. Utiliser un parchemin nécessite une action. Une fois utilisé, les écritures s'effacent ou le parchemin tombe en poussière. Dans tous les cas, il ne peut être utilisé qu'une seule fois.

Potions. Toutes sortes de liquides magiques sont regroupés dans cette catégorie : breuvages, eaux sacrées, huiles. Une potion contient généralement une trentaine de millilitres. Il faut en général une action pour utiliser une potion.

Sceptres. Les sceptres sont des bâtonnets mesurant entre 50 cm et 1 m. La description de chaque sceptre indique la manière de l'utiliser.


Id: magicitems_hd.md#objets-maudits
ParentLink: magicitems_hd.md#objets-magiques
Name: Objets maudits
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

### <!--Name-->Objets maudits<!--/Name-->

Certains objets magiques infligent une malédiction à leur utilisateur. Généralement, une fois qu'un personnage l'a utilisé ou s'y est harmonisé, la malédiction ne peut être enlevée que par les sorts lever une malédiction ou restauration supérieure. Les moyens habituels d'identification d'un objet magique ne révèlent pas la malédiction. Cette dernière est donc une mauvaise surprise qui frappe l'utilisateur de l'objet.


Id: magicitems_hd.md#harmonisation
ParentLink: magicitems_hd.md#objets-magiques
Name: Harmonisation
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
AltName: Attunement (SRD p206)
Source: (CDC p130)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

### <!--Name-->Harmonisation<!--/Name-->

- AltName: <!--AltName-->Attunement (SRD p206)<!--/AltName-->
- Source: <!--Source-->(CDC p130)<!--/Source-->

Une créature doit parfois sceller un pacte avec certains objets magiques avant de pouvoir utiliser leurs propriétés magiques. Ce pacte est appelé harmonisation et il faut parfois remplir certaines conditions pour plusieurs d'entre eux. Si la condition est une classe, une créature doit appartenir à cette classe pour qu'elle et lui puissent s'harmoniser (si la classe est celle d'un lanceur de sorts, un monstre remplit la condition s'il possède des emplacements de sort et utilise la liste de sorts de cette classe).

Une créature non-harmonisée avec un objet nécessitant une harmonisation bénéficie uniquement des avantages non-magiques conférés par l'objet, à moins que le contraire ne soit indiqué dans sa description. Par exemple, un bouclier magique nécessitant une harmonisation confère les avantages d'un bouclier ordinaire à une créature non-harmonisée avec lui, mais aucune de ses propriétés magiques.

Une créature qui souhaite s'harmoniser avec un objet doit consacrer une période de repos court à se concentrer sur cet objet exclusivement, tout en restant en contact physique avec lui (cette période de repos court ne peut pas être consacrée à la découverte des propriétés de cet objet). La concentration peut se dérouler sous forme d'entraînement martial (dans le cas d'une arme), de méditation (dans le cas d'un objet merveilleux) ou d'une quelconque autre activité appropriée. Si le repos court est interrompu, la tentative d'harmonisation échoue. Sinon, à la fin du repos court, la créature comprend de manière intuitive la méthode d'activation des propriétés magiques de l'objet et apprend les éventuels mots de commande nécessaires à leur activation.

Un objet s'harmonise avec une seule créature à la fois, tandis qu'une même créature peut s'harmoniser avec trois objets magiques au maximum : elle rate automatiquement toute tentative d'harmonisation avec un quatrième objet, il lui faut d'abord dissiper son harmonisation avec l'un des trois objets précédents. De plus, une créature ne peut pas s'harmoniser avec plusieurs copies du même objet. Par exemple, une créature ne peut pas s'harmoniser avec plusieurs anneaux de protection.

L'harmonisation entre une créature et un objet se dissipe si cette créature ne remplit plus les prérequis d'harmonisation, si elle est séparée de l'objet de plus de 30 mètres pendant au moins 24 heures, si elle meurt ou encore si une autre créature s'harmonise avec l'objet. Une créature peut mettre volontairement un terme à son harmonisation en passant une période de court repos concentrée sur l'objet, à moins que celui-ci ne soit maudit.


Id: magicitems_hd.md#identifier-un-objet-magique
ParentLink: magicitems_hd.md#objets-magiques
Name: Identifier un objet magique
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

### <!--Name-->Identifier un objet magique<!--/Name-->

Le sort identification est le meilleur moyen d'obtenir des informations sur un objet magique. Le coût élevé des composantes nécessaires pousse cependant nombre d'aventuriers à découvrir les secrets de leurs objets magiques par d'autres moyens. Le premier est l'observation. Beaucoup d'objets portent des inscriptions qui peuvent être un mot de commande ou une sorte de notice d'utilisation. D'autres sont créés de manière à donner des indices, comme un anneau de nage qui serait gravé de motifs aquatiques. Le second moyen est l'expérimentation. Passez le même anneau de nage et jetez-vous à l'eau, par exemple. Les potions sont les objets les plus expérimentés : y tremper les lèvres un instant peut suffire, avec de l'expérience, à en découvrir les propriétés. Mais attention aux pièges et aux erreurs qui peuvent coûter très cher !


Id: magicitems_hd.md#objets-à-utilisation-unique
ParentLink: magicitems_hd.md#objets-magiques
Name: Objets à utilisation unique
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

#### <!--Name-->Objets à utilisation unique<!--/Name-->

Certains objets ne peuvent s'utiliser qu'une seule fois et sont dépensés une fois activés. Une potion ou un élixir doit être avalé et une huile appliquée sur le corps. Les inscriptions sur un parchemin disparaissent une fois lues. La magie d'un objet à utilisation unique disparaît une fois utilisée.


Id: l5r_rituals_hd.md#don-spécifique
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Don spécifique
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p75)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

### <!--Name-->Don spécifique<!--/Name-->

- Source: <!--Source-->(L5R p75)<!--/Source-->

La magie se manifeste rarement dans les cinq royaumes. Mais parfois, un enfant naît avec une capacité particulière à la manipuler. Ces enfants sont plus capables que les autres de manipuler la magie et de réaliser des rituels, mais ils ont aussi, en général, une capacité à manipuler la magie de manière innée. On les nomme les **sourcelins**. La plupart du temps, on les envoie dans une assemblée, mais parfois on les protège et on les cache. Les sourcelins ne faisant pas partie d'une assemblée sont des récusaris, et la démonstration de leur magie peut les mener à être pris pour des maleficcis.

Dans les cinq royaumes, les dons liés à la magie classique n'existent pas. Il n'en existe qu'un seul : [sourcelin]. Ce dernier est cependant optionnel. Il permet aux MJ désirant mettre un peu plus de magie dans l'univers de jeu de le faire sans pour autant briser sa cohérence. _Cependant, cela rend l'univers un peu plus magique là où les sourcelins sont, d'habitude, des PNJ rares et étranges._ Ne prenez pas l'intégration de ce don **optionnel** à la légère.


Id: l5r_rituals_hd.md#perce-rêves
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Perce-rêves
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p74)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

### <!--Name-->Perce-rêves<!--/Name-->

- Source: <!--Source-->(L5R p74)<!--/Source-->

Enchantement/Divination

**Niveau.** 6

**Tests de compétence.** Intelligence (Arcane) DD22 (3 succès), Sagesse (Perspicacité) DD22 (2 succès), Charisme (Tromperie) DD22 (1 succès)

**Composantes.** V, G, M, CC

**Temps d'incantation.** 6 heures (un jet toutes les heures)

**Portée.** Contact

**Cible.** Une cible humaine (augmentez la difficulté de 4 pour une cible faë)

**Durée.** Instantané

**Composantes matérielles.** Une racine de hêtre centenaire, l'oeil d'un triton mourant de cause naturelle, un fruit parfaitement mûr.

**Assistants.** N/A

**Lieu.** Ne peut être réalisé qu'au sein d'un cercle de pierres datant de l'âge des géants ou de l'âge des faës.

**Rituel.** Ancien rituel d'origine inconnue, le percerêve était autrefois utilisé par certains sorciers afin de retrouver des secrets enfouis profondément dans leur propre mémoire. Pour cela, ils mirent au point un rituel magique leur permettant de s'enfoncer dans leur propre mémoire, à leurs risques et périls. Certains pensent que ce rituel a une origine faërique. D'autres qu'il possède une origine bien plus ancienne, et fut créé par les géants qui peuplaient autrefois ces terres.

Tout d'abord, l'invocateur doit passer une heure à créer une décoction. Il découpe les racines de hêtre et les fait infuser dans une eau pure, puis il écrase l'oeil de triton qu'il mélange avec la décoction. Il fait ensuite tremper le fruit dans la mixture deux heures durant, tout en récitant d'étranges mots issus d'un autre âge.

La cible du rituel doit ensuite ingérer le fruit. Une fois celui-ci avalé, la cible s'endort doucement et plonge dans son sommeil. L'invocateur continue de psalmodier doucement afin d'accompagner la cible du rituel dans son lent voyage, créant un pont avec son esprit. En psalmodiant, il se projette en esprit à ses côtés, au sein du rêve, et repousse les êtres malins qui voudraient s'immiscer dans son voyage en les déviant ou en les trompant. Il joue, des heures durant, son ange gardien invisible.

La cible peut passer quelques heures à parcourir sa mémoire. Elle y assiste comme un figurant, se voyant de l'extérieur, mais elle est présente. Elle peut revoir de l'extérieur une scène limitée dans tous les détails. Elle peut même lire ce qu'elle n'a pas lu, voir ce qu'elle n'a pas vu, comme si le rituel lui permettait d'avoir une vision omnisciente de tout ce qui l'entourait. Mais elle est aussi présente comme une entité physique : toute créature hostile présente dans le rêve l'attaque dès que possible.

Une fois le souvenir revécu, la cible du rituel doit errer dans les lieux au sein desquels elle prenait place à la re- cherche de sa porte. C'est à ce moment qu'elle rencontre les êtres les plus hostiles et les plus étranges. Si elle meurt en rêve, elle meurt aussi dans la réalité. Tous les dégâts infligés durant le rêve lui sont infligés en réalité, blessures et séquelles comprises. La cible rencontre un ennemi ou un groupe d'ennemis pour chaque test de Sagesse (Perspicacité) ou de Charisme (Tromperie) effectué. Si le test est réussi, l'ennemi est mineur et ne met pas trop en danger la cible. Si c'est un échec, elle est alors confrontée à une créature horrible et puissante.

Une fois la porte trouvée, à la fin du rituel, le personnage se réveille.

**Échec.** Si le rituel échoue, la cible du rituel est projetée dans son pire cauchemar où elle affronte de terribles dangers. À moins d'atteindre la porte, cachée dans le paysage qu'elle parcourt, elle n'en sortira jamais. Comme durant le rituel, si elle meurt en rêve, elle meurt aussi dans la réalité. Tous les dégâts infligés durant le cauchemar lui sont infligés en réalité, blessures et séquelles comprises.

**Contrecoup.** L'invocateur subit 3 niveaux d'épuisement.


Id: l5r_rituals_hd.md#la-confrontation
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: La confrontation
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p73)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

### <!--Name-->La confrontation<!--/Name-->

- Source: <!--Source-->(L5R p73)<!--/Source-->

Transmutation

**Niveau.** 5

**Tests de compétence.** Intelligence (Nature) DD29 (3 succès), Sagesse (Médecine) DD29 (2 succès)

**Composantes.** V, G, M, AS, CC

**Temps d'incantation.** 5 heures

**Portée.** Contact

**Cible.** Une outre.

**Durée.** Permanent

**Composantes matérielles.** Le coeur sanglant d'un monstre chassé par celui qui passe la confrontation, une racine de mandragore nourrie par un mort oublié de tous, des herbes secrètes issues des réserves du cercle.

**Assistants.** 5

**Lieu.** Le sanctuaire sacré d'Arawn, au sein de la forteresse de l'un des cercles.

**Circonstances particulières.** N/A

**Rituel.** Devenir un traqueur carmin n'est pas anodin. Chaque traqueur doit, après avoir passé ses années d'entraînement et avoir finalement chassé un monstre seul, se soumettre au rituel de la confrontation.

Une fois le coeur du monstre rapporté, il est remis à l'herboriste qui passe plusieurs heures à mélanger les ingrédients et le coeur découpé en plusieurs morceaux en une mixture peu ragoûtante, chauffée sur un feu de bois au coeur du sanctuaire d'Arawn. Au terme de cette préparation, les novices sont amenés et boivent la mixture. Ils doivent alors effectuer un jet de sauvegarde de Constitution contre une difficulté de 15. En cas d'échec, ils tombent malade et restent alités plusieurs jours durant. Ils ont échoué à la confrontation et leurs souvenirs de ce rituel sont effacés. En cas de succès, ils se tordent en deux de douleur mais tiennent bon… et deviennent des traqueurs carmins.

Dès lors, ils obtiennent l'[avantage] sur leurs tests de Sagesse (Perception) contre les monstres et les morts-vivants. De plus, ils peuvent désormais ajouter leur modificateur de Sagesse, s'il est positif, à l'initiative, en plus du modificateur de Dextérité.

Si une capacité de classe, un don ou un sort permet aussi de rajouter son modificateur de Sagesse à l'initiative, le traqueur peut l'ajouter deux fois grâce à ce rituel.

Cependant, chaque traqueur possède un trait singulier et étrange : reflets d'une couleur étrange dans la chevelure, pupilles animales, dents trop pointues, taches étranges sur la peau... Ceci en fait des êtres reconnaissables, parfois aimés, parfois détestés, souvent craints ou respectés, et toujours solitaires.

**Échec.** La créature qui ingère le mélange meurt.

**Contrecoup.** 3 niveaux d'épuisement pour ceux qui ingèrent le mélange ainsi que l'invocateur.


Id: l5r_rituals_hd.md#résister-au-rituel
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Résister au rituel
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p68)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

#### <!--Name-->Résister au rituel<!--/Name-->

- Source: <!--Source-->(L5R p68)<!--/Source-->

Comme pour tout sort de Héros & Dragons, on peut parfois résister à un rituel. Certains impliquent que la cible (ou les cibles) effectue un jet de sauvegarde. Le DD de ce jet de sauvegarde dépend du rituel, comme indiqué à l'étape 4 de la section Créer son rituel.


Id: l5r_rituals_hd.md#assistants
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Assistants
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p68)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

#### <!--Name-->Assistants<!--/Name-->

- Source: <!--Source-->(L5R p68)<!--/Source-->

Il peut arriver que certains rituels requièrent la présence d'assistants aux côtés de l'invocateur. Quand un rituel est proposé, dans ce livre ou ailleurs, le nombre d'assistants nécessaire est toujours indiqué dans sa description. Il s'agit d'acolytes ou même de foules psalmodiant ou priant à l'unisson.

Malgré la présence d'assistants, c'est toujours l'invocateur qui effectue les jets de compétence. Un assistant peut effectuer un jet de compétence à la place de l'invocateur uniquement s'il ne s'agit pas d'une compétence d'Intelligence. On choisira alors la personne la plus compétente pour le réaliser.

Avoir plus d'assistants que nécessaire ne change rien au rituel.


Id: l5r_rituals_hd.md#tests-de-compétence
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Tests de compétence
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p68)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

### <!--Name-->Tests de compétence<!--/Name-->

- Source: <!--Source-->(L5R p68)<!--/Source-->

Pour chaque rituel, il est nécessaire de réussir un certain nombre de tests de compétence. Ce nombre exact ne peut être modifié au moment du rituel. Il est déterminé en modifiant les paramètres du rituel (cf. plus bas). Quand un rituel est proposé, dans ce livre ou ailleurs, le degré de difficulté (DD) est toujours écrit dans sa description. Il peut parfois arriver que plusieurs compétences entrent en jeu dans l'exécution d'un rituel donné. C'est alors l'invocateur qui choisit dans quel ordre il effectue ces tests.

Chaque test demande, par défaut, dix minutes. Certains rituels demandent plus de temps entre chaque test. Cela dépend des paramètres établis lors de sa création. Quand un rituel est proposé, dans ce livre ou ailleurs, c'est alors spécifié dans sa description. Chaque échec sur un test étend donc, par défaut, la durée du rituel de dix minutes. Si deux tests d'affilée sont ratés, alors c'est le rituel tout entier qui échoue.


Id: l5r_ranger_hd.md#rôdeur-des-cinq-royaumes
RootId: l5r_ranger_hd.md
ParentLink: l5r_index_hd.md
Name: Rôdeur des cinq Royaumes
ParentName: Les Cinq Royaumes
ParentNameLink: <!--ParentNameLink-->[Les Cinq Royaumes](l5r_index_hd.md)<!--/ParentNameLink-->
Source: (L5R p52)
Discriminator: Items
Markdown:
>  <!--ParentNameLink-->[Les Cinq Royaumes](l5r_index_hd.md)<!--/ParentNameLink-->

---


## <!--Name-->Rôdeur des cinq Royaumes<!--/Name-->

- Source: <!--Source-->(L5R p52)<!--/Source-->



### [Aptitudes de classe](l5r_ranger_hd.md#aptitudes-de-classe)



#### [Tableau d'évolution](l5r_ranger_hd.md#tableau-dévolution)



#### [Fils de la nature](l5r_ranger_hd.md#fils-de-la-nature)



##### [Onguents](l5r_ranger_hd.md#onguents)



##### [Apaisement des animaux](l5r_ranger_hd.md#apaisement-des-animaux)



##### [Chasseur émérite](l5r_ranger_hd.md#chasseur-émérite)



##### [Sens aiguisés](l5r_ranger_hd.md#sens-aiguisés)



##### [Fantôme insaisissable](l5r_ranger_hd.md#fantôme-insaisissable)



##### [Constitution hors norme](l5r_ranger_hd.md#constitution-hors-norme)



##### [Compagnon spirituel](l5r_ranger_hd.md#compagnon-spirituel)



#### [Sens du danger](l5r_ranger_hd.md#sens-du-danger)



### [Archétypes de rôdeur](l5r_ranger_hd.md#archétypes-de-rôdeur)



#### [Exilé](l5r_ranger_hd.md#exilé)



#### [Traqueur](l5r_ranger_hd.md#traqueur)



#### [Pisteur](l5r_ranger_hd.md#pisteur)


Id: l5r_ranger_hd.md#pisteur
ParentLink: l5r_ranger_hd.md#rôdeur-des-cinq-royaumes
Name: Pisteur
ParentName: Rôdeur des cinq Royaumes
Source: (L5R p55)
Discriminator: GenericItem
ParentNameLink:
<!--ParentNameLink-->[Rôdeur des cinq Royaumes](l5r_ranger_hd.md#rôdeur-des-cinq-royaumes)<!--/ParentNameLink-->

Markdown:
> <!--ParentNameLink-->[Rôdeur des cinq Royaumes](l5r_ranger_hd.md#rôdeur-des-cinq-royaumes)<!--/ParentNameLink-->

---

#### <!--Name-->Pisteur<!--/Name-->

- Source: <!--Source-->(L5R p55)<!--/Source-->

Cette option ne s'applique pas aux cinq royaumes.


Id: l5r_ranger_hd.md#traqueur
ParentLink: l5r_ranger_hd.md#rôdeur-des-cinq-royaumes
Name: Traqueur
ParentName: Rôdeur des cinq Royaumes
Source: (L5R p55)
Discriminator: GenericItem
ParentNameLink:
<!--ParentNameLink-->[Rôdeur des cinq Royaumes](l5r_ranger_hd.md#rôdeur-des-cinq-royaumes)<!--/ParentNameLink-->

Markdown:
> <!--ParentNameLink-->[Rôdeur des cinq Royaumes](l5r_ranger_hd.md#rôdeur-des-cinq-royaumes)<!--/ParentNameLink-->

---

#### <!--Name-->Traqueur<!--/Name-->

- Source: <!--Source-->(L5R p55)<!--/Source-->

Cet archétype reste le même.

Voir [Traqueur](ranger_tracker_hd.md).


Id: l5r_ranger_hd.md#exilé
ParentLink: l5r_ranger_hd.md#rôdeur-des-cinq-royaumes
Name: Exilé
ParentName: Rôdeur des cinq Royaumes
Source: (L5R p55)
Discriminator: GenericItem
ParentNameLink:
<!--ParentNameLink-->[Rôdeur des cinq Royaumes](l5r_ranger_hd.md#rôdeur-des-cinq-royaumes)<!--/ParentNameLink-->

Markdown:
> <!--ParentNameLink-->[Rôdeur des cinq Royaumes](l5r_ranger_hd.md#rôdeur-des-cinq-royaumes)<!--/ParentNameLink-->

---

#### <!--Name-->Exilé<!--/Name-->

- Source: <!--Source-->(L5R p55)<!--/Source-->

Certaines capacités de l'exilé semblent faire doublon avec la capacité [Onguents](l5r_ranger_hd.md#onguents). Dans ce cas, considérez que plantes médicinales s'applique normalement, et que plantes miraculeuses permet plutôt de transporter un nombre de contrepoisons égal au modificateur de Sagesse (minimum 1) en plus de vos autres préparations.

Voir [Exilé](ranger_exile_hd.md).


Id: l5r_ranger_hd.md#archétypes-de-rôdeur
ParentLink: l5r_ranger_hd.md#rôdeur-des-cinq-royaumes
Name: Archétypes de rôdeur
ParentName: Rôdeur des cinq Royaumes
Source: (L5R p55)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Rôdeur des cinq Royaumes](l5r_ranger_hd.md#rôdeur-des-cinq-royaumes)<!--/ParentNameLink-->

---

### <!--Name-->Archétypes de rôdeur<!--/Name-->

- Source: <!--Source-->(L5R p55)<!--/Source-->

Tous les archétypes de rôdeur s'appliquent au rôdeur des cinq royaumes. Cependant, l'archer arcanique propose une version plus magique et nous vous conseillons soit de l'ignorer, soit de ne l'autoriser qu'à un rôdeur possédant la capacité [compagnon spirituel](l5r_ranger_hd.md#compagnon-spirituel) (et ayant donc touché du doigt la magie du monde), ou à un personnage ayant eu une expérience particulière avec la magie ou les puissances faëriques.


Id: l5r_ranger_hd.md#sens-du-danger
ParentLink: l5r_ranger_hd.md#rôdeur-des-cinq-royaumes
Name: Sens du danger
ParentName: Rôdeur des cinq Royaumes
Source: (L5R p55)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Rôdeur des cinq Royaumes](l5r_ranger_hd.md#rôdeur-des-cinq-royaumes)<!--/ParentNameLink-->

---

#### <!--Name-->Sens du danger<!--/Name-->

- Source: <!--Source-->(L5R p55)<!--/Source-->

Au niveau 3, vos sens deviennent si aiguisés qu'il est difficile de vous surprendre. Vous obtenez l'[avantage](#avantage) sur vos jets de sauvegarde de Dextérité contre les dangers que vous pouvez voir arriver (pièges ou effets magiques physiques). De plus, lors d'un test d'Initiative, si vous obtenez un résultat inférieur à 10 sur le d20, considérez que vous avez obtenu 10. Vous ne pouvez utiliser cette aptitude si vous êtes [assourdi](conditions_hd.md#assourdi), [aveuglé](conditions_hd.md#aveuglé) ou [neutralisé](conditions_hd.md#neutralisé).


Id: l5r_rituals_hd.md#composantes
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Composantes
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p68)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

#### <!--Name-->Composantes<!--/Name-->

- Source: <!--Source-->(L5R p68)<!--/Source-->

Tous les rituels, ou presque, nécessitent l'utilisation de diverses composantes. Elles peuvent être verbales, gestuelles ou matérielles. Certains impliquent l'utilisation d'un focaliseur spécifique (comme une baguette, une branche d'un arbre spécifique, un cristal, des crânes ensanglantés, un chaudron de bronze fabriqué par un maître artisan faërique, une épée ayant appartenu à un héros du passé, une structure architecturale ou un lieu spécifique, etc.). La différence entre un focaliseur et une composante est que le focaliseur n'est pas détruit lors du rituel. Il peut cependant être vidé de sa puissance pour les rituels les plus puissants (comme un rituel permettant de faire revenir à la vie par exemple, ou dont vous, MJ, désirez limiter l'utilisation). Une fois l'objet vidé de son pouvoir, il ne peut plus être utilisé lors d'un rituel, à moins que les PJ aient le moyen de lui faire retrouver sa puissance perdue. Et cela devrait être, en soi, le sujet d'une aventure !

D'autres rituels réclament des assistants. Quand un rituel est proposé, dans ce livre ou ailleurs, les assistants sont nommés AS dans la ligne des composantes du sort, et l'éventualité d'un contrecoup est noté CC.


Id: l5r_ranger_hd.md#compagnon-spirituel
ParentLink: l5r_ranger_hd.md#rôdeur-des-cinq-royaumes
Name: Compagnon spirituel
ParentName: Rôdeur des cinq Royaumes
Source: (L5R p54)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Rôdeur des cinq Royaumes](l5r_ranger_hd.md#rôdeur-des-cinq-royaumes)<!--/ParentNameLink-->

---

##### <!--Name-->Compagnon spirituel<!--/Name-->

- Source: <!--Source-->(L5R p54)<!--/Source-->

Un esprit de la nature s'est lié à vous. Il apparaît parfois en rêve, vous guidant sur le chemin et vous prévenant, de manière subtile et métaphorique, des dangers qui vous attendent. Depuis son arrivée, votre corps s'est légèrement altéré et vous affichez des traits évoquant votre compagnon spirituel (changement de couleur des pupilles, d'une partie ou de la totalité des cheveux, augmentation de la pilosité, changement de la posture du corps, canines étrangement pointues, etc.). Une fois entre chaque repos long, vous pouvez l'appeler. Pour cela, il faut prier en prononçant un mot de pouvoir qu'il vous a appris en rêves. Votre compagnon spirituel intervient alors à vos côtés. Il s'agit d'un animal (toujours le même, à choisir lors de l'obtention de cette capacité) avec un Indice de Dangerosité ½ au maximum. L'animal possède les statistiques disponibles dans le livre Créatures & Oppositions, mais il obtient un bonus à l'attaque et aux dégâts égal à votre modificateur de Sagesse, et possède un nombre de points de combativité égal aux points de vie de la créature ou égal à la moitié de vos points de combativité (le meilleur des deux). Il reste à vos côtés un nombre d'heures maximum égal à votre bonus de maîtrise. Tant qu'il est à vos côtés, tous les tests visant à pister ou à suivre une piste bénéficient de l'avantage. De plus, il peut combattre à vos côtés si vous le désirez. Mais s'il est tué, il ne réapparaîtra pas avant le niveau suivant. Au moment de sa mort, vous subissez immédiatement un niveau de fatigue. De plus, le compagnon se montre très rarement dans les zones urbaines. Au mieux se montrera-t-il aux abords d'un village, mais jamais dans une ville.

Au niveau 9, la créature peut être sanguinaire et avoir un Indice de Dangerosité de 1 au maximum et servir de messager. Si vous désignez une personne que vous connaissez personnellement et inscrivez un message à son intention sur un support approprié, votre compagnon le lui fera parvenir aussi rapidement que possible.

Au niveau 17, la créature peut devenir une créature avec un Indice de Dangerosité 2, mais elle doit rester animale et naturelle.


Id: l5r_ranger_hd.md#fantôme-insaisissable
ParentLink: l5r_ranger_hd.md#rôdeur-des-cinq-royaumes
Name: Fantôme insaisissable
ParentName: Rôdeur des cinq Royaumes
Source: (L5R p54)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Rôdeur des cinq Royaumes](l5r_ranger_hd.md#rôdeur-des-cinq-royaumes)<!--/ParentNameLink-->

---

##### <!--Name-->Fantôme insaisissable<!--/Name-->

- Source: <!--Source-->(L5R p54)<!--/Source-->

Lorsque vous êtes en pleine nature, il est presque impossible de vous repérer. Vous pouvez utiliser cette capacité une fois entre chaque repos long. Quand vous l'utilisez, vous devenez presque invisible : tant que vous vous déplacez de couvert en couvert, c'est comme si vous étiez invisible aux yeux des autres. Cependant, lorsque vous désirez rester silencieux (comme lors d'un déplacement), il reste nécessaire d'effectuer des tests de Dextérité (Discrétion). Une fois activée, cette capacité dure un nombre de minutes égal à votre bonus de maîtrise, mais vous devez garder votre Concentration. Si vous êtes repéré ou que des dégâts occasionnés brisent votre concentration, cette capacité prend fin. Au niveau 5, lorsque vous effectuez un test de Dextérité (Discrétion) afin de ne pas faire de bruit en vous déplaçant, si vous obtenez moins de 10 sur votre d20, ne tenez pas compte du résultat du dé et faites comme si le résultat du dé était de 10 (ce bonus est permanent et non-sujet à activation).

Au niveau 9, lorsque vous activez cette capacité, vous ne faites plus aucun bruit en vous déplaçant.


Id: l5r_ranger_hd.md#sens-aiguisés
ParentLink: l5r_ranger_hd.md#rôdeur-des-cinq-royaumes
Name: Sens aiguisés
ParentName: Rôdeur des cinq Royaumes
Source: (L5R p54)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Rôdeur des cinq Royaumes](l5r_ranger_hd.md#rôdeur-des-cinq-royaumes)<!--/ParentNameLink-->

---

##### <!--Name-->Sens aiguisés<!--/Name-->

- Source: <!--Source-->(L5R p54)<!--/Source-->

Au niveau 2, et ce de manière permanente, lorsque vous êtes surpris, vous bénéficiez tout de même d'une action à utiliser avant le premier round de combat (à choisir entre se déplacer, se cacher ou attaquer, cette dernière ne permettant d'effectuer qu'une seule et unique attaque).

De plus, vous obtenez les capacités spéciales suivantes : Au niveau 5, vos yeux sont habitués aux ténèbres. En utilisant cette capacité, vous obtenez [Vision dans le noir](environment_hd.md#vision-dans-le-noir) pendant dix minutes par niveau.

Au niveau 13, vous obtenez [Vision aveugle](environment_hd.md#vision-aveugle) pour une minute, plus un round par niveau.

Au niveau 17, vous êtes désormais capable d'utiliser cette capacité entre deux repos courts. Utiliser cette capacité au niveau 13 ([Vision aveugle](environment_hd.md#vision-aveugle)) demande de maintenir sa Concentration.


Id: l5r_ranger_hd.md#chasseur-émérite
ParentLink: l5r_ranger_hd.md#rôdeur-des-cinq-royaumes
Name: Chasseur émérite
ParentName: Rôdeur des cinq Royaumes
Source: (L5R p53)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Rôdeur des cinq Royaumes](l5r_ranger_hd.md#rôdeur-des-cinq-royaumes)<!--/ParentNameLink-->

---

##### <!--Name-->Chasseur émérite<!--/Name-->

- Source: <!--Source-->(L5R p53)<!--/Source-->

Vous savez comment tirer avantage du terrain et vos attaques peuvent être mortelles. Quand vous êtes caché au début d'un combat, lors de votre toute première attaque, vous obtenez un bonus de 1d6 de dommages par point de bonus de maîtrise. Une fois votre première attaque passée, vous ne pouvez plus vous servir de cette capacité. Au niveau 17, sur cette attaque uniquement, si vous obtenez une réussite critique, l'intégralité des dommages issus de ces d6 bonus sont infligés aux points de vitalité de la cible (et non la moitié). Vous pouvez vous servir de cette capacité à chaque combat, si les circonstances le permettent.


Id: l5r_ranger_hd.md#apaisement-des-animaux
ParentLink: l5r_ranger_hd.md#rôdeur-des-cinq-royaumes
Name: Apaisement des animaux
ParentName: Rôdeur des cinq Royaumes
Source: (L5R p53)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Rôdeur des cinq Royaumes](l5r_ranger_hd.md#rôdeur-des-cinq-royaumes)<!--/ParentNameLink-->

---

##### <!--Name-->Apaisement des animaux<!--/Name-->

- Source: <!--Source-->(L5R p53)<!--/Source-->

Vous savez comment vous y prendre avec les animaux, et comment vous faire accepter par eux. Vous connaissez leurs fonctionnements et pouvez, d'un simple geste accompagné d'un regard approprié et d'une approche adéquate, automatiquement calmer un animal hostile tant que ce dernier ne se sent pas directement menacé par vous ou vos compagnons. Lorsque vous utilisez cette capacité, un animal hostile ou effrayé se calme automatiquement et vous considère de manière neutre. Il n'en oublie pas pour autant son comportement naturel.

Au niveau 5, vous pouvez rendre automatiquement amical un animal domestique.

Au niveau 9, votre capacité peut s'appliquer en même temps à un nombre d'animaux égal à votre modificateur de Sagesse (minimum 1).

Au niveau 13, elle s'applique également aux animaux sauvages.

Au niveau 17, vous pouvez utiliser cette capacité une fois entre deux repos courts.

De plus, dès le niveau 2 et de manière permanente, lorsque vous effectuez un test de Sagesse (Dressage), vous avez automatiquement l'[avantage](#avantage). Il en va de même pour tous les tests destinés à comprendre le comportement d'un animal.


Id: l5r_ranger_hd.md#onguents
ParentLink: l5r_ranger_hd.md#rôdeur-des-cinq-royaumes
Name: Onguents
ParentName: Rôdeur des cinq Royaumes
Source: (L5R p52)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Rôdeur des cinq Royaumes](l5r_ranger_hd.md#rôdeur-des-cinq-royaumes)<!--/ParentNameLink-->

---

##### <!--Name-->Onguents<!--/Name-->

- Source: <!--Source-->(L5R p52)<!--/Source-->

Vous êtes passé maître dans l'art de la survie. Vous connaissez les plantes qui soignent et revigorent. En passant une heure à chercher les bonnes plantes et à les mélanger avec un peu d'huile et d'autres composants mystérieux, vous créez un nombre d'onguents égal à votre modificateur de Sagesse (minimum 1). Ces onguents possèdent une durée de vie en jours égale à votre bonus de maîtrise. Au-delà de cette durée, ils deviennent inefficaces. Chaque onguent permet à une personne, au choix, de doubler le regain de points de vitalité dans la nuit (ne s'applique qu'une fois, même en cas de jet de Sagesse (Médecine) réussi), ou de réduire de moitié le temps de guérison d'une blessure. Dans ce cas, la réduction de temps de guérison ne s'applique qu'une seule fois, mais on doit alors utiliser chaque jour un onguent jusqu'à totale guérison de la blessure. Vous pouvez porter un nombre d'onguents (ou contrepoisons, ou remèdes, cf. plus bas) égal à votre modificateur de Sagesse (minimum 1).

Au niveau 5, vous devenez capable de créer des contrepoisons pour les poisons non-mortels, et des remèdes pour les fièvres naturelles. Cependant, certains poisons ou certaines fièvres peuvent demander l'acquisition de plantes spécifiques et rares, et vous devez choisir entre onguents, contrepoisons ou remèdes au moment de les créer. Il est impossible de créer un assortiment des trois.

Au niveau 9, vos contrepoisons peuvent contrer les poisons mortels.

Au niveau 13, vos remèdes peuvent contrer tous types de maladies non-magiques.


Id: l5r_ranger_hd.md#fils-de-la-nature
ParentLink: l5r_ranger_hd.md#rôdeur-des-cinq-royaumes
Name: Fils de la nature
ParentName: Rôdeur des cinq Royaumes
Source: (L5R p52)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Rôdeur des cinq Royaumes](l5r_ranger_hd.md#rôdeur-des-cinq-royaumes)<!--/ParentNameLink-->

---

#### <!--Name-->Fils de la nature<!--/Name-->

- Source: <!--Source-->(L5R p52)<!--/Source-->

Vous ne faites plus qu'un avec la nature. En raison de votre enfance ou d'un entraînement intensif, vous savez comment survivre, vous soigner, et bien d'autres choses encore. Au niveau 2, vous gagnez l'une des capacités suivantes. Vous en gagnez une nouvelle aux niveaux 5, 9, 13 et 17. Une fois que l'une de ces capacités a été utilisée, il vous faut un repos long afin de pouvoir l'utiliser de nouveau, à moins que le texte de la capacité ne dise le contraire.


Id: l5r_ranger_hd.md#tableau-dévolution
ParentLink: l5r_ranger_hd.md#rôdeur-des-cinq-royaumes
Name: Tableau d'évolution
ParentName: Rôdeur des cinq Royaumes
Source: (L5R p53)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Rôdeur des cinq Royaumes](l5r_ranger_hd.md#rôdeur-des-cinq-royaumes)<!--/ParentNameLink-->

---

#### <!--Name-->Tableau d'évolution<!--/Name-->

- Source: <!--Source-->(L5R p53)<!--/Source-->

|Niveau|bonus de <!--br-->maîtrise|Aptitudes|
|---|---|---|
|1|+2|[Ennemi juré](ranger_hd.md#ennemi-juré), <!--br-->[explorateur né](ranger_hd.md#explorateur-né)|
|2|+2|[Style de combat](ranger_hd.md#style-de-combat), <!--br-->**[fils de la nature](l5r_ranger_hd.md#fils-de-la-nature)**|
|3|+2|[Archétype de rôdeur](ranger_hd.md#archétype-de-rôdeur), <!--br-->**[sens du danger](l5r_ranger_hd.md#sens-du-danger)**|
|4|+2|[Amélioration de <!--br-->caractéristique](ranger_hd.md#amélioration-de-caractéristiques)|
|5|+3|[Attaque supplémentaire](ranger_hd.md#attaque-supplémentaire), <!--br-->**[fils de la nature](l5r_ranger_hd.md#fils-de-la-nature)**|
|6|+3|Amélioration <!--br-->d'[ennemi juré](ranger_hd.md#ennemi-juré) et <!--br-->d'[explorateur né](ranger_hd.md#explorateur-né)|
|7|+3|[Aptitude d'archétype <!--br-->de rôdeur](ranger_hd.md#archétype-de-rôdeur)|
|8|+3|[Amélioration de <!--br-->caractéristique](ranger_hd.md#amélioration-de-caractéristiques), <!--br-->[traversée de terrains](#traversée-de-terrains)|
|9|+4|**[Fils de la nature](l5r_ranger_hd.md#fils-de-la-nature)**|
|10|+4|Amélioration <!--br-->d'[explorateur né](ranger_hd.md#explorateur-né), <!--br-->[camouflage naturel](ranger_hd.md#camouflage-naturel)|
|11|+4|[Aptitude d'archétype <!--br-->de rôdeur](ranger_hd.md#archétype-de-rôdeur)|
|12|+4|[Amélioration de <!--br-->caractéristique](ranger_hd.md#amélioration-de-caractéristiques)|
|13|+5|**[Fils de la nature](l5r_ranger_hd.md#fils-de-la-nature)**|
|14|+5|Amélioration d'[ennemi juré](ranger_hd.md#ennemi-juré), <!--br-->[disparition](ranger_hd.md#disparition)|
|15|+5|[Aptitude d'archétype <!--br-->de rôdeur](ranger_hd.md#archétype-de-rôdeur)|
|16|+5|[Amélioration de <!--br-->caractéristique](ranger_hd.md#amélioration-de-caractéristiques)|
|17|+6|**[Fils de la nature](l5r_ranger_hd.md#fils-de-la-nature)**|
|18|+6|[Sens sauvages](ranger_hd.md#sens-sauvages)|
|19|+6|[Amélioration de <!--br-->caractéristique](ranger_hd.md#amélioration-de-caractéristiques)|
|20|+6|[Tueur d'ennemis](ranger_hd.md#tueur-dennemis)|


Id: l5r_ranger_hd.md#aptitudes-de-classe
ParentLink: l5r_ranger_hd.md#rôdeur-des-cinq-royaumes
Name: Aptitudes de classe
ParentName: Rôdeur des cinq Royaumes
Source: (L5R p52)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Rôdeur des cinq Royaumes](l5r_ranger_hd.md#rôdeur-des-cinq-royaumes)<!--/ParentNameLink-->

---

### <!--Name-->Aptitudes de classe<!--/Name-->

- Source: <!--Source-->(L5R p52)<!--/Source-->

Comme le rôdeur du livre de règles de Héros & Dragons. Cependant, les aptitudes liées au lancement de sorts ont disparu. Les aptitudes en gras dans le tableau ci-contre sont nouvelles et détaillées par la suite. Les autres correspondent aux capacités du rôdeur de Héros & Dragons.


Id: l5r_magic_hd.md#des-objets-magiques-rares-et-merveilleux
RootId: l5r_magic_hd.md
ParentLink: l5r_index_hd.md
Name: Des objets magiques rares et merveilleux
ParentName: Les Cinq Royaumes
ParentNameLink: <!--ParentNameLink-->[Les Cinq Royaumes](l5r_index_hd.md)<!--/ParentNameLink-->
Source: (L5R p48)
Discriminator: Items
Markdown:
>  <!--ParentNameLink-->[Les Cinq Royaumes](l5r_index_hd.md)<!--/ParentNameLink-->

---


## <!--Name-->Des objets magiques rares et merveilleux<!--/Name-->

- Source: <!--Source-->(L5R p48)<!--/Source-->

Dans les cinq royaumes, les objets magiques sont extrêmement rares et ne sont pas l'oeuvre d'un puissant mage. Chaque objet s'infuse de magie grâce à celui qui le manie ou le forge. Quand les conditions sont particulières, dramatiques, fortes, puissantes…, alors un objet peut devenir magique. C'est ainsi que l'on ne trouve pas de « bouclier +1 ». Mais le boulier de Garundar, héros de la bataille finale contre les barbares venus du Nord, trempé du sang de celui qui s'est sacrifié pour sauver son roi d'un coup de hache, est effectivement aujourd'hui animé d'une énergie surnaturelle. Chaque objet possède ainsi une histoire et en récupérer un devrait être la finalité d'une quête longue et difficile.

La plupart des objets magiques possèdent une puissance limitée. Ce sont au mieux des épées ou des pièces d'armure de famille, se passant de génération en génération, ou encore des objets dont la réputation est telle qu'on leur prête des capacités étranges. Les plus puissants sont d'une immense rareté. Ne tombez pas dans le travers de distribuer moult objets magiques à vos PNJ : pour un PNJ comme pour un PJ, posséder un objet magique est quelque chose de très peu commun.

Nous vous déconseillons donc de donner un objet magique, quel qu'il soit, trop tôt dans l'évolution des personnages. Mais pour aller plus loin encore, nous vous déconseillons de leur permettre d'en posséder plusieurs chacun.

Ne vous contentez pas de leur donner des objets, armes et armures possédant un simple bonus. Il est plus intéressant que les objets en jeu possèdent de véritables capacités extraordinaires. Mais n'hésitez pas à donner à chaque objet une volonté propre : la magie qu'il porte vient de la volonté de son créateur ou de son premier porteur, et il en garde la trace. Il est, d'une certaine manière, habité par un fragment de cet esprit. Quand un personnage entre en possession de l'objet, il se lie à lui et à son esprit. Mais l'objet possède une personnalité : si son porteur va à l'encontre des principes fondamentaux qui ont présidé à sa création, alors l'objet cesse de fonctionner tant que le personnage n'agit plus dans le « bon sens. »

Les objets permettant d'obtenir un bonus peuvent évoluer à mesure que leur niveau augmente. Considérez que le bonus de l'objet magique équivaut au maximum au bonus de maîtrise du personnage divisé par deux (arrondi au supérieur).

Concernant les capacités spéciales des objets, là encore, elles peuvent évoluer ou devenir petit à petit plus puissantes pour accompagner la montée en niveaux d'un personnage. Mais faites-en sorte que la force de personnalité des objets évolue aussi. Un objet +1 (ou Peu courant) devrait avoir une influence très faible sur son porteur : son esprit et sa volonté sont trop faibles. Un objet +3 (ou Rare, ou Légendaire) devrait, quant à lui, posséder une volonté affirmée et pouvoir communiquer d'une manière ou d'une autre avec le porteur.



#### [Ces dons ne sont pas accessibles](l5r_magic_hd.md#ces-dons-ne-sont-pas-accessibles)



#### [Pas de magie divine ?](l5r_magic_hd.md#pas-de-magie-divine-?)



#### [Les potions](l5r_magic_hd.md#les-potions)


Id: l5r_ranger_hd.md#constitution-hors-norme
ParentLink: l5r_ranger_hd.md#rôdeur-des-cinq-royaumes
Name: Constitution hors norme
ParentName: Rôdeur des cinq Royaumes
Source: (L5R p54)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Rôdeur des cinq Royaumes](l5r_ranger_hd.md#rôdeur-des-cinq-royaumes)<!--/ParentNameLink-->

---

##### <!--Name-->Constitution hors norme<!--/Name-->

- Source: <!--Source-->(L5R p54)<!--/Source-->

Le temps passé en pleine nature et les morsures de bêtes venimeuses ou les piqûres de plantes urticantes vous ont conféré une constitution hors norme. Désormais, vous avez l'avantage sur tous vos jets de sauvegarde de Constitution afin de résister aux poisons ou à la maladie. Au niveau 5, vous obtenez la maîtrise des jets de sauvegarde de Constitution. Si vous la possédez déjà, quand vous effectuez un jet de sauvegarde de Constitution, vous doublez votre bonus de maîtrise.

Au niveau 9, vous êtes immunisé aux poisons non-magiques ne pouvant pas être mortels (les poisons infligeant des dégâts sont donc considérés comme potentiellement mortels) ainsi qu'aux maladies naturelles bénignes.


Id: magicitems_hd.md#objets-magiques-3
ParentLink: magicitems_hd.md#objets-magiques
Name: Objets magiques 3
ParentName: Objets magiques
ParentNameLink: <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Objets magiques](magicitems_hd.md#objets-magiques)<!--/ParentNameLink-->

---

#### <!--Name-->Objets magiques 3<!--/Name-->

|d100|Objet magique|
|---|---|
|**01-05**|Relancer sur [table 2](magicitems_hd.md#objets-magiques-2)|
|**06-25**|**Potions et huiles (lancer 1d8)**|
|1-2|[Baume revigorant](magicitems_az_hd.md#baume-revigorant)|
|3-4|[Huile glissante](magicitems_az_hd.md#huile-glissante)|
|5-6|[Philtre d'amour](magicitems_az_hd.md#philtre-damour)|
|7|[Potion de clairvoyance](magicitems_az_hd.md#potion-de-clairvoyance)|
|8|[Potion de force de géant du givre/des pierres](magicitems_az_hd.md#potion-de-force-de-géant)|
|**26-45**|**Armures (lancer 1d6)**|
|1-4|[Armure +1](magicitems_az_hd.md#armure-1-2-ou-3)|
|5|[Armure en adamantium](magicitems_az_hd.md#armure-en-adamantium)|
|6|[Armure de mithral](magicitems_az_hd.md#armure-de-mithral)|
|**46-48**|[Amulette de santé](magicitems_az_hd.md#amulette-de-santé)|
|**49-51**|[Anneau de chaleur](magicitems_az_hd.md#anneau-de-chaleur)|
|**52-54**|[Anneau de marche sur l'eau](magicitems_az_hd.md#anneau-de-marche-sur-leau)|
|**55-57**|[Anneau de protection mentale](magicitems_az_hd.md#anneau-de-protection-mentale)|
|**58-60**|[Bâton du python](magicitems_az_hd.md#bâton-du-python)|
|**61-62**|[Cartes d'illusion](magicitems_az_hd.md#cartes-dillusion)|
|**63-65**|[Gantelets de puissance d'ogre](magicitems_az_hd.md#gantelets-de-puissance-dogre)|
|**66-67**|[Gemme élémentaire](magicitems_az_hd.md#gemme-élémentaire)|
|**68-69**|[Perle de puissance](magicitems_az_hd.md#perle-de-puissance)|
|**70-71**|[Sac à malice](magicitems_az_hd.md#sac-à-malice)|
|**72**|[Amulette de cicatrisation](magicitems_az_hd.md#amulette-de-cicatrisation)|
|**73**|[Balai volant](magicitems_az_hd.md#balai-volant)|
|**74**|[Bandeau d'intelligence](magicitems_az_hd.md#bandeau-dintelligence)|
|**75**|[Bottes ailées](magicitems_az_hd.md#bottes-ailées)|
|**76**|[Bouteille fumigène](magicitems_az_hd.md#bouteille-fumigène)|
|**77**|[Cape de la raie manta](magicitems_az_hd.md#cape-de-la-raie-manta)|
|**78**|[Carafe intarissable](magicitems_az_hd.md#carafe-intarissable)|
|**79**|[Chapeau de déguisement](magicitems_az_hd.md#chapeau-de-déguisement)|
|**80**|[Collier d'adaptation](magicitems_az_hd.md#collier-dadaptation)|
|**81**|[Diadème de destruction](magicitems_az_hd.md#diadème-de-destruction)|
|**82**|[Éventail enchanté](magicitems_az_hd.md#Éventail-enchanté)|
|**83**|[Flûte des égouts](magicitems_az_hd.md#flûte-des-égouts)|
|**84**|[Flûte terrifiante](magicitems_az_hd.md#flûte-terrifiante)|
|**85**|[Gants piégeurs de projectiles](magicitems_az_hd.md#gants-piégeurs-de-projectiles)|
|**86**|[Heaume de compréhension des langages](magicitems_az_hd.md#heaume-de-compréhension-des-langages)|
|**87**|[Heaume de télépathie](magicitems_az_hd.md#heaume-de-télépathie)|
|**88**|[Lanterne de révélation](magicitems_az_hd.md#lanterne-de-révélation)|
|**89**|[Lentilles de netteté](magicitems_az_hd.md#lentilles-de-netteté)|
|**90**|[Lunettes nocturnes](magicitems_az_hd.md#lunettes-nocturnes)|
|**91**|[Médaillon des pensées](magicitems_az_hd.md#médaillon-des-pensées)|
|**92**|[Oeil de lynx](magicitems_az_hd.md#oeil-de-lynx)|
|**93**|[Regard charmeur](magicitems_az_hd.md#regard-charmeur)|
|**94**|[Robe d'objets pratiques](magicitems_az_hd.md#robe-dobjets-pratiques)|
|**95**|[Trident de domination aquatique](magicitems_az_hd.md#trident-de-domination-aquatique)|
|**96-00**|Relancer sur [table 4](magicitems_hd.md#objets-magiques-4)|


Id: l5r_rituals_hd.md#echec-du-rituel
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Echec du rituel
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p68)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

### <!--Name-->Echec du rituel<!--/Name-->

- Source: <!--Source-->(L5R p68)<!--/Source-->

Échouer à lancer un rituel a toujours des conséquences plus ou moins graves. Quand un rituel est proposé, dans ce livre ou ailleurs, les conséquences sont toujours inscrites dans sa description. Même si un rituel échoue, toutes les composantes sont détruites dans le processus, surtout les plus coûteuses et les plus rares. Les conséquences d'un échec peuvent être variées. Un rituel de nécromancie peut ne pas relever le bon mort ou ne pas invoquer un esprit amical ; un rituel d'illusion peut voir l'illusion se retourner contre l'invocateur ; un rituel d'invocation démoniaque peut invoquer un être beaucoup trop puissant pour l'invocateur, etc.

Beaucoup de rituels engendrent un contrecoup. Ce dernier est un effet négatif que l'invocateur (et parfois ses assistants ou sa cible) subit quel que soit l'issue du rituel. Il peut être mineur comme presque fatal. Quand un rituel est proposé, dans ce livre ou ailleurs, il indique la présence ou non d'un contrecoup et sa nature. Les contrecoups sont techniques et précisés dans le tableau « Paramètres du rituel et modificateur du DD des tests de compétence », p.71.

Lorsqu'un invocateur (ou ses assistants) échoue à deux tests de compétence de suite, le rituel échoue pour de bon. Si le rituel déclenche un effet en cas d'échec, c'est la personne ayant échoué au dernier test qui le subit (cf. ci-dessus).


Id: l5r_rituals_hd.md#domaines-de-magie
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Domaines de magie
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p70)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

### <!--Name-->Domaines de magie<!--/Name-->

- Source: <!--Source-->(L5R p70)<!--/Source-->

Afin de simplifier ce système de magie et sa formalisation, nous utilisons les écoles de magies de Héros & Dragons et les renommons « domaines ». Consultez le Manuel des règles de Héros & Dragons page 169 pour plus d'informations sur ce que recouvrent ces écoles.


Id: l5r_rituals_hd.md#chasse-ancestrale
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Chasse ancestrale
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p72)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

### <!--Name-->Chasse ancestrale<!--/Name-->

- Source: <!--Source-->(L5R p72)<!--/Source-->

Nécromancie

**Niveau.** 5

**Tests de compétence.** Intelligence (Arcanes) DD22 (3 succès), Intelligence (Nature) DD22 (2 succès)

**Composantes.** V, G, M, AS, CC

**Temps d'incantation.** 5 heures

**Portée.** 1km

**Cible.** Un humanoïde

**Durée.** 5h

**Composantes matérielles.** Des rognures d'ongle ou une boucle de cheveux de la victime et un récipient fait de bronze ayant été baigné dans le sang d'un innocent (Focaliseur), la semence d'un pendu, les oeufs d'un serpent venimeux.

**Assistants.** De 2 à 10

**Lieu.** Un cimetière ou un lieu où des cadavres reposent.

**Circonstances particulières.** Seulement à la nouvelle lune, le rituel devant commencer une heure avant le crépuscule.

**Rituel.** Certains rituels anciens ont appris aux hommes à déchaîner la puissance de la non-vie afin de se venger de leurs ennemis. C'est exactement ce à quoi ce rituel est en général destiné. Des mages, mais aussi des druides, l'utilisent afin de punir ceux qui leur ont causé du tort. Focaliseur et composantes sont détruits dans le processus. Ce rituel est coûteux et terrible.

Une heure avant le crépuscule, l'invocateur et ses assistants se réunissent dans un lieu où reposent un grand nombre de cadavres. Ils creusent la terre et dessinent autour du trou, au gros sel, des motifs ancestraux et oubliés qui permettront de rappeler un instant les esprits torturés et affamés des morts. Au centre du trou, on dépose alors le récipient de bronze dans lequel reposent toutes les composantes.

Des heures durant, l'invocateur récite d'anciennes litanies, entrant petit à petit dans une transe fiévreuse ; ses yeux se révulsent et il chante la mélopée sans s'arrêter. Autour de lui, ses assistants entonnent un chant guttural étrange et petit à petit, ils entrent dans la même transe. Leurs yeux se révulsent également. Alors que le rituel prend fin, les oeufs de serpent éclosent et des dizaines de petits serpents s'échappent, puis se dirigent vers autant de tombes avant de s'y enfouir.

À la fin du rituel, l'invocateur et ses assistants s'écroulent, épuisés. Autour d'eux, des morts se réveillent (en moyenne 5 par participant). Ils sortent de leurs tombes, brisent leur cercueil, creusent la terre. Tous se dirigent alors vers la cible du rituel avec pour seul but de la tuer. Les créatures réveillées sont des morts-vivants physiques dont la puissance devrait être suffisante pour venir à bout de la cible. Ils ne peuvent cependant pas dépasser un indice de dangerosité de 5.

**Échec.** En cas d'échec, les morts se relèvent mais ils attaquent et traquent les participants au rituel.

**Contrecoup.** 2 niveaux d'épuisement (cf. Manuel des règles de Héros & Dragons p.302) et 6d6 points de dégâts infligés aux points de combativité à chacun des participants.

**Participants supplémentaires.** Le lanceur de sort peut mettre à contribution de 2 à 10 participants. Le degré de difficulté des tests est alors réduit de 2 par participants.


Id: l5r_rituals_hd.md#quelques-exemples-de-rituel
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Quelques exemples de rituel
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p72)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

## <!--Name-->Quelques exemples de rituel<!--/Name-->

- Source: <!--Source-->(L5R p72)<!--/Source-->

Les rituels qui suivent ont été créés à l'aide du tableau ci-dessus. Ils démontrent comment les rituels peuvent tout autant être un vecteur d'ambiance que de scénario, d'histoire et de quêtes


Id: l5r_rituals_hd.md#durée-et-portée
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Durée et portée
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p72)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

##### <!--Name-->Durée et portée<!--/Name-->

- Source: <!--Source-->(L5R p72)<!--/Source-->

Si ces données sont applicables, alors la durée de base du rituel (avant modifications de l'étape 2) est égale à deux fois le niveau du rituel. Ainsi, la durée de base d'un rituel d'Illusion de niveau 6 sera de 12 minutes, et celle d'un sort d'Invocation de niveau 6 sera de 12 heures.

La portée, quant à elle, est définie de la manière suivante :

**Courte** = 30 + (3 x niveau du rituel) mètres

**Moyenne** = 120 + (12 x [niveau du rituel x 2]) mètres

**Longue** = 500 + (50 x [niveau du rituel x 2]) mètres


Id: l5r_rituals_hd.md#jet-de-sauvegarde
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Jet de sauvegarde
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p72)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

##### <!--Name-->Jet de sauvegarde<!--/Name-->

- Source: <!--Source-->(L5R p72)<!--/Source-->

La difficulté du jet de sauvegarde est égale à 8 + Niveau effectif du rituel + Modificateur de Charisme de l'invocateur.


Id: l5r_rituals_hd.md#nombre-de-succès
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Nombre de succès
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p72)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

##### <!--Name-->Nombre de succès<!--/Name-->

- Source: <!--Source-->(L5R p72)<!--/Source-->

Le nombre de succès à obtenir est égal au niveau du rituel.


Id: l5r_rituals_hd.md#Étape-4--déterminer-le-niveau-du-rituel
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Étape 4 : déterminer le niveau du rituel
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p72)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

#### <!--Name-->Étape 4 : déterminer le niveau du rituel<!--/Name-->

- Source: <!--Source-->(L5R p72)<!--/Source-->

Enfin, il va vous falloir déterminer le niveau du rituel (de 1 à 9). Plus un rituel est puissant, plus il permet de contourner les lois naturelles, plus ses conséquences sont importantes sur l'histoire et le monde, plus son niveau doit être élevé. Le niveau permet aussi de déterminer la difficulté qu'il y a à le mener à bien. En effet, grâce au niveau, on détermine le nombre de succès à obtenir sur les tests de compétence à effectuer, le DD du jet de sauvegarde contre les effets du rituel et parfois même la portée et la durée.


Id: l5r_rituals_hd.md#renversement
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Renversement
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p72)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

##### <!--Name-->Renversement<!--/Name-->

- Source: <!--Source-->(L5R p72)<!--/Source-->

Le rituel affecte l'invocateur et non la cible.


Id: l5r_rituals_hd.md#mort
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Mort
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p72)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

##### <!--Name-->Mort<!--/Name-->

- Source: <!--Source-->(L5R p72)<!--/Source-->

La personne ayant échoué au dernier test de compétence, l'invocateur ou la cible, meurt. Ceci peut éventuellement s'étendre à toute l'assemblée.


Id: l5r_rituals_hd.md#magie-hostile
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Magie hostile
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p72)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

##### <!--Name-->Magie hostile<!--/Name-->

- Source: <!--Source-->(L5R p72)<!--/Source-->

L'invocateur et/ou ses assistants sont affectés par un effet magique hostile (une explosion magique, une illusion, une suggestion magique, etc.). Pour déterminer la difficulté du jet de sauvegarde, référez-vous à l'étape 4. Quand un rituel est proposé, dans ce livre ou ailleurs, la description du rituel indique l'effet hostile ainsi que le DD pour y résister.


Id: l5r_rituals_hd.md#corruption
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Corruption
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p68)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

### <!--Name-->Corruption<!--/Name-->

- Source: <!--Source-->(L5R p68)<!--/Source-->

La magie corrompt l'âme autant que le corps. Trop y recourir affecte petit à petit l'esprit et le corps. Chaque fois que, lors d'un rituel, l'un des tests de compétence obtient un 1 ou un 20 naturel, le corps ou l'esprit du personnage qui a effectué le jet s'altère légèrement. Ses yeux prennent une couleur étrange, son corps exhale une odeur bizarre, son esprit se transforme, devenant de plus en plus froid et mauvais. Cette corruption n'est pas mécanique (même si, au bout d'un temps, vous pourriez vous permettre de changer d'un cran l'alignement du personnage pour refléter le processus). Ces transformations devraient être subtiles et progressives. Il est important notamment que les joueurs ne s'en rendent pas compte au départ. Ne dites rien au joueur du personnage mais glissez par exemple quelques informations aux autres joueurs. Au final, les personnages affectés ressembleront de plus en plus à l'image d'Épinal que l'on peut avoir des êtres maléfiques ou des sorciers.


Id: l5r_rituals_hd.md#inversion
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Inversion
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p72)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

##### <!--Name-->Inversion<!--/Name-->

- Source: <!--Source-->(L5R p72)<!--/Source-->

Le rituel a l'effet inverse de celui escompté.


Id: l5r_rituals_hd.md#fausse-vérité
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Fausse vérité
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p72)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

##### <!--Name-->Fausse vérité<!--/Name-->

- Source: <!--Source-->(L5R p72)<!--/Source-->

Ceci s'applique en général aux rituels divinatoires. L'invocateur obtient une réponse à sa question, mais elle est fausse. Il croit cependant qu'elle est vraie.


Id: l5r_rituals_hd.md#dégâts
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Dégâts
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p72)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

##### <!--Name-->Dégâts<!--/Name-->

- Source: <!--Source-->(L5R p72)<!--/Source-->

L'invocateur ou la cible du rituel (ou les deux) subit des dégâts.


Id: l5r_rituals_hd.md#changement-de-personnalité
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Changement de personnalité
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p71)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

##### <!--Name-->Changement de personnalité<!--/Name-->

- Source: <!--Source-->(L5R p71)<!--/Source-->

Le rituel semble avoir réussi. Cependant, la cible (ou le lanceur, ou ses assistants) subit un changement moral dramatique. Au cours des 1d6 heures (ou jours) qui suivent, il devient l'exact opposé de ce qu'il était. Pire, son alignement change de la même manière et sa moralité est totalement altérée. Un sujet neutre devient aléatoirement Loyal Bon, Loyal Mauvais, Chaotique Bon ou Chaotique Mauvais. En général, le sujet tente de garder le secret sur ce changement particulièrement perturbant.

Cette liste n'est pas exhaustive, n'hésitez pas à en créer d'autres, et à les habiller pour leur donner du corps. Ces conséquences ne devraient jamais être connues des personnages avant de lancer le rituel, au moins pour les plus pernicieux d'entre eux : conservez la surprise.


Id: l5r_rituals_hd.md#augmentationréduction
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Augmentation/Réduction
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p71)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

##### <!--Name-->Augmentation/Réduction<!--/Name-->

- Source: <!--Source-->(L5R p71)<!--/Source-->

Le rituel devait affaiblir la cible mais il la rend plus puissante. Ou au contraire, il devait la rendre plus forte et l'affaiblit. Cela peut prendre la forme d'une guérison, de dégâts ou d'une augmentation de puissance brute.


Id: l5r_rituals_hd.md#attaque
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Attaque
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p70)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

##### <!--Name-->Attaque<!--/Name-->

- Source: <!--Source-->(L5R p70)<!--/Source-->

Une créature apparaît et elle attaque l'invocateur, ainsi qu'éventuellement ses assistants ou même tous les témoins. Il s'agit d'une créature correspondant à ce que le rituel propose de faire. Par exemple : un rituel de nécromancie peut faire apparaître un spectre, un rituel démoniste peut faire apparaître un démon, un rituel en lien avec la nature peut faire accourir des animaux sauvages, etc. Quand un rituel est proposé, dans ce livre ou ailleurs, le type de créature, sa puissance et son comportement sont indiqués dans la description du rituel.


Id: l5r_rituals_hd.md#Étape-3--déterminer-leffet-en-cas-déchec
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Étape 3 : déterminer l'effet en cas d'échec
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p70)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

#### <!--Name-->Étape 3 : déterminer l'effet en cas d'échec<!--/Name-->

- Source: <!--Source-->(L5R p70)<!--/Source-->

En cas d'échec, un rituel peut avoir des effets plus ou moins désastreux et plus ou moins immédiats. Plus le rituel viole l'ordre naturel, plus il fait appel à des puissances issues d'autres réalités, et plus les conséquences sont désastreuses en cas d'échec. Voici quelques exemples. Cette liste est non-exhaustive et vous êtes libre d'en inventer d'autres.


Id: l5r_rituals_hd.md#paramètres-du-rituel-et-modificateurs-au-dd-des-tests-de-compétence
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Paramètres du rituel et modificateurs au DD des tests de compétence
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p71)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

##### <!--Name-->Paramètres du rituel et modificateurs au DD des tests de compétence<!--/Name-->

- Source: <!--Source-->(L5R p71)<!--/Source-->

|Éléments|Mod|
|---|---|
|**Test de compétence**||
|Nécessite des tests impliquant plus d'une <!--br-->compétence|–1|
|Nécessite une compétence n'appartenant pas <!--br-->aux compétences d'Intelligence|–1|
|**Temps d'incantation**||
|1 heure entre les tests|–1|
|Le rituel ne peut s'effectuer qu'à un moment <!--br-->précis (ex : seulement pendant la pleine lune)|–4|
|Le rituel ne peut s'effectuer qu'à un moment <!--br-->précis et rare (ex : seulement pendant une <!--br-->éclipse lunaire)|–8|
|**Augmentation de portée**||
|Contact à courte|+2|
|Courte à moyenne|+2|
|Moyenne à longue|+2|
|**Réduction de portée**||
|Courte à contact|–2|
|Moyenne à courte|–2|
|Longue à moyenne|–2|
|**Zone d'effet**||
|Zone d'effet doublée/Zone d'effet divisée par 2|+3/–3|
|**Cibles**||
|Les cibles non consentantes doivent être sans <!--br-->défense pour que le rituel fonctionne|–2|
|Type de cibles limité (par indice de <!--br-->dangerosité, type de créature, etc.)|–3|
|De cible unique à cibles multiples|+4|
|**Augmentation de durée**||
|De rounds à minutes|+2|
|De minutes à heures|+4|
|D'heures à jours|+6|
|De jours à permanent|+10|
|De jours à instantané|+10|
|**Réduction de durée**||
|De minutes à rounds|–2|
|D'heures à minutes|–2|
|De jours à heures|–2|
|De permanent à jours|–4|
|D'instantané à jours|–4|
|**Focaliseur et composantes matérielles**||
|Composante matérielle de petite puissance|–1|
|Composante matérielle de puissance <!--br-->moyenne|–2|
|Composante matérielle de grande puissance|–4|
|Focaliseur peu commun (5 000 po)|–1|
|Focaliseur rare (25 000 po)|–2|
|**Assistants**||
|10 assistants ou moins|–2|
|11–100 assistants|–6|
|101 assistants et +|–10|
|**Contrecoup**||
|Par tranche de 2d6 points de dégâts à l'invocateur|–1|
|Par niveau d'épuisement subi par l'invocateur|–1|
|L'invocateur est réduit à 0 point de vitalité <!--br-->(choisir une blessure sérieuse permet de réduire <!--br-->de moitié seulement les points de vitalité)|–3|
|L'invocateur est infecté par une maladie, <!--br-->même s'il est normalement immunisé|–4|
|Le contrecoup affecte aussi les participants <!--br-->secondaires|–1|


Id: l5r_rituals_hd.md#Étape-2--modifier-le-degré-de-difficulté
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Étape 2 : Modifier le degré de difficulté
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p70)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

#### <!--Name-->Étape 2 : Modifier le degré de difficulté<!--/Name-->

- Source: <!--Source-->(L5R p70)<!--/Source-->

Il s'agit ensuite de déterminer les modifications au DD de base en rajoutant des éléments au rituel : utilisation de diverses compétences supplémentaires, temps d'incantation augmenté, portée augmentée ou réduite, etc. Souvenez-vous que la ligne "Contrecoup" du tableau correspond à un effet que l'invocateur (et éventuellement les autres participants au rituel) subit, et ce que le rituel réussisse ou échoue. Le tableau ci-contre permet donc de modifier les paramètres du rituel. Partez de la base proposée par le domaine que vous avez choisi et rajoutez des éléments. Vous pouvez restreindre les moments auquel réaliser le rituel, réduire ou augmenter sa portée, son nombre de cibles, sa zone d'effet, etc. Chaque ligne propose un ajustement de ces paramètres et une réduction ou une augmentation du DD de tous les tests de compétence à effectuer afin de réussir le rituel. Une fois chaque paramètre déterminé, faites la somme des modificateurs et ajoutez tout cela au DD proposé par le domaine choisi : vous obtenez le DD aux tests de compétence pour ce rituel. Ce DD n'est pas variable, à moins que vous l'ayez prévu (en permettant de rajouter des assistants par exemple). Un rituel est un tout immuable et les invocateurs ne peuvent rajouter de leur chef des conditions et d'en changer les paramètres afin de réduire encore le DD. Le tableau qui suit ne concerne donc que la création du rituel en lui-même.


Id: l5r_rituals_hd.md#Étape-1--déterminer-le-domaine-et-le-degré-de-difficulté-de-base
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Étape 1 : déterminer le domaine et le degré de difficulté de base
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p70)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

#### <!--Name-->Étape 1 : déterminer le domaine et le degré de difficulté de base<!--/Name-->

- Source: <!--Source-->(L5R p70)<!--/Source-->

La première chose à faire est de décider à quel domaine votre rituel est rattaché. Ce domaine fixe le degré de difficulté (DD) de base de tous les tests de compétence à réaliser dans le cadre du rituel. Ce dernier pourra être modifié lors de l'étape 2.

Si un rituel vous semble appartenir à plusieurs domaines, il faut déterminer quel est le domaine principal, et quels sont les domaines secondaires. Ainsi, un rituel invoquant les forces démoniaques afin de mettre le feu à un manoir tout entier est soumis à deux domaines : l'Invocation (pour l'appel aux forces démoniaques) et l'Évocation (pour la création de dégâts par le feu).

Le domaine de base fixe le DD de base des tests. Ce dernier est augmenté par le DD de chaque domaine secondaire divisé par trois. Ainsi, dans notre exemple précédent, le domaine de base est l'Invocation et le domaine secondaire l'Évocation. Le DD sera donc de [30 (le DD du domaine de l'Invocation) + 11 (le DD de l'Evocation de 34 divisé par 3] = 41. Plus un rituel recourt à des domaines différents, plus il devient difficile à lancer.

Le DD d'un test de compétence à effectuer dans le cadre d'un rituel ne devrait jamais être inférieur à 20. La compétence de base est toujours Intelligence (Arcanes), mais elle peut être remplacée par Intelligence (Religion) ou Intelligence (Nature) en fonction du type de rituel.

**Abjuration.** DD 32 ; Portée : courte ; Cible : une ou plusieurs créatures séparées au maximum de 9 mètres ; Durée : minutes ; Jet de sauvegarde : Sagesse (annule).

**Divination.** DD 30 ; Portée : longue ; Cible : personnelle ; Durée : minutes ; Jet de sauvegarde : aucun.

**Enchantement.** DD 32 ; Portée : courte ; Cible : une créature vivante ; Durée : minutes ; Jet de sauvegarde : Sagesse (annule).

**Évocation.** DD 34 ; Portée : moyenne ; Zone d'effet : projectile de 1,50 mètre de large ou rayonnement de 6 mètres de rayon ; Durée : instantanée ; Jet de sauvegarde : Dextérité (1/2 dégâts).

**Illusion.** DD 32 ; Portée : contact ; Cible : une créature vivante ou 0,6 m3 de matière ; Durée : minutes ; Jet de sauvegarde : Intelligence (dévoile).

**Invocation.** DD 30 ; Portée : courte ; Cible : une créature ; Durée : heures (instantanée pour la branche téléportation) ; Jet de sauvegarde : Charisme (annule).

**Nécromancie.** DD 34 ; Portée : courte ; Cible : une ou plusieurs créatures ou cadavres ; Durée : instantanée ; Jet de sauvegarde : aucun.

**Transmutation.** DD 32 ; Portée : moyenne ; Cible : une créature ou 0,6 m3 de matière ; Durée : rounds ; Jet de sauvegarde : Constitution (1/2 dégâts ou annule).


Id: l5r_rituals_hd.md#illusion
ParentLink: l5r_rituals_hd.md#lancer-un-rituel
Name: Illusion
ParentName: Lancer un rituel
ParentNameLink: <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->
Source: (L5R p72)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer un rituel](l5r_rituals_hd.md#lancer-un-rituel)<!--/ParentNameLink-->

---

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

- Source: <!--Source-->(L5R p72)<!--/Source-->

L'invocateur, ainsi que ses assistants éventuellement, est persuadé que le rituel a eu l'effet escompté. En réalité, il n'a eu aucun effet, ou un effet tout à fait différent. L'illusion peut aussi sembler projeter l'invocateur dans un monde totalement différent ou faire apparaître des choses fascinantes, étranges ou effrayantes.


Id: poisons_hd.md#sang-dassassin-ingestion
ParentLink: poisons_hd.md#les-poisons
Name: Sang d'assassin (ingestion)
ParentName: Les poisons
ParentNameLink: <!--ParentNameLink-->[Les poisons](poisons_hd.md#les-poisons)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les poisons](poisons_hd.md#les-poisons)<!--/ParentNameLink-->

---

#### <!--Name-->Sang d'assassin (ingestion)<!--/Name-->

Une créature soumise à ce poison doit faire un jet de sauvegarde de Constitution DD 10. Si elle le rate, elle subit 6 (1d12) dégâts de poison et elle est [empoisonnée] pendant 24 heures. Si elle le réussit, elle subit la moitié des dégâts seulement et elle n'est pas [empoisonnée].


Id: poisons_hd.md#sérum-de-vérité-ingestion
ParentLink: poisons_hd.md#les-poisons
Name: Sérum de vérité (ingestion)
ParentName: Les poisons
ParentNameLink: <!--ParentNameLink-->[Les poisons](poisons_hd.md#les-poisons)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les poisons](poisons_hd.md#les-poisons)<!--/ParentNameLink-->

---

#### <!--Name-->Sérum de vérité (ingestion)<!--/Name-->

Une créature soumise à ce poison doit réussir un jet de sauvegarde de Constitution DD 11 ou se trouver [empoisonnée] pendant 1 heure. Une créature ainsi [empoisonnée] ne peut pas mentir délibérément, comme si elle était sous l'effet du sort zone de vérité.


Id: poisons_hd.md#teinture-pâle-ingestion
ParentLink: poisons_hd.md#les-poisons
Name: Teinture pâle (ingestion)
ParentName: Les poisons
ParentNameLink: <!--ParentNameLink-->[Les poisons](poisons_hd.md#les-poisons)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les poisons](poisons_hd.md#les-poisons)<!--/ParentNameLink-->

---

#### <!--Name-->Teinture pâle (ingestion)<!--/Name-->

Une créature soumise à ce poison doit réussir un jet de sauvegarde de Constitution DD 16 ou subir 3 (1d6) dégâts de poison et se trouver [empoisonnée]. Une créature ainsi [empoisonnée] doit répéter le jet de sauvegarde toutes les 24 heures et subit 3 (1d6) points de dégâts de poison à chaque fois. Tant que l'empoisonnement n'est pas terminé, il est impossible de soigner les dégâts venant du poison, de quelque manière que ce soit. L'effet se termine et la victime peut guérir normalement une fois qu'elle a réussi sept jets de sauvegarde.


Id: warlock_fiendish_hd.md#traversée-des-enfers
ParentLink: warlock_fiendish_hd.md#le-fiélon
Name: Traversée des Enfers
ParentName: Le fiélon
ParentNameLink: <!--ParentNameLink-->[Le fiélon](warlock_fiendish_hd.md#le-fiélon)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Le fiélon](warlock_fiendish_hd.md#le-fiélon)<!--/ParentNameLink-->

---

## <!--Name-->Traversée des Enfers<!--/Name-->

À partir du niveau 14, quand vous réussissez à atteindre une créature avec une attaque, vous pouvez utiliser cette aptitude pour la transporter instantanément jusqu'aux plans inférieurs. La créature disparaît et est projetée à travers un paysage cauchemardesque.

À la fin de votre prochain tour, la cible réapparaît à l'endroit qu'elle occupait précédemment ou sur l'emplacement libre le plus proche. Si la cible n'est pas un fiélon, elle subit 10d10 de dégâts psychiques causés par son horrible expérience.

Une fois que vous avez utilisé cette aptitude, vous devez attendre d'avoir terminé un repos long avant de pouvoir l'utiliser de nouveau.


Id: warlock_fiendish_hd.md#résistance-fiélonne
ParentLink: warlock_fiendish_hd.md#le-fiélon
Name: Résistance fiélonne
ParentName: Le fiélon
ParentNameLink: <!--ParentNameLink-->[Le fiélon](warlock_fiendish_hd.md#le-fiélon)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Le fiélon](warlock_fiendish_hd.md#le-fiélon)<!--/ParentNameLink-->

---

## <!--Name-->Résistance fiélonne<!--/Name-->

À partir du niveau 10, vous pouvez choisir un type de dégâts à la fin d'un repos court ou d'un repos long. Vous gagnez une résistance à ce type de dégâts jusqu'à ce que vous utilisiez cette aptitude pour en changer. Cette résistance n'est par contre pas prise en compte si vous subissez des dégâts infligés par des armes magiques ou des armes en argent.


Id: warlock_fiendish_hd.md#chance-du-ténébreux
ParentLink: warlock_fiendish_hd.md#le-fiélon
Name: Chance du ténébreux
ParentName: Le fiélon
ParentNameLink: <!--ParentNameLink-->[Le fiélon](warlock_fiendish_hd.md#le-fiélon)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Le fiélon](warlock_fiendish_hd.md#le-fiélon)<!--/ParentNameLink-->

---

## <!--Name-->Chance du ténébreux<!--/Name-->

À partir du niveau 6, vous pouvez faire appel à votre protecteur pour qu'il altère le destin en votre faveur.

Quand vous faites un test de caractéristiques ou un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), vous pouvez utiliser cette aptitude pour ajouter 1d10 au résultat. Vous pouvez utiliser cette aptitude après avoir vu le résultat initial, mais vous devez le faire avant que les effets soient appliqués.

Une fois que vous avez utilisé cette aptitude une fois, vous devez attendre de finir un repos court ou un repos long avant de pouvoir l'utiliser de nouveau.


Id: warlock_fiendish_hd.md#bénédiction-du-ténébreux
ParentLink: warlock_fiendish_hd.md#le-fiélon
Name: Bénédiction du ténébreux
ParentName: Le fiélon
ParentNameLink: <!--ParentNameLink-->[Le fiélon](warlock_fiendish_hd.md#le-fiélon)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Le fiélon](warlock_fiendish_hd.md#le-fiélon)<!--/ParentNameLink-->

---

## <!--Name-->Bénédiction du ténébreux<!--/Name-->

À partir du niveau 1, quand vous réduisez une créature hostile à 0 point de vie, vous gagnez un nombre de points de vie temporaire égal à votre modificateur de [Charisme](abilities_charisma_hd.md) + votre niveau de sorcier (avec un minimum de 1).


Id: warlock_fiendish_hd.md#liste-de-sorts-étendue
ParentLink: warlock_fiendish_hd.md#le-fiélon
Name: Liste de sorts étendue
ParentName: Le fiélon
ParentNameLink: <!--ParentNameLink-->[Le fiélon](warlock_fiendish_hd.md#le-fiélon)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Le fiélon](warlock_fiendish_hd.md#le-fiélon)<!--/ParentNameLink-->

---

## <!--Name-->Liste de sorts étendue<!--/Name-->

Le fiélon vous permet de choisir des sorts dans une liste de sorts étendue quand vous devez apprendre un sort de sorcier. Les sorts suivants sont ajoutés dans votre liste de sorts de sorcier.

|Niv. de sort|Sorts|
|---|---|
|1|mains brûlantes, injonction|
|2|cécité/surdité, rayon ardent|
|3|boule de feu, nuage puant|
|4|bouclier de feu, mur de feu|
|5|colonne de flamme, sanctification|


Id: warlock_extradimensional_hd.md#lentité-extra-dimensionnelle
RootId: warlock_extradimensional_hd.md
ParentLink: warlock_hd.md#protecteurs-doutre-monde
Name: L'entité extra-dimensionnelle
ParentName: Protecteurs d'outre-monde
Source: (MDR p217)
Discriminator: SubClassItem
ParentClassId: hd_warlock.md
ParentNameLink:
<!--ParentNameLink-->[Protecteurs d'outre-monde](warlock_hd.md#protecteurs-doutre-monde)<!--/ParentNameLink-->

Markdown:
>  <!--ParentNameLink-->[Protecteurs d'outre-monde](warlock_hd.md#protecteurs-doutre-monde)<!--/ParentNameLink-->

---


# <!--Name-->L'entité extra-dimensionnelle<!--/Name-->

- Source: <!--Source-->(MDR p217)<!--/Source-->

Votre protecteur est une entité incompréhensible pour les sens humains, il existe dans une dimension qui n'est pas accessible aux mortels et probablement interdite aux dieux eux-mêmes. Sa nature ne respecte pas les lois physiques de notre monde, ni les règles de la géométrie euclidienne et sa présence se manifeste à travers des singularités dans la trame du temps ou des déformations de la réalité. Ses desseins sont aussi impénétrables que sa nature, mais il a besoin de relais mortels pour accéder à la perception de notre monde. Votre relation est donc basée sur un intérêt réciproque : à travers vous, il ouvre une fenêtre vers la réalité et vous bénéficiez en contrepartie des pouvoirs que votre connexion avec sa dimension vous octroie.



## [Liste de sorts étendue](warlock_extradimensional_hd.md#liste-de-sorts-étendue)



## [Apparences trompeuses](warlock_extradimensional_hd.md#apparences-trompeuses)



## [Duo-dimension](warlock_extradimensional_hd.md#duo-dimension)



## [Magie extra-dimensionnelle](warlock_extradimensional_hd.md#magie-extra-dimensionnelle)



## [Bond temporel](warlock_extradimensional_hd.md#bond-temporel)


Id: warlock_extradimensional_hd.md#bond-temporel
ParentLink: warlock_extradimensional_hd.md#lentité-extra-dimensionnelle
Name: Bond temporel
ParentName: L'entité extra-dimensionnelle
Discriminator: GenericItem
ParentNameLink:
<!--ParentNameLink-->[L'entité extra-dimensionnelle](warlock_extradimensional_hd.md#lentité-extra-dimensionnelle)<!--/ParentNameLink-->

Markdown:
> <!--ParentNameLink-->[L'entité extra-dimensionnelle](warlock_extradimensional_hd.md#lentité-extra-dimensionnelle)<!--/ParentNameLink-->

---

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

Au niveau 14, votre compréhension de l'espace-temps se renforce et vous permet de vous téléporter à la fois dans l'espace et le futur proche. Vous utilisez votre action et vous disparaissez immédiatement. Vous réapparaissez au début de votre tour après un nombre de rounds de votre choix, égal au maximum à la somme de votre bonus de maîtrise et de votre modificateur de [Charisme](abilities_charisma_hd.md). Vous pouvez réapparaître à l'endroit que vous avez quitté ou en tout point visible dans un rayon maximum de 100 mètres autour de cet endroit.

Si aucun espace libre n'existe à portée, vous êtes perdu dans les limbes et considéré comme mort. Vous pouvez observer et entendre ce qui se passe sur les lieux que vous avez quittés comme si vous y étiez et vous pouvez décider où et quand vous allez réapparaître dans les limites fixées précédemment. Lorsque vous réapparaissez, vous pouvez utiliser une réaction pour interrompre n'importe quelle action en cours. Vous devez terminer un repos court ou long pour pouvoir de nouveau utiliser cette aptitude.


Id: warlock_extradimensional_hd.md#magie-extra-dimensionnelle
ParentLink: warlock_extradimensional_hd.md#lentité-extra-dimensionnelle
Name: Magie extra-dimensionnelle
ParentName: L'entité extra-dimensionnelle
Discriminator: GenericItem
ParentNameLink:
<!--ParentNameLink-->[L'entité extra-dimensionnelle](warlock_extradimensional_hd.md#lentité-extra-dimensionnelle)<!--/ParentNameLink-->

Markdown:
> <!--ParentNameLink-->[L'entité extra-dimensionnelle](warlock_extradimensional_hd.md#lentité-extra-dimensionnelle)<!--/ParentNameLink-->

---

## <!--Name-->Magie extra-dimensionnelle<!--/Name-->

À partir du niveau 10, la nature de votre magie est si étrange et incompréhensible que les victimes de vos sorts sont désorientées. À chaque fois que vous infligez des dégâts à une créature au moyen d'un sort, elle subit un désavantage à tous ses tests à son prochain tour à moins de réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Sagesse](abilities_wisdom_hd.md) dont la difficulté est égale à la moitié des dégâts subis (avec un DD maximum de 20 à partir de 40 points de dégâts).


Id: warlock_extradimensional_hd.md#duo-dimension
ParentLink: warlock_extradimensional_hd.md#lentité-extra-dimensionnelle
Name: Duo-dimension
ParentName: L'entité extra-dimensionnelle
Discriminator: GenericItem
ParentNameLink:
<!--ParentNameLink-->[L'entité extra-dimensionnelle](warlock_extradimensional_hd.md#lentité-extra-dimensionnelle)<!--/ParentNameLink-->

Markdown:
> <!--ParentNameLink-->[L'entité extra-dimensionnelle](warlock_extradimensional_hd.md#lentité-extra-dimensionnelle)<!--/ParentNameLink-->

---

## <!--Name-->Duo-dimension<!--/Name-->

À partir du niveau 6, votre compréhension supérieure de la géométrie de l'univers vous permet d'utiliser l'aptitude de duo-dimension une fois après chaque repos court ou long. Dépensez votre action à ce tour pour transporter en partie votre corps dans un espace extra- dimensionnel. Votre corps matériel est alors remplacé par une image en deux dimensions. Tant que vous maintenez votre concentration, ou jusqu'à 1 minute, vous êtes considéré comme résistant à tous les types de dégâts. Vous bénéficiez aussi d'un abri important (+5 à la CA et aux [jets de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md)). Sous cette forme, vous pouvez vous déplacer à votre vitesse normale et passer dans des interstices étroits : sous les portes, le long des murs, etc. En revanche, vous ne pouvez ni attaquer, ni lancer de sort, ni vous saisir d'un objet. Vous avez en outre besoin de respirer normalement.

Vous pouvez ressortir de l'espace extra-dimensionnel et reprendre votre forme originale en utilisant une action bonus.


Id: warlock_extradimensional_hd.md#apparences-trompeuses
ParentLink: warlock_extradimensional_hd.md#lentité-extra-dimensionnelle
Name: Apparences trompeuses
ParentName: L'entité extra-dimensionnelle
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[L'entité extra-dimensionnelle](warlock_extradimensional_hd.md#lentité-extra-dimensionnelle)<!--/ParentNameLink-->

---

## <!--Name-->Apparences trompeuses<!--/Name-->

Au niveau 1, vous apprenez le sort de déguisement, et il ne compte pas dans le nombre de sorts que vous connaissez. De plus, lorsque vous êtes sous l'effet de ce sort, votre image est légèrement décalée par rapport à votre position réelle, ce qui inflige un désavantage à toutes les créatures qui vous attaquent, sauf si elles sont capables de voir les créatures invisibles ou éthérées, ou s'il s'agit d'une attaque de zone. Si vous faîtes l'acquisition de l'invocation occulte du masque des mille visages, cela ne concerne pas votre aptitude d'apparences trompeuses : vous continuez à devoir utiliser un emplacement de sort lorsque vous lancez déguisement si vous souhaitez bénéficier des effets de cette aptitude.


Id: warlock_extradimensional_hd.md#liste-de-sorts-étendue
ParentLink: warlock_extradimensional_hd.md#lentité-extra-dimensionnelle
Name: Liste de sorts étendue
ParentName: L'entité extra-dimensionnelle
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[L'entité extra-dimensionnelle](warlock_extradimensional_hd.md#lentité-extra-dimensionnelle)<!--/ParentNameLink-->

---

## <!--Name-->Liste de sorts étendue<!--/Name-->

L'entité extra-dimensionnelle vous permet de choisir des sorts dans une liste de sorts étendue quand vous devez apprendre un sort de sorcier. Les sorts suivants sont ajoutés dans votre liste de sorts de sorcier.

|Niv. de sort|Sorts|
|---|---|
|1|alarme, image silencieuse|
|2|corde enchantée, voir l'invisible|
|3|clignotement, clairvoyance|
|4|divination, assassin imaginaire|
|5|tromperie, cercle de téléportation|


Id: warlock_depths_hd.md#la-puissance-des-profondeurs
RootId: warlock_depths_hd.md
ParentLink: warlock_hd.md#protecteurs-doutre-monde
Name: La puissance des profondeurs
ParentName: Protecteurs d'outre-monde
Source: (MDR p216)
Discriminator: SubClassItem
ParentClassId: hd_warlock.md
ParentNameLink:
<!--ParentNameLink-->[Protecteurs d'outre-monde](warlock_hd.md#protecteurs-doutre-monde)<!--/ParentNameLink-->

Markdown:
>  <!--ParentNameLink-->[Protecteurs d'outre-monde](warlock_hd.md#protecteurs-doutre-monde)<!--/ParentNameLink-->

---


# <!--Name-->La puissance des profondeurs<!--/Name-->

- Source: <!--Source-->(MDR p216)<!--/Source-->

Votre protecteur est une entité du dessous, des entrailles profondes de la terre, des abîmes insondables ou des profondeurs aquatiques. Il déteste la lumière et l'air libre et affectionne au contraire les pressions insupportables pour l'être humain et l'obscurité totale. Ses serviteurs n'ont pas forme humaine, ils rampent et creusent, ce sont les vers, les insectes rampants et les poissons aveugles.

L'entité des profondeurs est endormie depuis des millénaires.

Vous lui soutirez des secrets et votre pouvoir dans ses rêves, à son insu. Attention toutefois à ne pas trop la solliciter, vos intrusions répétées dans ses songes pourraient finir par attirer son attention. Si son oeil intérieur s'ouvre sur le monde, celui-ci pourrait connaître une période de cataclysmes, de séismes et de destructions. Et s'il prend conscience de vos menus larcins, votre sort pourrait être pire que la mort. Pour l'éternité.



## [Liste de sorts étendue](warlock_depths_hd.md#liste-de-sorts-étendue)



## [Adepte des profondeurs](warlock_depths_hd.md#adepte-des-profondeurs)



## [Comme une anguille](warlock_depths_hd.md#comme-une-anguille)



## [Maître des cauchemars](warlock_depths_hd.md#maître-des-cauchemars)



## [Ensevelissement](warlock_depths_hd.md#ensevelissement)


Id: warlock_depths_hd.md#ensevelissement
ParentLink: warlock_depths_hd.md#la-puissance-des-profondeurs
Name: Ensevelissement
ParentName: La puissance des profondeurs
Discriminator: GenericItem
ParentNameLink:
<!--ParentNameLink-->[La puissance des profondeurs](warlock_depths_hd.md#la-puissance-des-profondeurs)<!--/ParentNameLink-->

Markdown:
> <!--ParentNameLink-->[La puissance des profondeurs](warlock_depths_hd.md#la-puissance-des-profondeurs)<!--/ParentNameLink-->

---

## <!--Name-->Ensevelissement<!--/Name-->

Au niveau 14, lorsque vous réussissez une attaque en mêlée contre une créature, vous pouvez utiliser cette aptitude pour ouvrir le sol sous les pieds de votre adversaire et l'envoyer dans les profondeurs abyssales de la terre. Vous devez être au niveau du sol pour que cela fonctionne et il ne se passe rien si votre cible se trouve à l'étage d'un bâtiment.

La victime disparaît sous terre pendant 3 rounds et elle subit 5d6 dégâts contondants par round. À chaque round, un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Force](abilities_strength_hd.md) réussi permet de diviser les dégâts par deux. Si les dégâts subis réduisent la victime à 0 point de vie, son corps désarticulé est expulsé à la surface. Sinon, elle réapparaît à la fin de votre tour après 3 rounds passés sous terre.

Vous devez terminer un repos long avant de pouvoir de nouveau utiliser cette aptitude.


Id: warlock_depths_hd.md#maître-des-cauchemars
ParentLink: warlock_depths_hd.md#la-puissance-des-profondeurs
Name: Maître des cauchemars
ParentName: La puissance des profondeurs
Discriminator: GenericItem
ParentNameLink:
<!--ParentNameLink-->[La puissance des profondeurs](warlock_depths_hd.md#la-puissance-des-profondeurs)<!--/ParentNameLink-->

Markdown:
> <!--ParentNameLink-->[La puissance des profondeurs](warlock_depths_hd.md#la-puissance-des-profondeurs)<!--/ParentNameLink-->

---

## <!--Name-->Maître des cauchemars<!--/Name-->

Vous pouvez partager les visions cauchemardesques issues du sommeil de votre protecteur. Au niveau 10, vous apprenez le sort de rêve, et ce sort ne compte pas dans le nombre maximum de sorts que vous connaissez. Lorsque vous lancez ce sort, vous êtes capable d'affecter les elfes pendant la phase de méditation quotidienne qui leur permet de remplacer le sommeil. Contre les autres créatures, vous doublez les dégâts du sort.

De plus, lorsque vous lancez le sort de sommeil, vous utilisez des d10 pour déterminer le nombre de points de vie affectés et la durée du sort passe à 1 heure.


Id: warlock_depths_hd.md#comme-une-anguille
ParentLink: warlock_depths_hd.md#la-puissance-des-profondeurs
Name: Comme une anguille
ParentName: La puissance des profondeurs
Discriminator: GenericItem
ParentNameLink:
<!--ParentNameLink-->[La puissance des profondeurs](warlock_depths_hd.md#la-puissance-des-profondeurs)<!--/ParentNameLink-->

Markdown:
> <!--ParentNameLink-->[La puissance des profondeurs](warlock_depths_hd.md#la-puissance-des-profondeurs)<!--/ParentNameLink-->

---

## <!--Name-->Comme une anguille<!--/Name-->

À partir du niveau 6, votre protecteur et les créatures des profondeurs vous inspirent une magie qui vous permet de résister aux pressions insoutenables et aux choses qui tentent de vous agripper. Vous obtenez la résistance aux dégâts contondants infligés par des effets de constriction, d'écrasement ou de compression, et vous bénéficiez d'un avantage à tous les tests d'empoignade ainsi que pour résister aux états empoigné ou entravé, ou pour échapper à des liens.


Id: warlock_depths_hd.md#adepte-des-profondeurs
ParentLink: warlock_depths_hd.md#la-puissance-des-profondeurs
Name: Adepte des profondeurs
ParentName: La puissance des profondeurs
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[La puissance des profondeurs](warlock_depths_hd.md#la-puissance-des-profondeurs)<!--/ParentNameLink-->

---

## <!--Name-->Adepte des profondeurs<!--/Name-->

Au niveau 1, lorsque vous tissez un lien spirituel avec votre protecteur, cela affecte à jamais votre façon de voir le monde et votre santé mentale. Désormais, vous êtes à votre aise dans les souterrains et les profondeurs abyssales, mais vous craignez l'air libre et la lumière du jour. Lorsque vous êtes en plein air et que rien ne vous cache le ciel et la lumière du soleil, par exemple par beau temps en montagne ou en plaine, vous subissez un désavantage à vos tests d'[Intelligence (Investigation)](abilities_intelligence_hd.md#investigation), [Sagesse (Perception)](abilities_wisdom_hd.md#perception) et [Charisme (Persuasion)](abilities_charisma_hd.md#persuasion). Porter un chapeau à large bord ou une capuche permet d'annuler cet effet.

À l'inverse, de nuit ou tant que vous êtes sous terre ou sous l'eau, vous bénéficiez d'un avantage à ces tests.

Les environnements protégés de la lumière du ciel (bâtiment, forêt, pleine nuit, ciel nuageux) ne vous affectent ni de façon positive ni de façon négative.


Id: warlock_depths_hd.md#liste-de-sorts-étendue
ParentLink: warlock_depths_hd.md#la-puissance-des-profondeurs
Name: Liste de sorts étendue
ParentName: La puissance des profondeurs
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[La puissance des profondeurs](warlock_depths_hd.md#la-puissance-des-profondeurs)<!--/ParentNameLink-->

---

## <!--Name-->Liste de sorts étendue<!--/Name-->

La puissance des profondeurs vous permet de choisir des sorts dans une liste de sorts étendue quand vous devez apprendre un sort de sorcier. Les sorts suivants sont ajoutés dans votre liste de sorts de sorcier.

|Niv. de sort|Sorts|
|---|---|
|1|[nappe de brouillard](spells_hd.md#nappe-de-brouillard), [sommeil](spells_hd.md#sommeil)|
|2|[modifier son apparence](spells_hd.md#modifier-son-apparence), [vision dans le noir](spells_hd.md#vision-dans-le-noir)|
|3|[fusion dans la pierre](spells_hd.md#fusion-dans-la-pierre), [respiration aquatique](spells_hd.md#respiration-aquatique)|
|4|[liane chasseresse](spells_hd.md#liane-chasseresse), [insecte géant](spells_hd.md#insecte-géant)|
|5|[fléau d'insectes](spells_hd.md#fléau-dinsectes), [passe-muraille](spells_hd.md#passe-muraille)|


Id: traps_hd.md#les-pièges
RootId: traps_hd.md
ParentLink: index.md
Name: Les pièges
ParentName: Créatures et oppositions
ParentNameLink: <!--ParentNameLink-->[Créatures et oppositions](index.md)<!--/ParentNameLink-->
AltName: Traps
Source: (CEO 374)(SRD p195)
Discriminator: Items
Markdown:
>  <!--ParentNameLink-->[Créatures et oppositions](index.md)<!--/ParentNameLink-->

---


## <!--Name-->Les pièges<!--/Name-->

- AltName: <!--AltName-->Traps <!--/AltName-->
- Source: <!--Source-->(CEO 374)(SRD p195)<!--/Source-->

Les pièges se trouvent partout ou presque. Il suffit d'un faux pas dans une tombe millénaire pour mettre en mouvement toute une série de lames affûtées qui tranchent les armures comme les os. Ces plantes qui pendent innocemment au-dessus de l'entrée d'une caverne et forment un rideau devant pourraient bien s'enrouler autour du cou du premier qui tente de les écarter. Un filet peut être caché dans les arbres et tomber sur les voyageurs qui passent dessous. Dans un monde fantastique, les aventuriers imprudents risquent fort de faire une chute mortelle, d'être brûlés vifs ou de se trouver victimes d'une volée de fléchettes empoisonnées.

Un piège est de nature ordinaire ou magique. Parmi les pièges mécaniques se trouvent les fosses, les volées de flèches, les chutes de pierre, les salles inondables, les lames tournoyantes et tout ce qui opère grâce à un mécanisme quelconque. Les pièges magiques sont soit des pièges basés sur un objet magique, soit des pièges basés sur un sort. Un piège comprenant un objet magique provoque un effet de sort quand on le déclenche, tandis que l'autre catégorie regroupe les sorts fonctionnant comme des pièges, comme [glyphe de protection] et [symbole].



## [Les pièges dans une partie](traps_hd.md#les-pièges-dans-une-partie)



### [Déclencher un piège](traps_hd.md#déclencher-un-piège)



### [Repérer et neutraliser un piège](traps_hd.md#repérer-et-neutraliser-un-piège)



### [Les effets des pièges](traps_hd.md#les-effets-des-pièges)



#### [DD du jet de sauvegarde et bonus d'attaque des pièges](traps_hd.md#dd-du-jet-de-sauvegarde-et-bonus-dattaque-des-pièges)



#### [Sévérité des dégâts par niveau](traps_hd.md#sévérité-des-dégâts-par-niveau)



## [Les pièges complexes](traps_hd.md#les-pièges-complexes)



### [Exemples de pièges](traps_hd.md#exemples-de-pièges)



#### [Aiguille empoisonnée](traps_hd.md#aiguille-empoisonnée)



#### [Ascenseur soporifique](traps_hd.md#ascenseur-soporifique)



#### [Effondrement du plafond](traps_hd.md#effondrement-du-plafond)



#### [Filet](traps_hd.md#filet)



#### [Fléchettes empoisonnées](traps_hd.md#fléchettes-empoisonnées)



#### [Fosse](traps_hd.md#fosse)



#### [Mur de lames](traps_hd.md#mur-de-lames)



#### [Sphère d'annihilation](traps_hd.md#sphère-dannihilation)



#### [Sphère roulante](traps_hd.md#sphère-roulante)



#### [Statue cracheuse de feu](traps_hd.md#statue-cracheuse-de-feu)



#### [Zone de gravité inversée](traps_hd.md#zone-de-gravité-inversée)


Id: traps_hd.md#zone-de-gravité-inversée
ParentLink: traps_hd.md#les-pièges
Name: Zone de gravité inversée
ParentName: Les pièges
ParentNameLink: <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->

---

#### <!--Name-->Zone de gravité inversée<!--/Name-->

Piège magique

Un long couloir (ou une vaste salle) sert de décor à ce piège. Des squelettes de créatures peuvent se trouver au sol, perforées et écrasées. Le plafond est situé à une quinzaine de mètres de hauteur, hors de portée du faisceau des lanternes. Les créatures avec la vision dans le noir peuvent, avec un test de Sagesse (Perception) DD 10, distinguer des pointes métalliques couvrant le plafond à la limite de leur champ de vision. Hormis les éventuels cadavres, rien n'est perceptible au sol depuis l'entrée.

Quand un poids de 20 kilos ou plus appuie sur une des plaques de pression réparties dans le couloir, un sort d'inversion de la gravité se déclenche et affecte tout le couloir. Un personnage peut repérer chaque plaque de pression à l'aide d'un test de Sagesse (Perception) DD 15. Un personnage peut aussi remarquer la plaque de pression en analysant les différences entre le mortier et la pierre qui la composent à condition de réussir un test d'Intelligence (Investigation) DD 15. On peut glisser une pointe de fer ou un objet similaire sous une plaque de pression pour empêcher le piège de s'activer.

Les personnages pris dans la zone de gravité inversée et situés à moins de 3 mètres de l'entrée peuvent faire un test de Dextérité DD 15 pour se raccrocher au chambranle. Les autres personnages « tombent » vers le plafond et subissent 18 (5d6) dégâts contondants de chute + 11 (2d10) dégâts perforants des piques. À la fin de la durée du sort (1 minute), la gravité redevient normale et des nouveaux dégâts de chute peuvent être subis.

Des variantes existent, au niveau du lieu et de la finalité. Le déclencheur peut être l'ouverture d'un coffre ou de la porte de sortie du couloir. Le DD de détection est le même et un test de Dextérité DD 15 effectué avec des outils de voleur désarme le piège. Les piques au plafond peuvent être remplacées par une cage ou de la colle qui piège les personnages en attendant qu'un garde vienne les récupérer.


Id: warlock_fiendish_hd.md#le-fiélon
RootId: warlock_fiendish_hd.md
ParentLink: warlock_hd.md#protecteurs-doutre-monde
Name: Le fiélon
ParentName: Protecteurs d'outre-monde
AltName: The Fiend (SRD p50)
Source: (MDR p215)
Discriminator: SubClassItem
ParentClassId: hd_warlock.md
ParentNameLink:
<!--ParentNameLink-->[Protecteurs d'outre-monde](warlock_hd.md#protecteurs-doutre-monde)<!--/ParentNameLink-->

Markdown:
>  <!--ParentNameLink-->[Protecteurs d'outre-monde](warlock_hd.md#protecteurs-doutre-monde)<!--/ParentNameLink-->

---


# <!--Name-->Le fiélon<!--/Name-->

- AltName: <!--AltName-->The Fiend (SRD p50)<!--/AltName-->
- Source: <!--Source-->(MDR p215)<!--/Source-->

Vous avez passé un pacte avec un fiélon des plans inférieurs, un être qui vit pour faire le mal, même si vous êtes opposé à ses ambitions. De tels êtres désirent la corruption ou la destruction de toutes choses, vous compris. Parmi les fiélons assez puissants pour forger un pacte, on trouve des seigneurs démons comme Orcus ou Baphomet, des archidiables comme Asmodée, Méphistophélès ou Bélial, des diantrefosses et des balors particulièrement puissants, ainsi que des ultroloths et autres seigneurs yugoloths.



## [Liste de sorts étendue](warlock_fiendish_hd.md#liste-de-sorts-étendue)



## [Bénédiction du ténébreux](warlock_fiendish_hd.md#bénédiction-du-ténébreux)



## [Chance du ténébreux](warlock_fiendish_hd.md#chance-du-ténébreux)



## [Résistance fiélonne](warlock_fiendish_hd.md#résistance-fiélonne)



## [Traversée des Enfers](warlock_fiendish_hd.md#traversée-des-enfers)


Id: warlock_hd.md#points-de-vie
ParentLink: warlock_hd.md#sorcier
Name: Points de vie
ParentName: Sorcier
ParentNameLink: <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->
Discriminator: ClassHitPointsItem
HitDice: 1d8 par niveau de sorcier
HitPointsAt1stLevel: 8 + votre modificateur de [Constitution](abilities_constitution_hd.md)
Markdown:
> <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->

---

## <!--Name-->Points de vie<!--/Name-->

**Dés de vie :** <!--HitDice-->1d8 par niveau de sorcier<!--/HitDice-->
**Points de vie au niveau 1 :** <!--HitPointsAt1stLevel-->8 + votre modificateur de [Constitution](abilities_constitution_hd.md)<!--/HitPointsAt1stLevel-->
**Points de vie aux niveaux supérieurs :** <!--HitPointsAtHigherLevels-->1d8 (ou 5) + votre modificateur de [Constitution](abilities_constitution_hd.md) par niveau de sorcier après le niveau 1<!--/HitPointsAtHigherLevels-->

HitPointsAtHigherLevels:
1d8 (ou 5) + votre modificateur de [Constitution](abilities_constitution_hd.md) par niveau de sorcier après le niveau 1


Id: warlock_hd.md#maîtrises
ParentLink: warlock_hd.md#sorcier
Name: Maîtrises
ParentName: Sorcier
ParentNameLink: <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->
Discriminator: ClassProficienciesItem
Armor: [armures légères](armor_hd.md#armures-légères)
Weapons: [armes courantes]
Tools: aucun
SavingThrows: [Sagesse](abilities_wisdom_hd.md), [Charisme](abilities_charisma_hd.md)
Markdown:
> <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->

---

## <!--Name-->Maîtrises<!--/Name-->

**Armures :** <!--Armor-->[armures légères](armor_hd.md#armures-légères)<!--/Armor-->
**Armes :** <!--Weapons-->[armes courantes]<!--/Weapons-->
**Outils :** <!--Tools-->aucun<!--/Tools-->
**Jets de sauvegarde :** <!--SavingThrows-->[Sagesse](abilities_wisdom_hd.md), [Charisme](abilities_charisma_hd.md)<!--/SavingThrows-->
**Compétences :** <!--Skills-->choisissez deux compétences parmi les suivantes : [Arcanes](abilities_intelligence_hd.md#arcanes), [Histoire](abilities_intelligence_hd.md#histoire), [Intimidation](abilities_charisma_hd.md#intimidation), [Investigation](abilities_intelligence_hd.md#investigation), [Nature](abilities_intelligence_hd.md#nature), [Religion](abilities_intelligence_hd.md#religion) et [Supercherie](abilities_charisma_hd.md#supercherie)<!--/Skills-->

Skills:
choisissez deux compétences parmi les suivantes : [Arcanes](abilities_intelligence_hd.md#arcanes), [Histoire](abilities_intelligence_hd.md#histoire), [Intimidation](abilities_charisma_hd.md#intimidation), [Investigation](abilities_intelligence_hd.md#investigation), [Nature](abilities_intelligence_hd.md#nature), [Religion](abilities_intelligence_hd.md#religion) et [Supercherie](abilities_charisma_hd.md#supercherie)


Id: warlock_hd.md#Équipement
ParentLink: warlock_hd.md#sorcier
Name: Équipement
ParentName: Sorcier
ParentNameLink: <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->
Discriminator: ClassEquipmentItem
Markdown:
> <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->

---

## <!--Name-->Équipement<!--/Name-->

Vous commencez avec l'équipement suivant, en plus de celui accordé par votre historique :

* (a) une [arbalète légère](equipment_hd.md#arbalète-légère) et vingt [carreaux] ou (b) n'importe quelle [arme courante]
* (a) une [sacoche à composantes](equipment_hd.md#sacoche-à-composantes) ou (b) un [focaliseur arcanique](equipment_properties_hd.md#focaliseur-arcanique)
* (a) un [paquetage d'érudit] ou (b) un [paquetage d'exploration souterraine]
* une [armure de cuir](equipment_hd.md#armure-de-cuir), n'importe quelle [arme courante] et deux [dagues]


Id: warlock_occultsummons_hd.md#chaînes-de-carcères
ParentLink: warlock_occultsummons_hd.md#invocations-occultes
Name: Chaînes de Carcères
ParentName: Invocations occultes
Discriminator: GenericItem
ParentNameLink:
<!--ParentNameLink-->[Invocations occultes](warlock_occultsummons_hd.md#invocations-occultes)<!--/ParentNameLink-->

Markdown:
> <!--ParentNameLink-->[Invocations occultes](warlock_occultsummons_hd.md#invocations-occultes)<!--/ParentNameLink-->

---

## <!--Name-->Chaînes de Carcères<!--/Name-->

Prérequis : niveau 15, pacte de la chaîne

Vous pouvez lancer le sort immobiliser un monstre à volonté sans utiliser d'emplacement de sort ni de composante matérielle quand votre cible est un céleste, un fiélon ou un élémentaire. Néanmoins, vous devez terminer un repos long avant de pouvoir utiliser cette invocation une seconde fois sur une créature donnée.


Id: warlock_occultsummons_hd.md#buveuse-de-vie
ParentLink: warlock_occultsummons_hd.md#invocations-occultes
Name: Buveuse de vie
ParentName: Invocations occultes
Discriminator: GenericItem
ParentNameLink:
<!--ParentNameLink-->[Invocations occultes](warlock_occultsummons_hd.md#invocations-occultes)<!--/ParentNameLink-->

Markdown:
> <!--ParentNameLink-->[Invocations occultes](warlock_occultsummons_hd.md#invocations-occultes)<!--/ParentNameLink-->

---

## <!--Name-->Buveuse de vie<!--/Name-->

Prérequis : niveau 12, pacte de la lame

Quand vous frappez une créature avec votre arme de pacte, votre cible subit une quantité de dégâts nécrotiques supplémentaires égale à votre modificateur de [Charisme](abilities_charisma_hd.md) (avec un minimum de 1).


Id: warlock_occultsummons_hd.md#armure-des-ombres
ParentLink: warlock_occultsummons_hd.md#invocations-occultes
Name: Armure des ombres
ParentName: Invocations occultes
Discriminator: GenericItem
ParentNameLink:
<!--ParentNameLink-->[Invocations occultes](warlock_occultsummons_hd.md#invocations-occultes)<!--/ParentNameLink-->

Markdown:
> <!--ParentNameLink-->[Invocations occultes](warlock_occultsummons_hd.md#invocations-occultes)<!--/ParentNameLink-->

---

## <!--Name-->Armure des ombres<!--/Name-->

Vous pouvez lancer le sort armure de mage sur vousmême à volonté, sans utiliser d'emplacement de sort ou de composante matérielle.


Id: warlock_immortal_hd.md#le-seigneur-immortel
RootId: warlock_immortal_hd.md
ParentLink: warlock_hd.md#protecteurs-doutre-monde
Name: Le seigneur immortel
ParentName: Protecteurs d'outre-monde
Source: (MDR p215)
Discriminator: SubClassItem
ParentClassId: hd_warlock.md
Markdown:
>  <!--ParentNameLink-->[Protecteurs d'outre-monde](warlock_hd.md#protecteurs-doutre-monde)<!--/ParentNameLink-->

---


# <!--Name-->Le seigneur immortel<!--/Name-->

- Source: <!--Source-->(MDR p215)<!--/Source-->

Certains mortels ont été si puissants et sont devenus de telles légendes à travers les âges qu'ils ne disparaissent jamais complètement. Ce ne sont pas des dieux, mais ils peuvent aspirer à le devenir et, même morts, ils n'ont pas abandonné l'ambition de peser sur le destin du monde. Votre protecteur pouvait être un terrible archimage, dont le pouvoir tutoya celui des dieux, ou un tyran dont l'empire maléfique domina le monde pendant un millénaire. Par-delà la mort, il vous susurre des secrets oubliés et, à travers vous, il cherche à nouveau à marquer le monde de son influence.



## [Liste de sorts étendue](warlock_immortal_hd.md#liste-de-sorts-étendue)



## [Relique](warlock_immortal_hd.md#relique)



## [Pacte avec la Mort](warlock_immortal_hd.md#pacte-avec-la-mort)



## [Armée des morts](warlock_immortal_hd.md#armée-des-morts)



## [À demi-mort](warlock_immortal_hd.md#À-demi-mort)


Id: warlock_immortal_hd.md#À-demi-mort
ParentLink: warlock_immortal_hd.md#le-seigneur-immortel
Name: À demi-mort
ParentName: Le seigneur immortel
Discriminator: GenericItem
ParentNameLink:
<!--ParentNameLink-->[Le seigneur immortel](warlock_immortal_hd.md#le-seigneur-immortel)<!--/ParentNameLink-->

Markdown:
> <!--ParentNameLink-->[Le seigneur immortel](warlock_immortal_hd.md#le-seigneur-immortel)<!--/ParentNameLink-->

---

## <!--Name-->À demi-mort<!--/Name-->

Au niveau 14, les terribles secrets que vous maîtrisez transforment irrémédiablement votre corps, et vous franchissez un premier pas vers la non-vie et l'éternité.

Désormais, vous obtenez la résistance aux dégâts nécrotiques, de froid et de poison. Vous n'avez plus besoin de respirer ni de manger ou de boire et votre espérance de vie est doublée. Votre corps devient froid au toucher.

Enfin, la difficulté du [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de votre [pacte avec la Mort](warlock_immortal_hd.md#pacte-avec-la-mort) est abaissée de 5 points.


Id: warlock_immortal_hd.md#armée-des-morts
ParentLink: warlock_immortal_hd.md#le-seigneur-immortel
Name: Armée des morts
ParentName: Le seigneur immortel
Discriminator: GenericItem
ParentNameLink:
<!--ParentNameLink-->[Le seigneur immortel](warlock_immortal_hd.md#le-seigneur-immortel)<!--/ParentNameLink-->

Markdown:
> <!--ParentNameLink-->[Le seigneur immortel](warlock_immortal_hd.md#le-seigneur-immortel)<!--/ParentNameLink-->

---

## <!--Name-->Armée des morts<!--/Name-->

À partir du niveau 10, à chaque fois que vous réduisez une créature humanoïde vivante de taille petite ou moyenne à 0 point de vie et que le MJ considère qu'elle en décède, elle se relève 1d6 rounds plus tard sous forme d'un zombie à votre service pendant 1 heure. À la fin de cette heure, si vous n'avez pas pris le contrôle du zombie par un sort d'animation des morts ou par tout autre moyen, le mort-vivant se met à errer et à attaquer toutes les créatures vivantes qu'il rencontre, en dehors de vous.


Id: warlock_immortal_hd.md#pacte-avec-la-mort
ParentLink: warlock_immortal_hd.md#le-seigneur-immortel
Name: Pacte avec la Mort
ParentName: Le seigneur immortel
Discriminator: GenericItem
ParentNameLink:
<!--ParentNameLink-->[Le seigneur immortel](warlock_immortal_hd.md#le-seigneur-immortel)<!--/ParentNameLink-->

Markdown:
> <!--ParentNameLink-->[Le seigneur immortel](warlock_immortal_hd.md#le-seigneur-immortel)<!--/ParentNameLink-->

---

## <!--Name-->Pacte avec la Mort<!--/Name-->

Votre protecteur connaît bien la Mort et il sait les secrets innommables qui permettent de la priver de son dû. À partir du niveau 6, lorsque votre personnage décède, vous pouvez immédiatement choisir de faire un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Charisme](abilities_charisma_hd.md) pour échapper à la mort. La difficulté est de 10 si le corps n'est pas particulièrement abîmé, 15 s'il est gravement mutilé (organes ou membres manquants), et 20 s'il a été détruit. En cas de succès, vous vous éveillez au bout de 1d6 heures avec 1d6 points de vie en bénéficiant de l'équivalent d'un repos long en ce qui concerne les aptitudes. Si le corps a été détruit, vous réapparaissez dans un rayon de 1d6 kilomètres du lieu de la mort. Dans tous les cas, vous perdez définitivement un point de [Constitution](abilities_constitution_hd.md) et vous devez déterminer un stigmate visible (la peau devient grise, les yeux complètement blancs, les ongles noirs, les cheveux tombent, etc.). À chaque fois que vous utilisez cette aptitude, la difficulté du [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) augmente de 5.


Id: warlock_immortal_hd.md#relique
ParentLink: warlock_immortal_hd.md#le-seigneur-immortel
Name: Relique
ParentName: Le seigneur immortel
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Le seigneur immortel](warlock_immortal_hd.md#le-seigneur-immortel)<!--/ParentNameLink-->

---

## <!--Name-->Relique<!--/Name-->

L'élément fondateur de votre pacte avec un seigneur immortel est une relique que vous obtenez dès le premier niveau. Cette relique peut être un simple fragment d'os ou une main entière momifiée, un oeil préservé par sorcellerie ou un crâne grimaçant au complet, un anneau magique lui ayant appartenu ou le linceul dans lequel il fut enveloppé à sa mort. Choisissez un tour de magie et un sort de niveau 1 qui correspondent à la personnalité ou à l'histoire de votre protecteur. Tant que vous portez la relique sur vous, vous pouvez utiliser ces sorts comme si vous les connaissiez. Ils ne comptent pas dans le nombre de sorts que vous connaissez.

Alternativement, si votre protecteur était réputé pour ses prouesses martiales ou militaires, tant que vous portez la relique sur vous, vous devenez compétent avec les armes de guerre et les armures intermédiaires.

Si votre relique est perdue ou volée, vous pouvez la rappeler à vous par un rituel de 10 minutes à la fin d'un repos long. Si elle est détruite, vous pouvez l'invoquer de nouveau par un rituel d'une journée, mais pas avant d'avoir atteint le niveau suivant.


Id: warlock_immortal_hd.md#liste-de-sorts-étendue
ParentLink: warlock_immortal_hd.md#le-seigneur-immortel
Name: Liste de sorts étendue
ParentName: Le seigneur immortel
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Le seigneur immortel](warlock_immortal_hd.md#le-seigneur-immortel)<!--/ParentNameLink-->

---

## <!--Name-->Liste de sorts étendue<!--/Name-->

Le seigneur immortel vous permet de choisir des sorts dans une liste de sorts étendue quand vous devez apprendre un sort de sorcier. Les sorts suivants sont ajoutés dans votre liste de sorts de sorcier.

|Niv.de sort|Sorts|
|---|---|
|1|fléau, simulacre de vie|
|2|augure, doux repos|
|3|animation des morts, communication avec les morts|
|4|liberté de mouvement, protection contre la mort|
|5|légende, rappel à la vie|


Id: traps_hd.md#statue-cracheuse-de-feu
ParentLink: traps_hd.md#les-pièges
Name: Statue cracheuse de feu
ParentName: Les pièges
ParentNameLink: <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->

---

#### <!--Name-->Statue cracheuse de feu<!--/Name-->

Piège magique

Ce piège s'active quand un intrus marche sur une plaque de pression. Il libère alors un jet de flammes qui jaillit d'une statue voisine. La statue peut représenter n'importe quoi, y compris un dragon ou un magicien en pleine incantation.

Le DD est de 15 pour repérer la plaque de pression et de légères traces de brûlure sur les murs et le sol. Un sort ou un autre effet capable de percevoir la magie, comme détection de la magie, révèle une aura magique d'évocation autour de la statue.

Le piège s'active quand un poids de 10 kilos ou plus appuie sur la plaque de pression. La statue crache alors un cône de feu de 9 mètres. Chaque créature située dans le cône doit faire un jet de sauvegarde de Dextérité DD 13. Celles qui échouent subissent 22 (4d10) dégâts de feu, les autres la moitié seulement.

Il suffit de glisser une pointe de fer ou un autre objet sous la plaque de pression pour empêcher le piège de s'activer. Si quelqu'un lance dissipation de la magie (DD 13) avec succès sur la statue, il détruit le piège.


Id: warlock_hd.md#sorcier
RootId: warlock_hd.md
ParentLink: classes_hd.md
Name: Sorcier
ParentName: Classes
ParentNameLink: <!--ParentNameLink-->[Classes](classes_hd.md)<!--/ParentNameLink-->
AltName: Warlock (SRD p46)
Source: (MDR p209)
Discriminator: ClassItem
Markdown:
>  <!--ParentNameLink-->[Classes](classes_hd.md)<!--/ParentNameLink-->

---


# <!--Name-->Sorcier<!--/Name-->

- AltName: <!--AltName-->Warlock (SRD p46)<!--/AltName-->
- Source: <!--Source-->(MDR p209)<!--/Source-->

En tant que sorcier, vous bénéficiez des aptitudes de classe suivantes.



## [Points de vie](warlock_hd.md#points-de-vie)



## [Maîtrises](warlock_hd.md#maîtrises)



## [Équipement](warlock_hd.md#Équipement)



# [Tableau d'évolution](warlock_hd.md#tableau-dévolution)



## [Protecteur de l'outre-monde](warlock_hd.md#protecteur-de-loutre-monde)



# [Magie de pacte](warlock_hd.md#magie-de-pacte)



# [Invocations occultes](warlock_hd.md#invocations-occultes)



# [Pacte](warlock_pact_hd.md)



# [Amélioration de caractéristiques](warlock_hd.md#amélioration-de-caractéristiques)



# [Arcanum mystique](warlock_hd.md#arcanum-mystique)



# [Maître de l'occulte](warlock_hd.md#maître-de-locculte)



# [Invocations occultes](warlock_occultsummons_hd.md)



# [Protecteurs d'outre-monde](warlock_hd.md#protecteurs-doutre-monde)



# [Votre pacte](warlock_hd.md#votre-pacte)


Id: warlock_hd.md#protecteurs-doutre-monde
ParentLink: warlock_hd.md#sorcier
Name: Protecteurs d'outre-monde
ParentName: Sorcier
ParentNameLink: <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->

---

# <!--Name-->Protecteurs d'outre-monde<!--/Name-->

Les êtres qui acceptent d'être les protecteurs des sorciers sont de puissantes créatures habitant d'autres plans d'existence. Ce ne sont pas des dieux, mais leurs pouvoirs sont quasi divins. Ces protecteurs accordent divers pouvoirs et invocations à leurs sorciers, mais ils attendent des faveurs significatives en retour.

Certains protecteurs collectionnent les sorciers et dispensent leurs connaissances mystiques assez librement, ou se vantent de leur capacité à lier des mortels à leur volonté. D'autres se montrent plus réticents à partager leur puissance et ne font de pacte qu'avec un seul sorcier.

Des sorciers qui servent un même protecteur peuvent se voir comme des alliés, des frères ou des rivaux.

## [Le fiélon](warlock_fiendish_hd.md)

## [Le seigneur immortel](warlock_immortal_hd.md)

## [La puissance des profondeurs](warlock_depths_hd.md)

## [L'entité extra-dimensionnelle](warlock_extradimensional_hd.md)


Id: warlock_hd.md#maître-de-locculte
ParentLink: warlock_hd.md#sorcier
Name: Maître de l'occulte
ParentName: Sorcier
ParentNameLink: <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->
Discriminator: ClassFeatureItem
Markdown:
> <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->

---

# <!--Name-->Maître de l'occulte<!--/Name-->

Au niveau 20, vous pouvez puiser dans vos réserves d'énergie mystique et demander à votre protecteur de regagner vos emplacements de sorts utilisés. Vous passez 1 minute à demander l'aide de votre protecteur pour qu'il vous fasse regagner tous les emplacements de sorts liés à votre aptitude magie de pacte. Dès que vous avez utilisé cette aptitude pour regagner vos emplacements de sorts, vous devrez attendre d'avoir terminé un repos long avant de pouvoir de nouveau faire appel à votre protecteur de la sorte.


Id: warlock_hd.md#arcanum-mystique
ParentLink: warlock_hd.md#sorcier
Name: Arcanum mystique
ParentName: Sorcier
ParentNameLink: <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->
Discriminator: ClassFeatureItem
Markdown:
> <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->

---

# <!--Name-->Arcanum mystique<!--/Name-->

Au niveau 11, votre protecteur vous transmet un secret magique appelé un arcanum. Choisissez un sort de niveau 6 dans la liste de sorts de sorcier pour qu'il devienne cet arcanum.

Vous pouvez lancer votre sort d'arcanum une fois sans utiliser d'emplacement de sort. Vous devez finir un repos long avant de pouvoir recommencer.

Au fil de votre progression, vous obtenez de nouveaux sorts de sorciers de votre choix que vous pouvez lancer ainsi : un sort de niveau 7 quand vous atteignez le niveau 13, un sort de niveau 8 quand vous atteignez le niveau 15 et un sort de niveau 9 quand vous atteignez le niveau 17. Il vous suffit d'un repos long pour regagner la possibilité d'utiliser tous vos sorts d'arcanum.


Id: warlock_hd.md#amélioration-de-caractéristiques
ParentLink: warlock_hd.md#sorcier
Name: Amélioration de caractéristiques
ParentName: Sorcier
ParentNameLink: <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->
Discriminator: ClassFeatureItem
Markdown:
> <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->

---

# <!--Name-->Amélioration de caractéristiques<!--/Name-->

Quand vous atteignez les niveaux 4, 8, 12, 16 et 19, vous pouvez augmenter de 2 la valeur d'une caractéristique de votre choix ou augmenter de 1 la valeur de deux caractéristiques de votre choix. Cette aptitude ne vous permet pas de dépasser 20 dans une valeur de caractéristique.


Id: warlock_hd.md#pacte
ParentLink: warlock_hd.md#sorcier
Name: Pacte
ParentName: Sorcier
ParentNameLink: <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->
Discriminator: LinkItem
Link: warlock_pact_hd.md
NameLink: <!--NameLink-->[Pacte](warlock_pact_hd.md)<!--/NameLink-->
Markdown:
> <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->

---



<!--LinkItem-->

# <!--NameLink-->[Pacte](warlock_pact_hd.md)<!--/NameLink-->

<!--/LinkItem-->


Id: warlock_hd.md#invocations-occultes
ParentLink: warlock_hd.md#sorcier
Name: Invocations occultes
ParentName: Sorcier
ParentNameLink: <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->
Discriminator: LinkItem
Link: warlock_occultsummons_hd.md
NameLink: <!--NameLink-->[Invocations occultes](warlock_occultsummons_hd.md)<!--/NameLink-->
Markdown:
> <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->

---



<!--LinkItem-->

# <!--NameLink-->[Invocations occultes](warlock_occultsummons_hd.md)<!--/NameLink-->

<!--/LinkItem-->


Id: warlock_hd.md#magie-de-pacte
ParentLink: warlock_hd.md#sorcier
Name: Magie de pacte
ParentName: Sorcier
ParentNameLink: <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->
Discriminator: ClassFeatureItem
Markdown:
> <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->

---

# <!--Name-->Magie de pacte<!--/Name-->

Vos recherches ésotériques ainsi que la magie dont vous a fait don votre protecteur vous permettent de lancer des sorts avec facilité.

## Tours de magie

Au niveau 1, vous connaissez deux tours de magie de votre choix parmi la liste de sorts de sorcier. Vous pouvez apprendre d'autres tours de magie de sorcier à des niveaux supérieurs, comme indiqué dans la colonne tours de magie connus du tableau d'évolution du sorcier.

## Emplacements de sorts

Vous trouverez dans le tableau d'évolution du sorcier le nombre d'emplacements de sorts à votre disposition.

Tous vos emplacements de sort sont de même niveau.

Pour lancer un de vos sorts de sorcier de niveau 1 ou supérieur, vous devez utiliser un emplacement de sort.

Vous regagnez tous les emplacements de sort que vous avez utilisés après un repos court ou un repos long.

Par exemple, si vous êtes au niveau 5, vous avez deux emplacements de sort de niveau 3. Pour lancer le sort de niveau 1 vague tonnante, vous devez utiliser un de ces emplacements de sort, et vous le lancez comme un sort de niveau 3.

## Sorts connus de niveau 1 et supérieur

Au niveau 1, vous connaissez deux sorts de niveau 1 choisis dans la liste de sorts de sorcier.

La colonne sorts connus du tableau d'évolution du sorcier vous indique à quels niveaux vous pouvez apprendre de nouveaux sorts de sorcier de votre choix de niveau 1 et supérieur. Vous ne pouvez par contre apprendre que des sorts que vous êtes en mesure de lancer grâce à vos emplacements de sorts, vous ne pouvez donc pas dépasser le niveau indiqué dans la colonne niveau des emplacements. Quand vous atteignez le niveau 6, par exemple, vous apprenez un nouveau sort de sorcier qui peut être de niveau 1, 2 ou 3.

De plus, quand vous gagnez un niveau dans cette classe, vous pouvez choisir un sort de sorcier que vous connaissez et le remplacer avec un autre sort de la liste de sorts de sorcier. Il doit aussi s'agir d'un sort que vous êtes en mesure de lancer.

## Caractéristique d'incantation

La caractéristique d'incantation que vous utilisez pour les sorts de sorcier est le [Charisme](abilities_charisma_hd.md). Vous utilisez votre [Charisme](abilities_charisma_hd.md) dès qu'un sort fait appel à votre caractéristique d'incantation. De plus, vous utilisez votre modificateur de [Charisme](abilities_charisma_hd.md) afin de définir le DD du [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) d'un sort de sorcier que vous avez lancé et quand vous faites une attaque avec un sort de sorcier.

DD d'un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) = 8 + votre bonus de maîtrise + votre modificateur de [Charisme](abilities_charisma_hd.md)

Modificateur d'attaque de sort = votre bonus de maîtrise + votre modificateur de [Charisme](abilities_charisma_hd.md)

## Focaliseur d'incantation

Vous pouvez utiliser un focaliseur arcanique comme focaliseur d'incantation pour vos sorts de sorcier.


Id: warlock_hd.md#protecteur-de-loutre-monde
ParentLink: warlock_hd.md#sorcier
Name: Protecteur de l'outre-monde
ParentName: Sorcier
ParentNameLink: <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->
Discriminator: ClassFeatureItem
Markdown:
> <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->

---

## <!--Name-->Protecteur de l'outre-monde<!--/Name-->

Au niveau 1, vous avez passé un pacte avec un être de l'outre-monde de votre choix : un fiélon, un seigneur immortel, une puissance des profondeurs ou une entité extra-dimensionnelle. Chacun est détaillé à la fin de la section consacrée à cette classe. Ce choix vous permet de bénéficier de certaines aptitudes particulières au niveau 1 puis aux niveaux 6, 10 et 14.


Id: warlock_hd.md#tableau-dévolution
ParentLink: warlock_hd.md#sorcier
Name: Tableau d'évolution
ParentName: Sorcier
ParentNameLink: <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->
Discriminator: ClassEvolutionItem
Markdown:
> <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->

---

# <!--Name-->Tableau d'évolution<!--/Name-->

|Niv.|Bonus <!--br-->de <!--br-->maîtrise|Aptitudes|Tours <!--br-->de <!--br-->magie <!--br-->connus|Sorts <!--br-->connus|Emplacements <!--br-->de <!--br-->sorts|Niveau <!--br-->des <!--br-->emplacements|Invocations <!--br-->occultes|
|---|---|---|---|---|---|---|---|
|1|+2|[Protecteur de l'outremonde](warlock_hd.md#protecteur-de-loutre-monde), [Magie de pacte](warlock_hd.md#magie-de-pacte)|2|2|1|1|_|
|2|+2|[Invocations occultes]|2|3|2|1|2|
|3|+2|[Pacte]|2|4|2|2|2|
|4|+2|[Amélioration de caractéristiques](warlock_hd.md#amélioration-de-caractéristiques)|3|5|2|2|2|
|5|+3|_|3|6|2|3|3|
|6|+3|[Aptitude de protecteur de l'outre-monde](warlock_hd.md#protecteur-de-loutre-monde)|3|7|2|3|3|
|7|+3|_|3|8|2|4|4|
|8|+3|[Amélioration de caractéristiques](warlock_hd.md#amélioration-de-caractéristiques)|3|9|2|4|4|
|9|+4|_|3|10|2|5|5|
|10|+4|[Aptitude de protecteur de l'outre-monde](warlock_hd.md#protecteur-de-loutre-monde)|4|10|2|5|5|
|11|+4|[Arcanum mystique](warlock_hd.md#arcanum-mystique) (niveau 6)|4|11|3|5|5|
|12|+4|[Amélioration de caractéristiques](warlock_hd.md#amélioration-de-caractéristiques)|4|11|3|5|6|
|13|+5|[Arcanum mystique](warlock_hd.md#arcanum-mystique) (niveau 7)|4|12|3|5|6|
|14|+5|[Aptitude de protecteur de l'outre-monde](warlock_hd.md#protecteur-de-loutre-monde)|4|12|3|5|6|
|15|+5|[Arcanum mystique](warlock_hd.md#arcanum-mystique) (niveau 8)|4|13|3|5|7|
|16|+5|[Amélioration de caractéristiques](warlock_hd.md#amélioration-de-caractéristiques)|4|13|3|5|7|
|17|+6|[Arcanum mystique](warlock_hd.md#arcanum-mystique) (niveau 9)|4|14|4|5|7|
|18|+6|_|4|14|4|5|8|
|19|+6|[Amélioration de caractéristiques](warlock_hd.md#amélioration-de-caractéristiques)|4|15|4|5|8|
|20|+6|[Maître de l'occulte](warlock_hd.md#maître-de-locculte)|4|15|4|5|8|


Id: warlock_hd.md#votre-pacte
ParentLink: warlock_hd.md#sorcier
Name: Votre pacte
ParentName: Sorcier
ParentNameLink: <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Sorcier](warlock_hd.md#sorcier)<!--/ParentNameLink-->

---

# <!--Name-->Votre pacte<!--/Name-->

À chaque pacte est associé une créature ou un objet spécial qui reflète la nature de votre protecteur.

Pacte de la chaîne. Votre familier est plus rusé que les familiers classiques. Sa forme par défaut peut être à l'image de celle de votre protecteur. Les serpents volants sont liés à l'entité extra-dimensionnelle, les stirges à la puissance des profondeurs et les diablotins et les quasits au fiélon ou au seigneur immortel.

Pacte de la lame. Si votre protecteur est le seigneur immortel, votre arme correspond à celle qu'il utilisa durant ses conquêtes. Si vous servez le fiélon, ce sera plutôt une hache forgée dans un métal sombre et ornée de flammes. Si votre protecteur est la puissance des profondeurs, votre arme aura un aspect antique, avec une gemme sculptée pour ressembler à un oeil fermé, qui s'ouvre parfois lorsque vous faîtes usage de votre magie. Enfin, si vous êtes associé à l'entité extra-dimensionnelle, vous pouvez changer la forme de votre arme simplement en vous concentrant un round complet, depuis une simple dague jusqu'à une épée à deux mains en passant par un marteau de guerre, mais toujours une arme de corps-à-corps.

Pacte du grimoire. Votre livre des ombres peut être un ouvrage très ancien, noir et or, hérité du seigneur immortel. Mais il s'agit peutêtre aussi d'un lourd grimoire relié avec du cuir de démon et garni de clous de fers contenant des sorts d'invocation et une grande quantité de connaissances interdites sur les régions les plus sinistres du cosmos, qui vous a été offert par le fiélon. Le grimoire de la puissance des profondeurs peut être un simple rouleau de papyrus d'un âge incroyable ou une tablette de pierre ornée de hyéroglyphes changeants. Enfin, celui de l'entité extra-dimensionnelle prend probablement la forme d'un cristal translucide ou d'un cube de métal sur lequel seul un initié peut faire apparaître les runes étranges qui véhiculent les secrets de votre magie.


Id: warlock_occultsummons_hd.md#explosion-insoutenable
ParentLink: warlock_occultsummons_hd.md#invocations-occultes
Name: Explosion insoutenable
ParentName: Invocations occultes
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Invocations occultes](warlock_occultsummons_hd.md#invocations-occultes)<!--/ParentNameLink-->

---

## <!--Name-->Explosion insoutenable<!--/Name-->

Prérequis : tour de magie explosion occulte

Quand vous lancez explosion occulte, ajoutez votre modificateur de [Charisme](abilities_charisma_hd.md) aux dégâts causés par le sort.


Id: traps_hd.md#sphère-roulante
ParentLink: traps_hd.md#les-pièges
Name: Sphère roulante
ParentName: Les pièges
ParentNameLink: <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->

---

#### <!--Name-->Sphère roulante<!--/Name-->

Piège mécanique

Quand un poids de 10 kilos ou plus appuie sur la plaque de pression reliée au piège, une trappe dissimulée s'ouvre au plafond et libère une sphère de pierre de 3 mètres de diamètre.

Un personnage peut repérer la trappe et la plaque de pression à l'aide d'un test de Sagesse (Perception) DD 15. Un personnage peut remarquer la plaque de pression en analysant les différences que présentent le mortier et la pierre qui la composent à condition de réussir un test d'Intelligence (Investigation) DD 15. Le même test effectué en analysant le plafond révèle les irrégularités de maçonnerie qui trahissent la présence de la trappe. On peut glisser une pointe de fer ou un objet similaire sous une plaque de pression pour empêcher le piège de s'activer.

Dès que le piège s'active, toutes les créatures présentes doivent faire un test d'initiative. La sphère effectue son test avec un bonus de +8. À son tour, elle se déplace de 18 mètres en ligne droite. La sphère peut traverser l'emplacement d'une créature et une créature peut traverser l'emplacement de la sphère qu'elle considère comme un terrain difficile. Quand la sphère entre dans l'emplacement d'une créature ou qu'une créature entre dans le sien alors qu'elle roule, la créature doit réussir un jet de sauvegarde de Dextérité DD 15, sans quoi elle subit 55 (10d10) dégâts contondants et se retrouve à terre.

La sphère s'arrête quand elle heurte un mur ou un obstacle similaire. Elle ne peut pas franchir un angle, mais les constructeurs de donjon retors intègrent de douces courbes pour relier les divers passages, afin que la sphère continue de rouler.

Par une action, une créature qui se trouve à 1,50 mètre ou moins de la sphère peut tenter de la ralentir avec un test de Force DD 20. Si elle réussit, la vitesse de la sphère se réduit de 4,50 mètres. Si elle tombe à 0, la sphère s'immobilise et ne représente plus une menace.


Id: traps_hd.md#mur-de-lames
ParentLink: traps_hd.md#les-pièges
Name: Mur de lames
ParentName: Les pièges
ParentNameLink: <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->

---

#### <!--Name-->Mur de lames<!--/Name-->

Piège mécanique

Une statuette en or (ou tout autre objet attisant la convoitise) est posée sur un piédestal au centre de la pièce. Le socle est enfoncé dans le sol et l'idole sert de contrepoids. Le DD pour le remarquer est de 15. Un test de Sagesse (Perception) DD 10 réussit permet de détecter au sol des traces de sang et, en regardant le plafond, de remarquer deux longues rainures juste à la verticale du piédestal.

Le piège s'active lorsque la statue est soulevée. Le piédestal remonte un peu et déclenche la sortie de deux longues lames depuis le plafond, qui balaient l'air jusqu'au sol devant et derrière le piédestal. Chaque créature située à moins d'un mètre en avant ou en arrière du piédestal doit faire un jet de sauvegarde de Dextérité DD 15. Celles qui échouent subissent 22 (4d10) dégâts tranchants, les autres la moitié seulement.

Le mécanisme peut être désamorcé ou le balancier des lames peut être stoppé en déposant un objet du même poids sur le piédestal. Pour cela, il faut réussir un test de Dextérité DD 10. Toutefois, replacer un contrepoids une fois que le premier mécanisme est déclenché arrête certes le premier mécanisme, mais en entraîne un se- cond : deux lames qui balaient l'air à droite et à gauche du piédestal cette fois. Les DD pour éviter et les dégâts subis sont identiques.

Dans une structure en bois, comme une cabane ou une maison orientale, il est possible de remplacer les lames par des batteurs en bois. Le jet de sauvegarde reste inchangé mais les créatures qui le ratent ne reçoivent que 12 (2d10) dégâts tranchants, ou la moitié seulement pour un test réussi.


Id: spellcasting_hd.md#ligne
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Ligne
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Line (SRD p103)
Source: (MDR p309)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

#### <!--Name-->Ligne<!--/Name-->

- AltName: <!--AltName-->Line (SRD p103)<!--/AltName-->
- Source: <!--Source-->(MDR p309)<!--/Source-->

Une ligne s'étend depuis son point d'origine en ligne droite sur toute sa longueur et couvre une zone définie par sa largeur.

Le point d'origine d'une ligne n'est pas inclus dans sa zone d'effet, à moins que le lanceur de sorts n'en décide autrement.


Id: spellcasting_hd.md#cylindre
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Cylindre
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Cylinder (SRD p103)
Source: (MDR p309)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

#### <!--Name-->Cylindre<!--/Name-->

- AltName: <!--AltName-->Cylinder (SRD p103)<!--/AltName-->
- Source: <!--Source-->(MDR p309)<!--/Source-->

Le point d'origine d'un cylindre est le centre d'un cercle du rayon du cylindre, comme indiqué dans la description du sort. Ce cercle doit se trouver au sol ou au sommet du cylindre. L'énergie du cylindre se répand en lignes droites depuis le point d'origine jusqu'au périmètre du cercle, formant la base du cylindre. L'effet se propage ensuite vers le haut depuis la base ou vers le bas depuis le sommet, sur une distance égale à la hauteur du cylindre.

Le point d'origine d'un cylindre est inclus dans sa zone d'effet.


Id: spellcasting_hd.md#cube
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Cube
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Cube (SRD p103)
Source: (MDR p309)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

#### <!--Name-->Cube<!--/Name-->

- AltName: <!--AltName-->Cube (SRD p103)<!--/AltName-->
- Source: <!--Source-->(MDR p309)<!--/Source-->

Le lanceur de sorts choisit le point d'origine du cube, qui se trouve n'importe où sur une face de l'effet cubique. La taille du cube représente la longueur de chaque arrête.

Le point d'origine du cube n'est pas inclus dans sa zone d'effet, à moins que le lanceur de sorts n'en décide autrement.


Id: spellcasting_hd.md#cône
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Cône
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Cone (SRD p103)
Source: (MDR p309)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

#### <!--Name-->Cône<!--/Name-->

- AltName: <!--AltName-->Cone (SRD p103)<!--/AltName-->
- Source: <!--Source-->(MDR p309)<!--/Source-->

Un cône s'étend dans la direction de votre choix, à partir de son point d'origine. Sa largeur à un point donné de sa longueur est égale à la distance qui le sépare de son point d'origine. La longueur maximale du cône est notée dans sa zone d'effet.

Le point d'origine d'un cône n'est pas inclus dans sa zone d'effet, à moins que le lanceur de sorts n'en décide autrement.


Id: spellcasting_hd.md#zone-deffet
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Zone d'effet
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Areas of Effect (SRD p102)
Source: (MDR p309)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

### <!--Name-->Zone d'effet<!--/Name-->

- AltName: <!--AltName-->Areas of Effect (SRD p102)<!--/AltName-->
- Source: <!--Source-->(MDR p309)<!--/Source-->

Les sorts tels que mains brûlantes et cône de froid couvrent une zone, ce qui leur permet d'affecter plusieurs créatures à la fois.

L'aspect de la zone d'effet figure dans la description du sort et se présente généralement sous l'une des cinq formes suivantes : cône, cube, cylindre, ligne ou sphère. Chaque zone d'effet a un point d'origine, un endroit à partir duquel l'énergie du sort se répand. Les règles associées à chaque forme expliquent comment positionner le point d'origine. En général, le point d'origine est un point de l'espace, mais ce peut être parfois une créature ou un objet.

L'effet de sort s'étend en lignes droites depuis son point d'origine. Si aucune ligne droite ne relie le point d'origine à un emplacement de la zone d'effet, cet emplacement n'est pas compris dans la zone d'effet du sort. Pour bloquer l'une de ces lignes imaginaires, un obstacle doit fournir un abri total.


Id: spellcasting_hd.md#se-prendre-pour-cible
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Se prendre pour cible
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Targeting Yourself (SRD p102)
Source: (MDR p309)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

#### <!--Name-->Se prendre pour cible<!--/Name-->

- AltName: <!--AltName-->Targeting Yourself (SRD p102)<!--/AltName-->
- Source: <!--Source-->(MDR p309)<!--/Source-->

Si le sort vise une cible au choix du lanceur de sorts, ce dernier peut se prendre pour cible, sauf si la cible doit impérativement être hostile ou qu'il est spécifié que ce ne peut pas être le lanceur. S'il se trouve dans la zone d'effet d'un sort qu'il lance, il peut se prendre pour cible.


Id: spellcasting_hd.md#un-chemin-dégagé-jusquà-la-cible
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Un chemin dégagé jusqu'à la cible
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: A Clear Path to the Target (SRD p102)
Source: (MDR p309)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

#### <!--Name-->Un chemin dégagé jusqu'à la cible<!--/Name-->

- AltName: <!--AltName-->A Clear Path to the Target (SRD p102)<!--/AltName-->
- Source: <!--Source-->(MDR p309)<!--/Source-->

Pour viser quelque chose, le lanceur de sorts doit avoir un itinéraire dégagé jusqu'à sa cible, elle ne doit donc pas se trouver derrière un abri total.

Si le lanceur de sorts positionne une zone d'effet en un point qu'il ne voit pas et qu'un obstacle, comme un mur, se dresse entre ce point et lui, le point d'origine de l'effet se retrouve automatiquement du côté de l'obstacle le plus proche du lanceur.


Id: spellcasting_hd.md#cibles
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Cibles
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Targets (SRD p102)
Source: (MDR p308)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

### <!--Name-->Cibles<!--/Name-->

- AltName: <!--AltName-->Targets (SRD p102)<!--/AltName-->
- Source: <!--Source-->(MDR p308)<!--/Source-->

Un sort exige généralement que son lanceur choisisse une ou plusieurs cibles qui seront affectées par sa magie. La description du sort précise si ce dernier vise les créatures, les objets ou le point d'origine de la zone d'effet (voir plus loin).

À moins que le sort n'ait un effet perceptible, la créature visée ne sait pas forcément qu'elle a été la cible d'un sort. Un effet provoquant un éclair de lumière se remarque certainement, mais un effet plus subtil, comme une tentative de lecture des pensées, passe souvent inaperçu, à moins que la description du sort ne précise le contraire.


Id: spellcasting_hd.md#concentration
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Concentration
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Concentration (SRD p102)
Source: (MDR p308)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

#### <!--Name-->Concentration<!--/Name-->

- AltName: <!--AltName-->Concentration (SRD p102)<!--/AltName-->
- Source: <!--Source-->(MDR p308)<!--/Source-->

Le lanceur de sorts doit rester concentré pour maintenir la magie de certains sorts qui se terminent dès qu'il perd sa concentration.

Si un sort se maintient par concentration, cette information apparaît dans la section durée et précise combien de temps le lanceur de sorts peut se concentrer. Il peut rompre sa concentration quand il le désire, cela ne lui demande aucune action.

Les activités normales, comme les déplacements et les attaques, n'interfèrent pas avec la concentration. En revanche, voici quelques facteurs susceptibles de la briser :

**Lancer un autre sort demandant de la concentration.** Le lanceur de sorts perd sa concentration sur un sort s'il en lance un autre exigeant aussi de la concentration. Il ne peut pas se concentrer sur deux sorts à la fois.

**Subir des dégâts.** Si le lanceur de sorts subit des dégâts alors qu'il se concentre sur un sort, il doit réussir un jet de sauvegarde de Constitution, sans quoi sa concentration se brise. Le DD équivaut à la moitié des dégâts reçus (avec un minimum de 10). Si le lanceur de sorts subit des dégâts issus de plusieurs sources, comme une flèche d'une part et le souffle d'un dragon d'autre part, il doit faire un jet de sauvegarde pour chaque source de dégâts.

**Se retrouver neutralisé ou mourir.** Le lanceur de sorts perd sa concentration s'il est neutralisé ou s'il meurt.

Le MJ peut aussi décider que certains phénomènes environnementaux, comme une vague s'abattant sur le lanceur de sorts alors qu'il se trouve sur un bateau en pleine tempête, l'obligent à réussir un jet de sauvegarde de Constitution DD 10 s'il veut continuer à se concentrer sur son sort.


Id: spellcasting_hd.md#instantanée
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Instantanée
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Instantaneous (SRD p102)
Source: (MDR p308)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

#### <!--Name-->Instantanée<!--/Name-->

- AltName: <!--AltName-->Instantaneous (SRD p102)<!--/AltName-->
- Source: <!--Source-->(MDR p308)<!--/Source-->

De nombreux sorts sont instantanés, ils blessent, soignent, créent ou modifient une créature ou un objet sans qu'il soit possible de les dissiper car leur magie existe seulement l'espace d'un bref instant.


Id: spellcasting_hd.md#durée
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Durée
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Duration (SRD p102)
Source: (MDR p308)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

### <!--Name-->Durée<!--/Name-->

- AltName: <!--AltName-->Duration (SRD p102)<!--/AltName-->
- Source: <!--Source-->(MDR p308)<!--/Source-->

La durée du sort correspond à la période pendant laquelle le sort fait effet. Elle s'exprime en rounds, minutes, heures ou même en années. Certains sorts précisent que leurs effets persistent jusqu'à ce que quelqu'un les dissipe ou les détruise.


Id: spellcasting_hd.md#matérielles-m
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Matérielles (M)
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Material (M) (SRD p102)
Source: (MDR p308)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

#### <!--Name-->Matérielles (M)<!--/Name-->

- AltName: <!--AltName-->Material (M) (SRD p102)<!--/AltName-->
- Source: <!--Source-->(MDR p308)<!--/Source-->

L'incantation de certains sorts requiert des objets particuliers, indiqués entre parenthèses dans la ligne réservée aux composantes. Le personnage peut utiliser une sacoche à composantes ou un focaliseur d'incantation (voir le chapitre 5, Équipement, page 123) au lieu de la composante indiquée. En revanche, si la composante requise s'accompagne d'une valeur monétaire, le personnage doit obligatoirement utiliser la composante indiquée pour lancer le sort.

S'il est noté que le sort consomme la composante matérielle utilisée, le lanceur de sorts doit en fournir une nouvelle à chaque incantation.

Le lanceur de sorts doit avoir une main libre pour accéder à sa composante matérielle (ou pour tenir son focaliseur d'incantation), mais ce peut être la même main que celle utilisée pour accomplir la composante somatique du sort.


Id: spellcasting_hd.md#somatiques-s
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Somatiques (S)
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Somatic (S) (SRD p101)
Source: (MDR p308)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

#### <!--Name-->Somatiques (S)<!--/Name-->

- AltName: <!--AltName-->Somatic (S) (SRD p101)<!--/AltName-->
- Source: <!--Source-->(MDR p308)<!--/Source-->

Les gestes à exécuter lors de l'incantation se traduisent par force gesticulations ou par un ensemble de mouvements complexes. Si un sort exige une composante somatique, le lanceur doit avoir au moins une main libre pour accomplir les mouvements nécessaires.


Id: spellcasting_hd.md#verbales-v
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Verbales (V)
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Verbal (V) (SRD p101)
Source: (MDR p308)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

#### <!--Name-->Verbales (V)<!--/Name-->

- AltName: <!--AltName-->Verbal (V) (SRD p101)<!--/AltName-->
- Source: <!--Source-->(MDR p308)<!--/Source-->

Pour lancer la plupart des sorts, il faut entonner des paroles mystiques. Ces mots ne constituent pas la source de puissance du sort, ce sont plutôt des combinaisons de sons, prononcées avec un timbre et une résonance spécifiques, qui animent des filaments de magie. Ainsi, un personnage bâillonné ou englobé dans une zone de silence comme celle résultant du sort silence ne peut pas lancer de sort à composante verbale.


Id: spellcasting_hd.md#composantes
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Composantes
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Components (SRD p101)
Source: (MDR p308)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

### <!--Name-->Composantes<!--/Name-->

- AltName: <!--AltName-->Components (SRD p101)<!--/AltName-->
- Source: <!--Source-->(MDR p308)<!--/Source-->

Les composantes du sort représentent les éléments physiques indispensables à l'incantation. La description du sort indique s'il nécessite des composantes verbales (V), somatiques (S) ou matérielles (M). Si le lanceur de sorts est incapable de fournir une ou plusieurs de ces composantes, il ne peut pas lancer le sort.


Id: spellcasting_hd.md#portée
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Portée
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Range (SRD p101)
Source: (MDR p307)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

### <!--Name-->Portée<!--/Name-->

- AltName: <!--AltName-->Range (SRD p101)<!--/AltName-->
- Source: <!--Source-->(MDR p307)<!--/Source-->

La cible d'un sort doit être à portée de ce sort. Pour un sort comme projectile magique, la cible est une créature, pour un sort comme boule de feu, c'est le point où la boule explose.

La plupart des sorts ont une portée indiquée en mètres. Certains affectent uniquement les créatures (y compris le lanceur de sorts lui-même) avec lesquelles le lanceur établit un contact physique. D'autres, comme bouclier, affectent uniquement le lanceur de sorts. Pour ceux-là, la portée est dite « personnelle ».

Les sorts qui génèrent un cône ou une ligne comme effet et prennent leur origine au niveau du lanceur de sorts ont aussi une portée personnelle pour indiquer que le point d'origine de l'effet est obligatoirement le lanceur du sort (voir Zones d'effet, plus loin dans ce chapitre).

Une fois le sort lancé, ses effets ne sont pas limités par sa portée, à moins que sa description n'indique le contraire.


Id: spellcasting_hd.md#long-temps-dincantation
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Long temps d'incantation
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Longer Casting Times (SRD p101)
Source: (MDR p307)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

#### <!--Name-->Long temps d'incantation<!--/Name-->

- AltName: <!--AltName-->Longer Casting Times (SRD p101)<!--/AltName-->
- Source: <!--Source-->(MDR p307)<!--/Source-->

Certains sorts (dont les rituels) exigent une période d'incantation supérieure, allant de quelques minutes à quelques heures. Quand un sort avec un temps d'incantation supérieur à une seule action ou une réaction est lancé, il impose au lanceur de consacrer à chaque tour son action à l'incantation et, pendant tout ce temps, à maintenir sa concentration (voir Concentration, plus bas). Si elle vole en éclats, le sort échoue mais il ne perd pas l'emplacement de sort concerné. S'il veut recommencer l'incantation, il doit la reprendre à zéro.


Id: spellcasting_hd.md#réaction
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Réaction
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Reactions (SRD p101)
Source: (MDR p307)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

#### <!--Name-->Réaction<!--/Name-->

- AltName: <!--AltName-->Reactions (SRD p101)<!--/AltName-->
- Source: <!--Source-->(MDR p307)<!--/Source-->

Certains sorts se lancent sous forme de réaction. Il faut juste une fraction de seconde pour les faire naître et ils se lancent en réponse à un événement. Si un sort peut se lancer ainsi, sa description précise exactement dans quelles conditions.


Id: spellcasting_hd.md#action-bonus
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Action bonus
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Bonus Action (SRD p101)
Source: (MDR p307)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

#### <!--Name-->Action bonus<!--/Name-->

- AltName: <!--AltName-->Bonus Action (SRD p101)<!--/AltName-->
- Source: <!--Source-->(MDR p307)<!--/Source-->

Un sort qui se lance par une action bonus est particulièrement rapide. Pour le lancer, il faut dépenser une action bonus à son tour, à condition de ne pas avoir déjà effectué une telle action au cours de ce tour. Impossible de lancer un autre sort lors de ce tour, à moins qu'il ne s'agisse d'un tour de magie avec un temps d'incantation d'une action.


Id: spellcasting_hd.md#sphère
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Sphère
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Sphere (SRD p103)
Source: (MDR p309)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

#### <!--Name-->Sphère<!--/Name-->

- AltName: <!--AltName-->Sphere (SRD p103)<!--/AltName-->
- Source: <!--Source-->(MDR p309)<!--/Source-->

Le lanceur de sorts choisit le point d'origine de la sphère qui s'étend depuis ce point. Sa taille est exprimée en mètres sous forme de rayon qui s'étend depuis ce point.

Le point d'origine de la sphère est inclus dans sa zone d'effet.


Id: spellcasting_hd.md#jets-de-sauvegarde
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Jets de sauvegarde
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Saving Throws (SRD p103)
Source: (MDR p309)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

### <!--Name-->Jets de sauvegarde<!--/Name-->

- AltName: <!--AltName-->Saving Throws (SRD p103)<!--/AltName-->
- Source: <!--Source-->(MDR p309)<!--/Source-->

De nombreux sorts précisent que la cible a droit à un jet de sauvegarde pour éviter un ou plusieurs de ses effets. Le sort indique quelle caractéristique utiliser pour le jet et explique ce qui se passe en cas d'échec et de réussite.

Le DD pour résister à un sort est de 8 + modificateur de la caractéristique d'incantation + bonus de maîtrise + modificateurs spéciaux.


Id: spellcasting_hd.md#jets-dattaque
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Jets d'attaque
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Attack Rolls (SRD p103)
Source: (MDR p310)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

### <!--Name-->Jets d'attaque<!--/Name-->

- AltName: <!--AltName-->Attack Rolls (SRD p103)<!--/AltName-->
- Source: <!--Source-->(MDR p310)<!--/Source-->

Dans certains cas, le lanceur de sorts doit faire un jet d'attaque pour savoir si l'effet du sort touche la cible prévue. Lors d'une attaque de sort, son bonus d'attaque est égal à son modificateur de caractéristique d'incantation + son bonus de maîtrise.

La plupart des sorts s'accompagnant d'un jet d'attaque exigent une attaque à distance. N'oubliez pas que le personnage qui lance un sort subit un désavantage lors d'un jet d'attaque à distance s'il se trouve dans un rayon de 1,50 mètre autour d'une créature hostile qui peut le voir et n'est pas neutralisée.


Id: spellcasting_hd.md#combiner-les-effets-magiques
ParentLink: spellcasting_hd.md#lancer-des-sorts
Name: Combiner les effets magiques
ParentName: Lancer des sorts
ParentNameLink: <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->
AltName: Combining Magical Effects (SRD p104)
Source: (MDR p310)
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Lancer des sorts](spellcasting_hd.md#lancer-des-sorts)<!--/ParentNameLink-->

---

### <!--Name-->Combiner les effets magiques<!--/Name-->

- AltName: <!--AltName-->Combining Magical Effects (SRD p104)<!--/AltName-->
- Source: <!--Source-->(MDR p310)<!--/Source-->

Les effets de différents sorts s'additionnent quand leurs durées se superposent. En revanche, les effets d'un même sort lancé à plusieurs reprises ne se cumulent pas. Dans ce cas, l'effet le plus puissant (par exemple, le bonus le plus élevé) s'applique tant que sa durée se superpose à celle des autres.

Par exemple, si deux clerc lancent bénédiction sur une même cible, cette dernière bénéficie des effets d'un seul de ces sorts, elle ne lance pas deux dés supplémentaires.


Id: traps_hd.md#fosse
ParentLink: traps_hd.md#les-pièges
Name: Fosse
ParentName: Les pièges
ParentNameLink: <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->

---

#### <!--Name-->Fosse<!--/Name-->

Piège mécanique

Voici quatre types de fosses basiques.

**Fosse ordinaire.** Une fosse ordinaire est un simple trou creusé au sol. On peut le recouvrir avec un grand tissu fixé sur les bords de la fosse et camouflé avec de la poussière et des débris.

Le DD pour repérer la fosse est de 10. Toute créature qui marche sur le tissu tombe au travers et l'emporte dans sa chute. Elle subit un montant de dégâts dépendant de la profondeur du trou (en général 3 mètres, mais certaines fosses sont plus profondes).

**Fosse dissimulée.** Cette fosse est recouverte d'un matériau de couverture identique à celui formant le sol alentour.

Un test de Sagesse (Perception) DD 15 révèle une absence d'empreintes indiquant que cette partie est évitée par les habitants. Il faut ensuite réussir un test d'Intelligence (Investigation) DD 15 pour confirmer que la zone piégée cache une fosse dissimulée.

Quand une créature s'avance sur le matériau de couverture, il s'ouvre comme une trappe et envoie l'intrus dans les profondeurs de la fosse, qui mesure généralement entre 3 et 6 mètres de profondeur, mais parfois plus.

Une fois la fosse détectée, il faut glisser une pointe de fer ou un objet similaire entre le matériau de couverture et le sol normal afin d'empêcher le matériau de s'ouvrir comme une trappe, ce qui permet de passer sans risque. On peut également maintenir le matériau en position fermée par magie, avec un [verrou magique] ou un sort similaire.

**Fosse verrouillée.** Cette fosse est identique à la fosse dissimulée, à une exception près et de taille : la trappe est montée sur ressorts et se referme une fois une créature tombée dans la fosse, la piégeant à l'intérieur.

Il faut réussir un test de Force DD 20 pour ouvrir la trappe de force, mais on peut aussi la briser. Un personnage coincé dans la fosse peut tenter de désamorcer le mécanisme des ressorts de l'intérieur à l'aide d'outils de voleur en réussissant un test de Dextérité DD 15, à condition évidemment de pouvoir accéder au mécanisme et de le voir. En général, il existe un mécanisme (souvent caché derrière une porte dérobée voisine) qui permet d'ouvrir la trappe.

**Fosse hérissée de pieux.** Cette fosse est une fosse ordinaire, dissimulée ou verrouillée et dotée de pieux de bois ou de fer acérés plantés au fond. Une créature qui tombe là subit 11 (2d10) dégâts perforants à cause des piques en plus de ses dégâts de chute. Les versions les plus retorses du piège ajoutent du poison sur les pointes. Dans ce cas, une créature qui subit le moindre dégât perforant de la part des pieux doit faire un jet de sauvegarde de Constitution. Si elle échoue, elle subit 22 (4d10) dégâts de poison, la moitié seulement si elle réussit.


Id: traps_hd.md#fléchettes-empoisonnées
ParentLink: traps_hd.md#les-pièges
Name: Fléchettes empoisonnées
ParentName: Les pièges
ParentNameLink: <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->

---

#### <!--Name-->Fléchettes empoisonnées<!--/Name-->

Piège mécanique

Quand une créature marche sur une plaque de pression cachée, des fléchettes empoisonnées jaillissent de tubes montés sur ressorts ou sous pression et habilement dissimulés dans les murs alentour. Une même zone peut comporter plusieurs plaques de pression, chacune reliée à son propre jeu de fléchettes.

Les petits trous dans les murs sont cachés par la poussière et les toiles d'araignée ou soigneusement dissimulés dans un bas-relief, une fresque ou une peinture qui orne les murs. Le DD permettant de les repérer est de 15. Un personnage peut deviner la présence d'une plaque de pression en analysant les différences entre le mortier et la pierre qui la composent et le sol alentour, à condition de réussir un test d'Intelligence (Investigation) DD 15. On peut glisser une pointe de fer ou un objet similaire sous une plaque de pression pour empêcher le piège de s'activer. On peut également boucher les trous des murs avec du tissu ou de la cire pour empêcher les fléchettes de sortir.

Le piège s'active quand un poids de 10 kilos ou plus appuie sur la plaque de pression. Il projette alors quatre fléchettes qui effectuent chacune une attaque à distance avec un bonus d'attaque de +8 contre une cible aléatoire située dans un rayon de 3 mètres autour de la plaque (la vision ne jouant aucun rôle dans ce jet d'attaque). (Si la zone ne comporte aucune cible, les fléchettes ne touchent rien.) Une cible touchée reçoit 2 (1d4) dégâts perforants et doit faire un jet de sauvegarde de Constitution DD 15. Si elle échoue, elle subit 11 (2d10) dégâts de poison, la moitié seulement si elle réussit.


Id: traps_hd.md#filet
ParentLink: traps_hd.md#les-pièges
Name: Filet
ParentName: Les pièges
ParentNameLink: <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->

---

#### <!--Name-->Filet<!--/Name-->

Piège mécanique

Ce piège fonctionne grâce à un fil tendu qui libère un filet suspendu au plafond.

Le fil est tendu à 10 centimètres du sol et attaché entre deux colonnes ou deux arbres. Le filet est dissimulé par des toiles d'araignée ou le feuillage. Le DD permettant de repérer le fil est de 10. Un test de Dextérité DD 15 à l'aide d'outils de voleur permet de désamorcer le fil en toute sécurité. Un personnage dépourvu de tels outils peut tout de même tenter le test avec une arme ou un outil affûté, mais il subit alors un [désavantage]. S'il rate le test, le piège se déclenche.

Le filet tombe dès que le piège se déclenche et recouvre une zone de 3 mètres de côté. Les créatures qui se trouvent là sont coincées sous le filet et [entravées]. Celles qui ratent un jet de sauvegarde de Force DD 10 se retrouvent également [à terre]. Une créature peut dépenser son action pour faire un test de Force DD 10. Si elle réussit, elle se libère ou libère une autre créature située à une distance inférieure ou égale à son allonge. Le filet a une CA de 10 et 20 points de vie. 5 dégâts tranchants (CA 10) détruisent une section de filet de 1,50 mètres de côté et libèrent les créatures piégées dans cette section.


Id: traps_hd.md#effondrement-du-plafond
ParentLink: traps_hd.md#les-pièges
Name: Effondrement du plafond
ParentName: Les pièges
ParentNameLink: <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->

---

#### <!--Name-->Effondrement du plafond<!--/Name-->

Piège mécanique

Ce piège utilise un fil tendu qui, une fois touché, provoque l'effondrement d'une section de plafond instable en éliminant ses supports.

Le fil est tendu à 10 centimètres du sol, entre deux poutres de soutien. Le DD pour le repérer est de 10. Un test de Dextérité DD 15 à l'aide d'outils de voleur permet de désamorcer le fil en toute sécurité. Un personnage dépourvu de tels outils peut tout de même tenter le test avec une arme ou un outil affûté, mais il subit alors un [désavantage]. S'il rate le test, le piège se déclenche.

Toute personne qui inspecte les poutres remarque facilement qu'elles sont justes coincées temporairement. Il suffit d'une action pour déloger une poutre et déclencher le piège. Le plafond qui surplombe le fil est en mauvais état et toute personne qui le remarque en déduit qu'il risque de s'effondrer.

Quand le piège se déclenche, le plafond instable s'effondre. Toute créature qui se trouve dans la zone située sous la section instable doit faire un jet de sauvegarde de Dextérité DD 15. Celles qui échouent subissent 22 (4d10) dégâts contondants, les autres la moitié seulement. Une fois le piège déclenché, le sol de la zone est encombré de gravats et devient un terrain difficile.


Id: traps_hd.md#ascenseur-soporifique
ParentLink: traps_hd.md#les-pièges
Name: Ascenseur soporifique
ParentName: Les pièges
ParentNameLink: <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->

---

#### <!--Name-->Ascenseur soporifique<!--/Name-->

Piège mécanique

Le piège combine un gaz soporifique à la force de gravité. Une cage en métal sert d'ascenseur pour monter à l'étage supérieur dans un conduit de 15 mètres de hauteur (plus, pour des dégâts supérieurs). L'ascenseur fonctionne à la force des bras, en tirant sur une corde placée dans la cage et reliée à une poulie à l'étage du dessus. Faire monter l'ascenseur de 5 m demande un test de Force DD 10+5 par créature supplémentaire dans la cage. Il est possible de tirer sur la corde à plusieurs, donnant +3 au test par créature supplémentaire qui tire. Un test de Sagesse (Perception) DD 10 permet de se rendre compte que la cage est abîmée.

À l'étage supérieur, l'air est chargé d'un gaz soporifique (naturel ou non, en fonction de l'environnement et du lieu). Au fur et à mesure que l'ascenseur monte, l'air entraîne un endormissement de plus en plus intense et rapide. Entre 5 et 10 mètres au-dessus du sol, les créatures doivent réussir un test de sauvegarde de Constitution DD 10 ou tomber [inconscientes]. Entre 10 et 15 mètres, le test est à DD 15 et ainsi de suite tous les 5 m du conduit. Les créatures peuvent suspecter la présence d'un gaz avec ses premiers effets secondaires (une hilarité, une faiblesse des jambes, un tremblement, des mains moites…) avec un test d'Intelligence (Nature) ou de Sagesse (Médecine) DD 15.

Si la (ou les) créature(s) tenant la corde s'endorme(nt), la cage tombe. Les créatures reçoivent 1d6 dégâts contondants de chute par tranche de 3 mètres. Une créature éveillée et à proximité de celui qui tenait la corde peut la retenir avec un test de Dextérité DD 10 puis de Force DD 10+5 par créature dans la cage.

Tout type de gaz peut être utilisé, en fonction de l'effet souhaité (par exemple, il peut s'agir d'un gaz provoquant une frénésie ou une phobie). Le gaz peut se trouver uniquement dans une poche d'air au milieu du conduit afin de conserver l'étage sain.


Id: traps_hd.md#aiguille-empoisonnée
ParentLink: traps_hd.md#les-pièges
Name: Aiguille empoisonnée
ParentName: Les pièges
ParentNameLink: <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->

---

#### <!--Name-->Aiguille empoisonnée<!--/Name-->

Piège mécanique

Une aiguille empoisonnée se cache dans la serrure d'un coffre au trésor ou dans quelque chose qu'une créature est susceptible d'ouvrir. Si quelqu'un ouvre le coffre sans utiliser la clef adéquate, l'aiguille jaillit et lui injecte une dose de poison.

Quand le piège se déclenche, l'aiguille sort sur 10 centimètres depuis la serrure. Une créature à portée subit 1 dégât perforant et 11 (2d10) dégâts de poison. De plus, elle doit réussir un jet de sauvegarde de Constitution DD 15 ou être [empoisonnée] pendant 1 heure.

Un test d'Intelligence (Investigation) DD 20 permet de deviner la présence de l'aiguille en raison des modifications apportées à la serrure pour lui faire de la place. Un test de Dextérité DD 15 effectué avec des outils de voleur désarme le piège en retirant l'aiguille de la serrure. Le piège se déclenche si quelqu'un tente de crocheter la serrure et échoue.


Id: traps_hd.md#exemples-de-pièges
ParentLink: traps_hd.md#les-pièges
Name: Exemples de pièges
ParentName: Les pièges
ParentNameLink: <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->

---

### <!--Name-->Exemples de pièges<!--/Name-->

Les pièges magiques et mécaniques présentés ici sont plus ou moins dangereux et sont classés par ordre alphabétique.


Id: traps_hd.md#les-pièges-complexes
ParentLink: traps_hd.md#les-pièges
Name: Les pièges complexes
ParentName: Les pièges
ParentNameLink: <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->

---

## <!--Name-->Les pièges complexes<!--/Name-->

Les pièges complexes fonctionnent comme les pièges ordinaires mais, une fois activés, ils effectuent une série d'actions à chaque round. Une rencontre avec un piège complexe tient alors beaucoup du combat.

Quand un piège complexe s'active, il faut lancer le dé pour déterminer son initiative. Sa description mentionne son bonus d'initiative. À son tour, il s'active de nouveau et effectue souvent une action. Il peut porter des attaques successives contre les intrus, créer un effet qui se modifie au fil du temps ou offrir un défi dynamique. En dehors de cela, il se repère et se désamorce ou se neutralise comme les autres.

Prenons comme exemple un piège qui inonde progressivement une salle. Il fonctionne mieux sous forme de piège complexe. À son tour, le niveau de l'eau monte et, au bout de plusieurs rounds, la salle est complètement immergée.


Id: traps_hd.md#sévérité-des-dégâts-par-niveau
ParentLink: traps_hd.md#les-pièges
Name: Sévérité des dégâts par niveau
ParentName: Les pièges
ParentNameLink: <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->

---

#### <!--Name-->Sévérité des dégâts par niveau<!--/Name-->

|Niveau du <!--br-->personnage|Gênant|Dangereux|Mortel|
|---|---|---|---|
|1-4|1d10|2d10|4d10|
|5-10|2d10|4d10|10d10|
|11-16|4d10|10d10|18d10|
|17-20|10d10|18d10|24d10|


Id: traps_hd.md#sphère-dannihilation
ParentLink: traps_hd.md#les-pièges
Name: Sphère d'annihilation
ParentName: Les pièges
ParentNameLink: <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->

---

#### <!--Name-->Sphère d'annihilation<!--/Name-->

Piège magique

Des ténèbres magiques et impénétrables emplissent la bouche béante d'un visage de pierre taillé dans un mur. Cette bouche, de forme vaguement circulaire, fait 60 centimètres de diamètre. Aucun son n'en émane, aucune lumière ne perce ses ténèbres et toute matière que l'on y insère est instantanément oblitérée.

Un test d'Intelligence (Arcanes) DD 20 révèle que la bouche contient une [sphère d'annihilation] que l'on ne peut ni contrôler, ni déplacer. En dehors de cela, elle fonctionne comme une [sphère d'annihilation] ordinaire.

Certaines versions du piège comportent en plus un enchantement qui affecte la surface de pierre et pousse les créatures spécifiées à s'approcher et essayer de grimper dans la bouche. En dehors de cela, cet effet fonctionne comme l'effet d'attirance du sort [répulsion/attirance]. Une [dissipation de la magie] (DD 18) réussie dissipe cet enchantement.


Id: traps_hd.md#dd-du-jet-de-sauvegarde-et-bonus-dattaque-des-pièges
ParentLink: traps_hd.md#les-pièges
Name: DD du jet de sauvegarde et bonus d'attaque des pièges
ParentName: Les pièges
ParentNameLink: <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->

---

#### <!--Name-->DD du jet de sauvegarde et bonus d'attaque des pièges<!--/Name-->

|Sévérité du piège|DD du JdS|Bonus d'attaque|
|---|---|---|
|Gênant|10-11|+3 à +5|
|Dangereux|12-15|+6 à +8|
|Mortel|16-20|+9 à +12|


Id: traps_hd.md#repérer-et-neutraliser-un-piège
ParentLink: traps_hd.md#les-pièges
Name: Repérer et neutraliser un piège
ParentName: Les pièges
ParentNameLink: <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->

---

### <!--Name-->Repérer et neutraliser un piège<!--/Name-->

En général, un piège possède un élément visible après un examen détaillé des lieux. Un personnage peut repérer une pierre descellée qui cache une plaque de pression, remarquer la lumière qui se reflète sur un fil tendu en travers du chemin, déceler de petits trous dans le mur d'où sortiront des jets de flammes ou détecter n'importe quel élément trahissant la présence d'un piège.

La description du piège précise quels tests, accompagnés de quels DD, permettent de détecter un piège, de le désamorcer ou les deux. Un personnage qui cherche activement un piège a droit à un test de Sagesse (Perception) contre le DD du piège. Vous pouvez également comparer le DD à atteindre pour repérer le piège avec la valeur de Sagesse (Perception) passive de chaque personnage, afin de savoir si l'un d'eux le remarque au passage. Si les aventuriers repèrent le piège avant de le déclencher, ils ont une chance de le désamorcer, soit définitivement, soit juste le temps de passer. Pour cela, vous pouvez demander à un personnage de faire un test d'Intelligence (Investigation) pour comprendre comment désactiver le piège, suivi d'un test de Dextérité effectué à l'aide d'outils de voleur pour accomplir l'acte de sabotage.

N'importe quel personnage peut tenter un test d'Intelligence (Arcanes) pour détecter ou désamorcer un piège magique, en plus des autres tests indiqués dans la description du piège. Les DD sont les mêmes, quel que soit le type de test. De plus, la [dissipation de la magie] a une chance de désactiver la plupart des pièges magiques. Le DD du test de caractéristique à effectuer lors de la dissipation de la magie est indiqué dans la description du piège.

En général, la description du piège est assez claire pour que vous sachiez si les actions d'un personnage lui permettent de le localiser ou le déjouer. Comme souvent, ne laissez pas les jets de dé l'emporter sur une façon de jouer intelligente et une bonne préparation. Utilisez votre bon sens en vous appuyant sur la description du piège pour décider de ce qui se produit. Aucun piège ne peut, par sa conception, anticiper toutes les actions des personnages.

Si les actions d'un personnage lui permettent logiquement de découvrir un piège, vous devriez annoncer qu'il le repère sans lui faire faire de test de caractéristique. Par exemple, s'il soulève le tapis qui cache une plaque de pression, il découvre le déclencheur du piège et n'a pas besoin de faire de test.

Pour déjouer un piège, les choses sont un peu plus compliquées. Prenons comme exemple un coffre au trésor piégé. Si ce dernier est ouvert sans avoir au préalable tiré sur les deux poignées situées sur ses flancs, son mécanisme interne envoie une volée d'aiguilles empoisonnées sur la personne qui se tient devant lui. Les personnages inspectent le coffre mais, après quelques tests, ils ne sont toujours pas sûrs qu'il soit piégé. Au lieu de l'ouvrir tout simplement, ils posent un bouclier contre le devant du coffre et l'ouvrent de loin avec une tige de fer. Dans ce cas, le piège se déclenche bien, mais les aiguilles s'écrasent sans danger contre le bouclier.

Les pièges sont souvent dotés d'un mécanisme permettant de les désarmer ou de les neutraliser. En effet, les monstres intelligents qui installent des pièges dans leur antre ou alentour ont besoin de passer sans en être victimes. Ces pièges ont donc parfois des leviers permettant de désactiver leur déclencheur ou bien se trouvent non loin d'une porte dérobée dissimulant un passage permettant de contourner le piège.


Id: traps_hd.md#déclencher-un-piège
ParentLink: traps_hd.md#les-pièges
Name: Déclencher un piège
ParentName: Les pièges
ParentNameLink: <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->

---

### <!--Name-->Déclencher un piège<!--/Name-->

La plupart des pièges se déclenchent quand une créature se rend dans un endroit ou touche à quelque chose que le créateur du piège veut protéger. Parmi les déclencheurs les plus courants, on trouve les plaques de pression et les sections de faux-plancher sur lesquels il ne faut pas marcher, les fils tendus en travers d'un chemin dans lesquels il ne faut pas se prendre les pieds, les poignées de porte à ne pas tourner, les serrures exigeant la bonne clef… Les pièges magiques se déclenchent souvent quand une créature entre dans un lieu ou touche quelque chose. Certains, comme le [glyphe de protection], sont dotés de conditions de déclenchement plus complexes, comprenant un mot de commande les empêchant de se déclencher.


Id: traps_hd.md#les-pièges-dans-une-partie
ParentLink: traps_hd.md#les-pièges
Name: Les pièges dans une partie
ParentName: Les pièges
ParentNameLink: <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->
Discriminator: GenericItem
Markdown:
> <!--ParentNameLink-->[Les pièges](traps_hd.md#les-pièges)<!--/ParentNameLink-->

---

## <!--Name-->Les pièges dans une partie<!--/Name-->

Quand des aventuriers se heurtent à un piège, vous devez savoir comment il se déclenche et ce qu'il fait, mais aussi si les personnages ont une chance de le repérer et de le désactiver ou de l'éviter.


Id: time_hd.md#Écoulement-du-temps
RootId: time_hd.md
ParentLink: adventure_hd.md
Name: Écoulement du temps
ParentName: Partir à l'aventure
ParentNameLink: <!--ParentNameLink-->[Partir à l'aventure](adventure_hd.md)<!--/ParentNameLink-->
AltName: Time (SRD p84)
Source: (MDR p270)
Discriminator: GenericItem
Markdown:
>  <!--ParentNameLink-->[Partir à l'aventure](adventure_hd.md)<!--/ParentNameLink-->

---


# <!--Name-->Écoulement du temps<!--/Name-->

- AltName: <!--AltName-->Time (SRD p84)<!--/AltName-->
- Source: <!--Source-->(MDR p270)<!--/Source-->

Dans certaines situations, il est nécessaire de porter une attention spéciale à l’écoulement du temps. Dans ce cas, c’est au MJ de décider du temps que prend une tâche. Le MJ peut utiliser une échelle de temps différente en fonction des situations. Dans un environnement d’exploration de souterrains ou de complexes de salles – ce qu’on appelle un « donjon », les déplacements des PJ sont calculés sur une échelle de minutes. Il leur faut environ une minute pour traverser de façon discrète un long couloir, une autre minute pour s’assurer que la porte qu’ils comptent ouvrir n’est pas piégée et une bonne dizaine de minutes pour fouiller la salle dans laquelle ils ont pénétré et mettre la main sur ce qui pourrait être intéressant ou précieux.

Dans une cité ou en pleine nature, il est en général plus pertinent d’adopter une échelle de temps en heures.

Des PJ qui se pressent pour rejoindre le château de l’autre côté de la forêt parviennent à avaler la vingtaine de kilomètres qui les séparent de leur objectif en un peu moins de quatre heures.

Pour les longs voyages, il convient d’utiliser une échelle en jours. Les héros suivent ainsi la route qui part du grand port de la capitale jusqu’à la forteresse naine au pied des montagnes pendant quatre jours sans que rien ne viennent perturber leur progression.

Puis, tout à coup, une violente attaque d’orcs sauvages les oblige à se battre puis à battre momentanément en retraite, interrompant ainsi leur progression.

Dans le cadre des combats et d’autres situations de jeu où l’action se déroule très vite et où chaque instant peut être crucial, le jeu utilise un système de rounds, le round étant une unité de temps qui dure 6 secondes.


Id: tiefling_hd.md#tieffelin
RootId: tiefling_hd.md
ParentLink: races_hd.md#
Name: Tieffelin
ParentName: Races
ParentNameLink: <!--ParentNameLink-->[Races](races_hd.md#)<!--/ParentNameLink-->
AltName: Tiefling (SRD p7)
Source: (MDR p71)
Discriminator: RaceItem
FullName: Tieffelin
IntelligenceBonus: 1
CharismaBonus: 2
RaceItem_Size: Les tieffelins sont de taille et de corpulence comparable aux humains. Ils sont de taille moyenne.
RaceItem_Speed: Votre vitesse au sol de base est de 9 mètres.
RaceItem_Languages: Vous pouvez parler, lire et écrire en commun et en infernal.
Markdown:
>  <!--ParentNameLink-->[Races](races_hd.md#)<!--/ParentNameLink-->

---


# <!--Name-->Tieffelin<!--/Name-->

- AltName: <!--AltName-->Tiefling (SRD p7)<!--/AltName-->
- Source: <!--Source-->(MDR p71)<!--/Source-->

## Traits des tieffelins

Les tieffelins ont hérité de certains traits raciaux infernaux liés à leur ascendance infernale.

**Augmentation de caractéristiques.** <!--AbilityScoreIncrease-->Votre valeur de [Charisme](abilities_charisma_hd.md) augmente de 2 et votre valeur d'[Intelligence](abilities_intelligence_hd.md) de 1.<!--/AbilityScoreIncrease-->

**Âge.** <!--Age-->Les tieffelins vieillissent à une vitesse comparable aux humains, mais ils vivent quelques années supplémentaires.<!--/Age-->

**Alignement.** <!--Alignment-->Les tieffelins ont beau ne pas être naturellement attirés vers le mal, la plupart d'entre eux sont quand même d'alignement Mauvais. Mais qu'ils soient mauvais ou non, leur nature indépendante les pousse généralement à un comportement chaotique.<!--/Alignment-->

**Taille.** <!--Size-->Les tieffelins sont de taille et de corpulence comparable aux humains. Ils sont de taille moyenne.<!--/Size-->

**Vitesse.** <!--Speed-->Votre vitesse au sol de base est de 9 mètres.<!--/Speed-->

**Vision dans le noir.** <!--Darkvision-->Grâce à votre ascendance infernale, vous avez hérité d'une vision supérieure dans l'obscurité et dans la lumière faible. Dans un rayon de 18 mètres, vous pouvez voir dans une zone de lumière faible comme s'il s'agissait d'une lumière vive et dans l'obscurité comme s'il s'agissait d'une lumière faible. Par contre, vous ne distinguez pas les couleurs dans l'obscurité, seulement des nuances de gris.<!--/Darkvision-->

**Résistance infernale.** <!--HellishResistance-->Vous êtes résistant aux dégâts de feu.<!--/HellishResistance-->

**Ascendance infernale.** <!--InfernalLegacy-->Vous connaissez le tour de magie thaumaturgie. Quand vous atteignez le niveau 3, vous pouvez lancer une fois le sort représailles infernales comme sort de niveau 2 grâce à ce trait. Pour pouvoir lancer de nouveau ce sort, vous devez terminer un repos long. À partir du niveau 5, vous pouvez lancer une fois le sort ténèbres grâce à ce trait. Pour pouvoir lancer de nouveau ce sort, vous devez finir un repos long. Votre caractéristique d'incantation pour lancer ces sorts est le [Charisme](abilities_charisma_hd.md).<!--/InfernalLegacy-->

**Langues.** <!--Languages-->Vous pouvez parler, lire et écrire en commun et en infernal.<!--/Languages-->

Age:
Les tieffelins vieillissent à une vitesse comparable aux humains, mais ils vivent quelques années supplémentaires.

RaceItem_Alignment:
Les tieffelins ont beau ne pas être naturellement attirés vers le mal, la plupart d'entre eux sont quand même d'alignement Mauvais. Mais qu'ils soient mauvais ou non, leur nature indépendante les pousse généralement à un comportement chaotique.

Darkvision:
Grâce à votre ascendance infernale, vous avez hérité d'une vision supérieure dans l'obscurité et dans la lumière faible. Dans un rayon de 18 mètres, vous pouvez voir dans une zone de lumière faible comme s'il s'agissait d'une lumière vive et dans l'obscurité comme s'il s'agissait d'une lumière faible. Par contre, vous ne distinguez pas les couleurs dans l'obscurité, seulement des nuances de gris.

AbilityScoreIncrease:
Votre valeur de [Charisme](abilities_charisma_hd.md) augmente de 2 et votre valeur d'[Intelligence](abilities_intelligence_hd.md) de 1.


Id: spells_vo.md#spells-srd-p
RootId: spells_vo.md
ParentLink: index.md
Name: Spells (SRD p)
ParentName: SRD
ParentNameLink: <!--ParentNameLink-->[SRD](index.md)<!--/ParentNameLink-->
AltName: [Sorts](spells_hd.md)
Discriminator: SpellItems
SpellItems_Family: SpellVO
SpellItems_Classes: Bard|Cleric|Druid|Paladin|Ranger|Sorcerer|Wizard|Warlock
Levels: Cantrip|Level 1|Level 2|Level 3|Level 4|Level 5|Level 6|Level 7|Level 8|Level 9
Schools: Abjuration|Conjuration|Divination|Enchantment|Evocation|Illusion|Necromancy|Transmutation
Rituals: Ritual
SpellItems_Sources: SRD
Markdown:
>  <!--ParentNameLink-->[SRD](index.md)<!--/ParentNameLink-->

---


# <!--Name-->Spells (SRD p)<!--/Name-->

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

SubMarkdown:
> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Acid Splash

- MDR: [Aspersion acide](spells_hd.md#aspersion-acide)
- Source: (SRD p114)
-  Conjuration cantrip
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Sorcerer, Wizard

### Description

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

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

[Aspersion acide]: spells_hd.md#aspersion-acide
[Aide]: spells_hd.md#aide
[Alarme]: spells_hd.md#alarme
[Modifier son apparence]: spells_hd.md#modifier-son-apparence
[Amitié avec les animaux]: spells_hd.md#amitié-avec-les-animaux
[Messager animal]: spells_hd.md#messager-animal
[Formes animales]: spells_hd.md#formes-animales
[Animation des morts]: spells_hd.md#animation-des-morts
[Animation des objets]: spells_hd.md#animation-des-objets
[Coquille antivie]: spells_hd.md#coquille-antivie
[Champ antimagie]: spells_hd.md#champ-antimagie
[Répulsion/attirance]: spells_hd.md#répulsionattirance
[Oeil magique]: spells_hd.md#oeil-magique
[Verrou magique]: spells_hd.md#verrou-magique
[Projection astrale]: spells_hd.md#projection-astrale
[Augure]: spells_hd.md#augure
[Éveil]: spells_hd.md#Éveil
[Fléau]: spells_hd.md#fléau
[Bannissement]: spells_hd.md#bannissement
[Peau d'écorce]: spells_hd.md#peau-décorce
[Lueur d'espoir]: spells_hd.md#lueur-despoir
[Jeter une malédiction]: spells_hd.md#jeter-une-malédiction
[Main magique]: spells_hd.md#main-magique
[Barrière de lames]: spells_hd.md#barrière-de-lames
[Bénédiction]: spells_hd.md#bénédiction
[Flétrissement]: spells_hd.md#flétrissement
[Cécité/Surdité]: spells_hd.md#cécitésurdité
[Clignotement]: spells_hd.md#clignotement
[Flou]: spells_hd.md#flou
[Frappe lumineuse]: spells_hd.md#frappe-lumineuse
[Mains brûlantes]: spells_hd.md#mains-brûlantes
[Appel de la foudre]: spells_hd.md#appel-de-la-foudre
[Apaisement des émotions]: spells_hd.md#apaisement-des-émotions
[Chaîne d'éclairs]: spells_hd.md#chaîne-déclairs
[Charme-personne]: spells_hd.md#charme-personne
[Contact glacial]: spells_hd.md#contact-glacial
[Cercle de mort]: spells_hd.md#cercle-de-mort
[Clairvoyance]: spells_hd.md#clairvoyance
[Clone]: spells_hd.md#clone
[Nuage mortel]: spells_hd.md#nuage-mortel
[Couleurs dansantes]: spells_hd.md#couleurs-dansantes
[Injonction]: spells_hd.md#injonction
[Communion]: spells_hd.md#communion
[Communion avec la nature]: spells_hd.md#communion-avec-la-nature
[Compréhension des langues]: spells_hd.md#compréhension-des-langues
[Compulsion]: spells_hd.md#compulsion
[Cône de froid]: spells_hd.md#cône-de-froid
[Confusion]: spells_hd.md#confusion
[Invoquer des animaux]: spells_hd.md#invoquer-des-animaux
[Invoquer un céleste]: spells_hd.md#invoquer-un-céleste
[Invoquer un élémentaire]: spells_hd.md#invoquer-un-élémentaire
[Invoquer une fée]: spells_hd.md#invoquer-une-fée
[Invoquer des élémentaires mineurs]: spells_hd.md#invoquer-des-élémentaires-mineurs
[Invoquer des êtres des bois]: spells_hd.md#invoquer-des-êtres-des-bois
[Contacter un autre plan]: spells_hd.md#contacter-un-autre-plan
[Contagion]: spells_hd.md#contagion
[Contingence]: spells_hd.md#contingence
[Flamme éternelle]: spells_hd.md#flamme-éternelle
[Contrôle de l'eau]: spells_hd.md#contrôle-de-leau
[Contrôle du climat]: spells_hd.md#contrôle-du-climat
[Contresort]: spells_hd.md#contresort
[Création de nourriture et d'eau]: spells_hd.md#création-de-nourriture-et-deau
[Création ou destruction d'eau]: spells_hd.md#création-ou-destruction-deau
[Création de mort-vivant]: spells_hd.md#création-de-mort-vivant
[Création]: spells_hd.md#création
[Soin des blessures]: spells_hd.md#soin-des-blessures
[Lumières dansantes]: spells_hd.md#lumières-dansantes
[Ténèbres]: spells_hd.md#ténèbres
[Vision dans le noir]: spells_hd.md#vision-dans-le-noir
[Lumière du jour]: spells_hd.md#lumière-du-jour
[Protection contre la mort]: spells_hd.md#protection-contre-la-mort
[Boule de feu à explosion retardée]: spells_hd.md#boule-de-feu-à-explosion-retardée
[Demi-plan]: spells_hd.md#demi-plan
[Détection du mal et du bien]: spells_hd.md#détection-du-mal-et-du-bien
[Détection de la magie]: spells_hd.md#détection-de-la-magie
[Détection du poison et des maladies]: spells_hd.md#détection-du-poison-et-des-maladies
[Détection des pensées]: spells_hd.md#détection-des-pensées
[Porte dimensionnelle]: spells_hd.md#porte-dimensionnelle
[Déguisement]: spells_hd.md#déguisement
[Désintégration]: spells_hd.md#désintégration
[Dissipation du mal et du bien]: spells_hd.md#dissipation-du-mal-et-du-bien
[Dissipation de la magie]: spells_hd.md#dissipation-de-la-magie
[Divination]: spells_hd.md#divination
[Faveur divine]: spells_hd.md#faveur-divine
[Parole divine]: spells_hd.md#parole-divine
[Dominer une bête]: spells_hd.md#dominer-une-bête
[Dominer un monstre]: spells_hd.md#dominer-un-monstre
[Dominer un humanoïde]: spells_hd.md#dominer-un-humanoïde
[Convocations instantanées]: spells_hd.md#convocations-instantanées
[Rêve]: spells_hd.md#rêve
[Druidisme]: spells_hd.md#druidisme
[Tremblement de terre]: spells_hd.md#tremblement-de-terre
[Explosion occulte]: spells_hd.md#explosion-occulte
[Amélioration de caractéristique]: spells_hd.md#amélioration-de-caractéristique
[Agrandir/Rétrécir]: spells_hd.md#agrandirrétrécir
[Enchevêtrement]: spells_hd.md#enchevêtrement
[Envoûtement]: spells_hd.md#envoûtement
[Forme éthérée]: spells_hd.md#forme-éthérée
[Tentacules noirs]: spells_hd.md#tentacules-noirs
[Repli expéditif]: spells_hd.md#repli-expéditif
[Mauvais oeil]: spells_hd.md#mauvais-oeil
[Fabrication]: spells_hd.md#fabrication
[Lueurs féeriques]: spells_hd.md#lueurs-féeriques
[Simulacre de vie]: spells_hd.md#simulacre-de-vie
[Peur]: spells_hd.md#peur
[Léger comme une plume]: spells_hd.md#léger-comme-une-plume
[Esprit faible]: spells_hd.md#esprit-faible
[Appel de familier]: spells_hd.md#appel-de-familier
[Trouver une monture]: spells_hd.md#trouver-une-monture
[Trouver un chemin]: spells_hd.md#trouver-un-chemin
[Trouver les pièges]: spells_hd.md#trouver-les-pièges
[Doigt de mort]: spells_hd.md#doigt-de-mort
[Trait de feu]: spells_hd.md#trait-de-feu
[Bouclier de feu]: spells_hd.md#bouclier-de-feu
[Tempête de feu]: spells_hd.md#tempête-de-feu
[Boule de feu]: spells_hd.md#boule-de-feu
[Lame de feu]: spells_hd.md#lame-de-feu
[Colonne de flamme]: spells_hd.md#colonne-de-flamme
[Sphère de feu]: spells_hd.md#sphère-de-feu
[Pétrification]: spells_hd.md#pétrification
[Vol]: spells_hd.md#vol
[Nappe de brouillard]: spells_hd.md#nappe-de-brouillard
[Interdiction]: spells_hd.md#interdiction
[Cage de force]: spells_hd.md#cage-de-force
[Prémonition]: spells_hd.md#prémonition
[Liberté de mouvement]: spells_hd.md#liberté-de-mouvement
[Forme gazeuse]: spells_hd.md#forme-gazeuse
[Portail]: spells_hd.md#portail
[Coercition mystique]: spells_hd.md#coercition-mystique
[Doux repos]: spells_hd.md#doux-repos
[Insecte géant]: spells_hd.md#insecte-géant
[Bagou]: spells_hd.md#bagou
[Globe d'invulnérabilité]: spells_hd.md#globe-dinvulnérabilité
[Glyphe de protection]: spells_hd.md#glyphe-de-protection
[Baies nourricières]: spells_hd.md#baies-nourricières
[Graisse]: spells_hd.md#graisse
[Invisibilité supérieure]: spells_hd.md#invisibilité-supérieure
[Restauration supérieure]: spells_hd.md#restauration-supérieure
[Gardien de la foi]: spells_hd.md#gardien-de-la-foi
[Protections et sceaux]: spells_hd.md#protections-et-sceaux
[Assistance]: spells_hd.md#assistance
[Balisage]: spells_hd.md#balisage
[Bourrasque]: spells_hd.md#bourrasque
[Sanctification]: spells_hd.md#sanctification
[Terrain hallucinatoire]: spells_hd.md#terrain-hallucinatoire
[Contamination]: spells_hd.md#contamination
[Hâte]: spells_hd.md#hâte
[Guérison]: spells_hd.md#guérison
[Mot de guérison]: spells_hd.md#mot-de-guérison
[Chauffer le métal]: spells_hd.md#chauffer-le-métal
[Représailles infernales]: spells_hd.md#représailles-infernales
[Festin des héros]: spells_hd.md#festin-des-héros
[Héroïsme]: spells_hd.md#héroïsme
[Immobiliser un monstre]: spells_hd.md#immobiliser-un-monstre
[Immobiliser un humanoïde]: spells_hd.md#immobiliser-un-humanoïde
[Aura sacrée]: spells_hd.md#aura-sacrée
[Marque du chasseur]: spells_hd.md#marque-du-chasseur
[Motif hypnotique]: spells_hd.md#motif-hypnotique
[Tempête de grêle]: spells_hd.md#tempête-de-grêle
[Identification]: spells_hd.md#identification
[Texte illusoire]: spells_hd.md#texte-illusoire
[Emprisonnement]: spells_hd.md#emprisonnement
[Nuage incendiaire]: spells_hd.md#nuage-incendiaire
[Blessure]: spells_hd.md#blessure
[Fléau d'insectes]: spells_hd.md#fléau-dinsectes
[Invisibilité]: spells_hd.md#invisibilité
[Saut]: spells_hd.md#saut
[Déblocage]: spells_hd.md#déblocage
[Légende]: spells_hd.md#légende
[Coffre secret]: spells_hd.md#coffre-secret
[Petite hutte]: spells_hd.md#petite-hutte
[Restauration inférieure]: spells_hd.md#restauration-inférieure
[Lévitation]: spells_hd.md#lévitation
[Lumière]: spells_hd.md#lumière
[Éclair]: spells_hd.md#Éclair
[Localiser des animaux ou des plantes]: spells_hd.md#localiser-des-animaux-ou-des-plantes
[Localiser une créature]: spells_hd.md#localiser-une-créature
[Localiser un objet]: spells_hd.md#localiser-un-objet
[Grande foulée]: spells_hd.md#grande-foulée
[Armure du mage]: spells_hd.md#armure-du-mage
[Main du mage]: spells_hd.md#main-du-mage
[Cercle magique]: spells_hd.md#cercle-magique
[Possession]: spells_hd.md#possession
[Projectile magique]: spells_hd.md#projectile-magique
[Bouche magique]: spells_hd.md#bouche-magique
[Arme magique]: spells_hd.md#arme-magique
[Image majeure]: spells_hd.md#image-majeure
[Soin des blessures de groupe]: spells_hd.md#soin-des-blessures-de-groupe
[Guérison de groupe]: spells_hd.md#guérison-de-groupe
[Mot de guérison de groupe]: spells_hd.md#mot-de-guérison-de-groupe
[Suggestion de groupe]: spells_hd.md#suggestion-de-groupe
[Labyrinthe]: spells_hd.md#labyrinthe
[Fusion dans la pierre]: spells_hd.md#fusion-dans-la-pierre
[Flèche acide]: spells_hd.md#flèche-acide
[Réparation]: spells_hd.md#réparation
[Message]: spells_hd.md#message
[Nuée de météores]: spells_hd.md#nuée-de-météores
[Esprit impénétrable]: spells_hd.md#esprit-impénétrable
[Illusion mineure]: spells_hd.md#illusion-mineure
[Mirage]: spells_hd.md#mirage
[Image miroir]: spells_hd.md#image-miroir
[Tromperie]: spells_hd.md#tromperie
[Pas brumeux]: spells_hd.md#pas-brumeux
[Modification de mémoire]: spells_hd.md#modification-de-mémoire
[Rayon de lune]: spells_hd.md#rayon-de-lune
[Chien de garde]: spells_hd.md#chien-de-garde
[Manoir somptueux]: spells_hd.md#manoir-somptueux
[Sanctuaire privé]: spells_hd.md#sanctuaire-privé
[Épée magique]: spells_hd.md#Épée-magique
[Déplacer la terre]: spells_hd.md#déplacer-la-terre
[Non-détection]: spells_hd.md#non-détection
[Aura magique de l'arcaniste]: spells_hd.md#aura-magique-de-larcaniste
[Sphère glacée]: spells_hd.md#sphère-glacée
[Sphère résiliente]: spells_hd.md#sphère-résiliente
[Danse irrésistible]: spells_hd.md#danse-irrésistible
[Passage sans trace]: spells_hd.md#passage-sans-trace
[Passe-muraille]: spells_hd.md#passe-muraille
[Assassin imaginaire]: spells_hd.md#assassin-imaginaire
[Monture fantôme]: spells_hd.md#monture-fantôme
[Allié planaire]: spells_hd.md#allié-planaire
[Entrave planaire]: spells_hd.md#entrave-planaire
[Changement de plan]: spells_hd.md#changement-de-plan
[Croissance végétale]: spells_hd.md#croissance-végétale
[Bouffée de poison]: spells_hd.md#bouffée-de-poison
[Métamorphose]: spells_hd.md#métamorphose
[Mot de pouvoir mortel]: spells_hd.md#mot-de-pouvoir-mortel
[Mot de pouvoir étourdissant]: spells_hd.md#mot-de-pouvoir-étourdissant
[Prière de soins]: spells_hd.md#prière-de-soins
[Prestidigitation]: spells_hd.md#prestidigitation
[Embruns prismatiques]: spells_hd.md#embruns-prismatiques
[Mur prismatique]: spells_hd.md#mur-prismatique
[Produire une flamme]: spells_hd.md#produire-une-flamme
[Illusion programmée]: spells_hd.md#illusion-programmée
[Image projetée]: spells_hd.md#image-projetée
[Protection contre les énergies]: spells_hd.md#protection-contre-les-énergies
[Protection contre le mal et le bien]: spells_hd.md#protection-contre-le-mal-et-le-bien
[Protection contre le poison]: spells_hd.md#protection-contre-le-poison
[Purification de la nourriture et de l'eau]: spells_hd.md#purification-de-la-nourriture-et-de-leau
[Rappel à la vie]: spells_hd.md#rappel-à-la-vie
[Lien télépathique]: spells_hd.md#lien-télépathique
[Rayon affaiblissant]: spells_hd.md#rayon-affaiblissant
[Rayon de givre]: spells_hd.md#rayon-de-givre
[Régénération]: spells_hd.md#régénération
[Réincarnation]: spells_hd.md#réincarnation
[Lever une malédiction]: spells_hd.md#lever-une-malédiction
[Résistance]: spells_hd.md#résistance
[Résurrection]: spells_hd.md#résurrection
[Inversion de la gravité]: spells_hd.md#inversion-de-la-gravité
[Revigorer]: spells_hd.md#revigorer
[Corde enchantée]: spells_hd.md#corde-enchantée
[Flamme sacrée]: spells_hd.md#flamme-sacrée
[Sanctuaire]: spells_hd.md#sanctuaire
[Rayon ardent]: spells_hd.md#rayon-ardent
[Scrutation]: spells_hd.md#scrutation
[Voir l'invisible]: spells_hd.md#voir-linvisible
[Apparence trompeuse]: spells_hd.md#apparence-trompeuse
[Envoi de message]: spells_hd.md#envoi-de-message
[Séquestration]: spells_hd.md#séquestration
[Changement de forme]: spells_hd.md#changement-de-forme
[Briser]: spells_hd.md#briser
[Bouclier]: spells_hd.md#bouclier
[Bouclier de la foi]: spells_hd.md#bouclier-de-la-foi
[Gourdin magique]: spells_hd.md#gourdin-magique
[Poigne électrique]: spells_hd.md#poigne-électrique
[Silence]: spells_hd.md#silence
[Image silencieuse]: spells_hd.md#image-silencieuse
[Simulacre]: spells_hd.md#simulacre
[Sommeil]: spells_hd.md#sommeil
[Tempête de neige]: spells_hd.md#tempête-de-neige
[Lenteur]: spells_hd.md#lenteur
[Épargner les mourants]: spells_hd.md#Épargner-les-mourants
[Communication avec les animaux]: spells_hd.md#communication-avec-les-animaux
[Communication avec les morts]: spells_hd.md#communication-avec-les-morts
[Communication avec les plantes]: spells_hd.md#communication-avec-les-plantes
[Pattes d'araignée]: spells_hd.md#pattes-daraignée
[Croissance d'épines]: spells_hd.md#croissance-dépines
[Esprits gardiens]: spells_hd.md#esprits-gardiens
[Arme spirituelle]: spells_hd.md#arme-spirituelle
[Nuage puant]: spells_hd.md#nuage-puant
[Façonnage de la pierre]: spells_hd.md#façonnage-de-la-pierre
[Peau de pierre]: spells_hd.md#peau-de-pierre
[Tempête vengeresse]: spells_hd.md#tempête-vengeresse
[Suggestion]: spells_hd.md#suggestion
[Rayon de soleil]: spells_hd.md#rayon-de-soleil
[Éclat du soleil]: spells_hd.md#Éclat-du-soleil
[Symbole]: spells_hd.md#symbole
[Fou rire]: spells_hd.md#fou-rire
[Télékinésie]: spells_hd.md#télékinésie
[Téléportation]: spells_hd.md#téléportation
[Cercle de téléportation]: spells_hd.md#cercle-de-téléportation
[Disque flottant]: spells_hd.md#disque-flottant
[Thaumaturgie]: spells_hd.md#thaumaturgie
[Vague tonnante]: spells_hd.md#vague-tonnante
[Arrêt du temps]: spells_hd.md#arrêt-du-temps
[Langues]: spells_hd.md#langues
[Transport végétal]: spells_hd.md#transport-végétal
[Passage par les arbres]: spells_hd.md#passage-par-les-arbres
[Métamorphose suprême]: spells_hd.md#métamorphose-suprême
[Résurrection suprême]: spells_hd.md#résurrection-suprême
[Vision suprême]: spells_hd.md#vision-suprême
[Viser juste]: spells_hd.md#viser-juste
[Serviteur invisible]: spells_hd.md#serviteur-invisible
[Caresse du vampire]: spells_hd.md#caresse-du-vampire
[Moquerie cruelle]: spells_hd.md#moquerie-cruelle
[Mur de feu]: spells_hd.md#mur-de-feu
[Mur de force]: spells_hd.md#mur-de-force
[Mur de glace]: spells_hd.md#mur-de-glace
[Mur de pierre]: spells_hd.md#mur-de-pierre
[Mur d'épines]: spells_hd.md#mur-dépines
[Lien de protection]: spells_hd.md#lien-de-protection
[Respiration aquatique]: spells_hd.md#respiration-aquatique
[Marche sur l'eau]: spells_hd.md#marche-sur-leau
[Toile d'araignée]: spells_hd.md#toile-daraignée
[Étrangeté]: spells_hd.md#Étrangeté
[Marche sur le vent]: spells_hd.md#marche-sur-le-vent
[Mur de vent]: spells_hd.md#mur-de-vent
[Souhait]: spells_hd.md#souhait
[Mot de retour]: spells_hd.md#mot-de-retour
[Zone de vérité]: spells_hd.md#zone-de-vérité
[antimagic field]: spells_vo.hd#antimagic-field
[arcane lock]: spells_vo.hd#arcane-lock
[charm person]: spells_vo.hd#charm-person
[confusion]: spells_vo.hd#confusion
[daylight]: spells_vo.hd#daylight
[dancing lights]: spells_vo.hd#dancing-lights
[detect magic]: spells_vo.hd#detect-magic
[disintegrate]: spells_vo.hd#disintegrate
[dispel magic]: spells_vo.hd#dispel-magic
[entangle]: spells_vo.hd#entangle
[fireball]: spells_vo.hd#fireball
[greater restoration]: spells_vo.hd#greater-restoration
[heal]: spells_vo.hd#heal
[knock]: spells_vo.hd#knock
[magic missile]: spells_vo.hd#magic-missile
[minor illusion]: spells_vo.hd#minor-illusion
[passwall]: spells_vo.hd#passwall
[plane shift]: spells_vo.hd#plane-shift
[protection from evil and good]: spells_vo.hd#protection-from-evil-and-good
[remove curse]: spells_vo.hd#remove-curse
[stinking cloud]: spells_vo.hd#stinking-cloud
[suggestion]: spells_vo.hd#suggestion
[true resurrection]: spells_vo.hd#true-resurrection
[wall of fire]: spells_vo.hd#wall-of-fire
[wall of force]: spells_vo.hd#wall-of-force
[web]: spells_vo.hd#web
[wish]: spells_vo.hd#wish
[SpellsVO]: #
[SpellVO]: #
> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Aid

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Alarm

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Alter Self

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

### Description

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Animal Friendship

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Animal Messenger

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

### Description

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Animal Shapes

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

### Description

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Animate Dead

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

### Description

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Animate Objects

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

### Description

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

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

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Antilife Shell

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

### Description

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Antimagic Field

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

### Description

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

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

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

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

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

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

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Antipathy/Sympathy

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

### Description

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

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

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Arcane Eye

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

### Description

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Arcane Lock

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Astral Projection

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

### Description

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

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

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Augury

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

### Description

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

* Weal, for good results

* Woe, for bad results

* Weal and woe, for both good and bad results

* Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Awaken

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Bane

- MDR: [Fléau](spells_hd.md#fléau)
- Source: (SRD p120)
-  1st-level enchantment
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** V, S, M (a drop of blood)
- **Duration :** Concentration, up to 1 minute
- Classes: Bard, Cleric

### Description

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Banishment

- MDR: [Bannissement](spells_hd.md#bannissement)
- Source: (SRD p120)
-  4th-level abjuration
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S, M (an item distasteful to the target)
- **Duration :** Concentration, up to 1 minute
- Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard

### Description

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Barkskin

- MDR: [Peau d'écorce](spells_hd.md#peau-décorce)
- Source: (SRD p121)
-  2nd-level transmutation
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S, M (a handful of oak bark)
- **Duration :** Concentration, up to 1 hour
- Classes: Druid, Ranger

### Description

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Beacon of Hope

- MDR: [Lueur d'espoir](spells_hd.md#lueur-despoir)
- Source: (SRD p121)
-  3th-level abjuration
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** V, S
- **Duration :** Concentration, up to 1 minute
- Classes: Cleric

### Description

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Bestow curse

- MDR: [Jeter une malédiction](spells_hd.md#jeter-une-malédiction)
- Source: (SRD p121)
-  3th-level necromancy
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S
- **Duration :** Concentration, up to 1 minute
- Classes: Bard, Cleric, Wizard

### Description

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

* Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.

* While cursed, the target has disadvantage on attack rolls against you.

* While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.

* While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A _[remove curse](spells_vo.hd#remove-curse)_ spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

**_At Higher Levels_**. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Arcane Hand

- MDR: [Main magique](spells_hd.md#main-magique)
- Source: (SRD p118)
-  5th-level evocation
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S, M (an eggshell and a snakeskin glove)
- **Duration :** Concentration, up to 1 minute
- Classes: Wizard

### Description

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

**Clenched Fist**. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

**Forceful Hand**. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

**Grasping Hand**. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

**Interposing Hand**. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.

**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Blade Barrier

- MDR: [Barrière de lames](spells_hd.md#barrière-de-lames)
- Source: (SRD p122)
-  6th-level evocation
- **Casting Time :** 1 action
- **Range :** 90 feet
- **Components :** V, S
- **Duration :** Concentration, up to 10 minutes
- Classes: Cleric

### Description

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Bless

- MDR: [Bénédiction](spells_hd.md#bénédiction)
- Source: (SRD p122)
-  1st-level enchantment
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** V, S, M (a sprinkling of holy water)
- **Duration :** Concentration, up to 1 minute
- Classes: Cleric, Paladin

### Description

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Blight

- MDR: [Flétrissement](spells_hd.md#flétrissement)
- Source: (SRD p122)
-  4th-level necromancy
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Druid, Sorcerer, Warlock, Wizard

### Description

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Blindness/Deafness

- MDR: [Cécité/Surdité](spells_hd.md#cécitésurdité)
- Source: (SRD p122)
-  2nd-level necromancy
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** V
- **Duration :** 1 minute
- Classes: Bard, Cleric, Sorcerer, Wizard

### Description

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either [blinded](conditions_vo.md#blinded) or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Blink

- MDR: [Clignotement](spells_hd.md#clignotement)
- Source: (SRD p122)
-  3th-level transmutation
- **Casting Time :** 1 action
- **Range :** Self
- **Components :** V, S
- **Duration :** 1 minute
- Classes: Sorcerer, Wizard

### Description

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Blur

- MDR: [Flou](spells_hd.md#flou)
- Source: (SRD p123)
-  2nd-level illusion
- **Casting Time :** 1 action
- **Range :** Self
- **Components :** V
- **Duration :** Concentration, up to 1 minute
- Classes: Sorcerer, Wizard

### Description

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Branding Smite

- MDR: [Frappe lumineuse](spells_hd.md#frappe-lumineuse)
- Source: (SRD p123)
-  2nd-level evocation
- **Casting Time :** 1 bonus action
- **Range :** Self
- **Components :** V
- **Duration :** Concentration, up to 1 minute
- Classes: Paladin

### Description

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Burning Hands

- MDR: [Mains brûlantes](spells_hd.md#mains-brûlantes)
- Source: (SRD p123)
-  1st-level evocation
- **Casting Time :** 1 action
- **Range :** Self (15-foot cone)
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Sorcerer, Wizard

### Description

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

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

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Call Lightning

- MDR: [Appel de la foudre](spells_hd.md#appel-de-la-foudre)
- Source: (SRD p123)
-  3th-level conjuration
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S
- **Duration :** Concentration, up to 10 minutes
- Classes: Druid

### Description

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Calm Emotions

- MDR: [Apaisement des émotions](spells_hd.md#apaisement-des-émotions)
- Source: (SRD p123)
-  2nd-level enchantment
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** Concentration, up to 1 minute
- Classes: Bard, Cleric

### Description

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

* You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

* Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Chain Lightning

- MDR: [Chaîne d'éclairs](spells_hd.md#chaîne-déclairs)
- Source: (SRD p124)
-  6th-level evocation
- **Casting Time :** 1 action
- **Range :** 150 feet
- **Components :** V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
- **Duration :** Instantaneous
- Classes: Sorcerer, Wizard

### Description

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Charm Person

- MDR: [Charme-personne](spells_hd.md#charme-personne)
- Source: (SRD p124)
-  1st-level enchantment
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** V, S
- **Duration :** 1 hour
- Classes: Bard, Druid, Sorcerer, Warlock, Wizard

### Description

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Chill Touch

- MDR: [Contact glacial](spells_hd.md#contact-glacial)
- Source: (SRD p124)
-  Necromancy cantrip
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S
- **Duration :** 1 round
- Classes: Sorcerer, Warlock, Wizard

### Description

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Circle of Death

- MDR: [Cercle de mort](spells_hd.md#cercle-de-mort)
- Source: (SRD p124)
-  6th-level necromancy
- **Casting Time :** 1 action
- **Range :** 150 feet
- **Components :** V, S, M (the powder of a crushed black pearl worth at least 500 gp)
- **Duration :** Instantaneous
- Classes: Sorcerer, Warlock, Wizard

### Description

A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Clairvoyance

- MDR: [Clairvoyance](spells_hd.md#clairvoyance)
- Source: (SRD p124)
-  3th-level divination
- **Casting Time :** 10 minutes
- **Range :** 1 mile
- **Components :** V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
- **Duration :** Concentration, up to 10 minutes
- Classes: Bard, Cleric, Sorcerer, Wizard

### Description

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from _see invisibility_ or truesight) sees a luminous, intangible orb about the size of your fist.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Clone

- MDR: [Clone](spells_hd.md#clone)
- Source: (SRD p125)
-  8th-level necromancy
- **Casting Time :** 1 hour
- **Range :** Touch
- **Components :** V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)
- **Duration :** Instantaneous
- Classes: Wizard

### Description

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return.

The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Cloudkill

- MDR: [Nuage mortel](spells_hd.md#nuage-mortel)
- Source: (SRD p125)
-  5th-level conjuration
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S
- **Duration :** Concentration, up to 10 minutes
- Classes: Sorcerer, Wizard

### Description

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Color Spray

- MDR: [Couleurs dansantes](spells_hd.md#couleurs-dansantes)
- Source: (SRD p125)
-  1st-level illusion
- **Casting Time :** 1 action
- **Range :** Self (15-foot cone)
- **Components :** V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
- **Duration :** 1 round
- Classes: Sorcerer, Wizard

### Description

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is [blinded](conditions_vo.md#blinded) until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Command

- MDR: [Injonction](spells_hd.md#injonction)
- Source: (SRD p125)
-  1st-level enchantment
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V
- **Duration :** 1 round
- Classes: Cleric, Paladin

### Description

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target is prevented from following your command, the spell ends.

**_Approach_**. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

**_Drop_**. The target drops whatever it is holding and then ends its turn.

**_Flee_**. The target spends its turn moving away from you by the fastest available means.

**_Grovel_**. The target falls prone and then ends its turn.

**_Halt_**. The target stays where it is and takes no actions.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Commune

- MDR: [Communion](spells_hd.md#communion)
- Source: (SRD p126)
-  5th-level divination (ritual)
- **Casting Time :** 1 minute
- **Range :** Self
- **Components :** V, S, M (incense and a vial of holy or unholy water)
- **Duration :** 1 minute
- Classes: Cleric

### Description

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Commune with Nature

- MDR: [Communion avec la nature](spells_hd.md#communion-avec-la-nature)
- Source: (SRD p126)
-  5th-level divination (ritual)
- **Casting Time :** 1 minute
- **Range :** Self
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Druid, Ranger

### Description

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

* terrain and bodies of water

* prevalent plants, minerals, animals, or peoples

* powerful celestials, fey, fiends, elementals, or undead

* influence from other planes of existence

* buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Comprehend Languages

- MDR: [Compréhension des langues](spells_hd.md#compréhension-des-langues)
- Source: (SRD p126)
-  1st-level divination (ritual)
- **Casting Time :** 1 action
- **Range :** Self
- **Components :** V, S, M (a pinch of soot and salt)
- **Duration :** 1 hour
- Classes: Bard, Sorcerer, Warlock, Wizard

### Description

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Compulsion

- MDR: [Compulsion](spells_hd.md#compulsion)
- Source: (SRD p126)
-  4th-level enchantment
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** V, S
- **Duration :** Concentration, up to 1 minute
- Classes: Bard

### Description

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect.

A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Cone of Cold

- MDR: [Cône de froid](spells_hd.md#cône-de-froid)
- Source: (SRD p127)
-  5th-level evocation
- **Casting Time :** 1 action
- **Range :** Self (60-foot cone)
- **Components :** V, S, M (a small crystal or glass cone)
- **Duration :** Instantaneous
- Classes: Sorcerer, Wizard

### Description

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Confusion

- MDR: [Confusion](spells_hd.md#confusion)
- Source: (SRD p127)
-  4th-level enchantment
- **Casting Time :** 1 action
- **Range :** 90 feet
- **Components :** V, S, M (three nut shells)
- **Duration :** Concentration, up to 1 minute
- Classes: Bard, Druid, Sorcerer, Wizard

### Description

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

|d10|Behavior|
|---|---|
|1|The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.|
|2-6|The creature doesn't move or take actions this turn.|
|7-8|The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.|
|9–10|The creature can act and move normally.|

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Conjure Animals

- MDR: [Invoquer des animaux](spells_hd.md#invoquer-des-animaux)
- Source: (SRD p127)
-  3th-level conjuration
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** Concentration, up to 1 hour
- Classes: Druid, Ranger

### Description

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

* One beast of challenge rating 2 or lower

* Two beasts of challenge rating 1 or lower

* Four beasts of challenge rating 1/2 or lower

* Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.

**_At Higher Levels_**. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Conjure Celestial

- MDR: [Invoquer un céleste](spells_hd.md#invoquer-un-céleste)
- Source: (SRD p127)
-  7th-level conjuration
- **Casting Time :** 1 minute
- **Range :** 90 feet
- **Components :** V, S
- **Duration :** Concentration, up to 1 hour
- Classes: Cleric

### Description

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.

The DM has the celestial's statistics.

**_At Higher Levels_**. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Conjure Elemental

- MDR: [Invoquer un élémentaire](spells_hd.md#invoquer-un-élémentaire)
- Source: (SRD p128)
-  5th-level conjuration
- **Casting Time :** 1 minute
- **Range :** 90 feet
- **Components :** V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
- **Duration :** Concentration, up to 1 hour
- Classes: Druid, Wizard

### Description

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental's statistics.

**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Conjure Fey

- MDR: [Invoquer une fée](spells_hd.md#invoquer-une-fée)
- Source: (SRD p128)
-  6th-level conjuration
- **Casting Time :** 1 minute
- **Range :** 90 feet
- **Components :** V, S
- **Duration :** Concentration, up to 1 hour
- Classes: Druid, Warlock

### Description

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the fey creature's statistics.

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Conjure Minor Elementals

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

### Description

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

* One elemental of challenge rating 2 or lower

* Two elementals of challenge rating 1 or lower

* Four elementals of challenge rating 1/2 or lower

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

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

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

The DM has the creatures' statistics.

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Conjure Woodland Beings

- MDR: [Invoquer des êtres des bois](spells_hd.md#invoquer-des-êtres-des-bois)
- Source: (SRD p129)
-  4th-level conjuration
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S, M (one holly berry per creature summoned)
- **Duration :** Concentration, up to 1 hour
- Classes: Druid, Ranger

### Description

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

* One fey creature of challenge rating 2 or lower

* Two fey creatures of challenge rating 1 or lower

* Four fey creatures of challenge rating 1/2 or lower

* Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

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

The DM has the creatures' statistics.

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Contact Other Plane

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Contagion

- MDR: [Contagion](spells_hd.md#contagion)
- Source: (SRD p129)
-  5th-level necromancy
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** 
- **Duration :** 7 days
- Classes: Cleric, Druid

### Description

Component: V, S

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

**Blinding Sickness**. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is [blinded](conditions_vo.md#blinded).

**Filth Fever**. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

**Flesh Rot**. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

**Mindfire**. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the _[confusion](spells_hd.md#confusion)_ spell during combat.

**Seizure**. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

**Slimy Doom**. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Contingency

- MDR: [Contingence](spells_hd.md#contingence)
- Source: (SRD p130)
-  6th-level evocation
- **Casting Time :** 10 minutes
- **Range :** Self
- **Components :** V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)
- **Duration :** 10 days
- Classes: Wizard

### Description

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting _contingency_, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a _contingency_ cast with _water breathing_ might stipulate that _water breathing_ comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then _contingency_ ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one _contingency_ spell at a time. If you cast this spell again, the effect of another _contingency_ spell on you ends. Also, _contingency_ ends on you if its material component is ever not on your person.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Continual Flame

- MDR: [Flamme éternelle](spells_hd.md#flamme-éternelle)
- Source: (SRD p130)
-  2nd-level evocation
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S, M (ruby dust worth 50 gp, which the spell consumes)
- **Duration :** Until dispelled
- Classes: Cleric, Wizard

### Description

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Control Water

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

### Description

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

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

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

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Control Weather

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

### Description

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

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

Precipitation

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

Temperature

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

Wind

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Counterspell

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Create Food and Water

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

### Description

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Create or Destroy Water

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

### Description

You either create or destroy water.

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Create Undead

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

### Description

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

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Creation

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

### Description

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

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Cure Wounds

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Dancing Lights

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Darkness

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

### Description

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Darkvision

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

### Description

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Daylight

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

### Description

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Death Ward

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

### Description

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Delayed Blast Fireball

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

### Description

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

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Demiplane

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Detect Evil and Good

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Detect Magic

- MDR: [Détection de la magie](spells_hd.md#détection-de-la-magie)
- Source: (SRD p134)
-  1st-level divination (ritual)
- **Casting Time :** 1 action
- **Range :** Self
- **Components :** V, S
- **Duration :** Concentration, up to 10 minutes
- Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Detect Poison and Disease

- MDR: [Détection du poison et des maladies](spells_hd.md#détection-du-poison-et-des-maladies)
- Source: (SRD p134)
-  1st-level divination (ritual)
- **Casting Time :** 1 action
- **Range :** Self
- **Components :** V, S, M (a yew leaf)
- **Duration :** Concentration, up to 10 minutes
- Classes: Cleric, Druid, Paladin, Ranger

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Detect Thoughts

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

### Description

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

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Dimension Door

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

### Description

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Disguise Self

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

### Description

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Disintegrate

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

### Description

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

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Dispel Evil and Good

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

### Description

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Dispel Magic

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Divination

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

### Description

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

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Divine Favor

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

### Description

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Divine Word

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

### Description

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

* 50 hit points or fewer: deafened for 1 minute

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

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

* 20 hit points or fewer: killed instantly

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Dominate Beast

- MDR: [Dominer une bête](spells_hd.md#dominer-une-bête)
- Source: (SRD p137)
-  4th-level enchantment
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** Concentration, up to 1 minute
- Classes: Druid, Sorcerer

### Description

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Dominate Monster

- MDR: [Dominer un monstre](spells_hd.md#dominer-un-monstre)
- Source: (SRD p137)
-  8th-level enchantment
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** Concentration, up to 1 hour
- Classes: Bard, Sorcerer, Warlock, Wizard

### Description

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

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Dominate Person

- MDR: [Dominer un humanoïde](spells_hd.md#dominer-un-humanoïde)
- Source: (SRD p138)
-  5th-level enchantment
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** Concentration, up to 1 minute
- Classes: Bard, Sorcerer, Wizard

### Description

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

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

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

Each time the target takes damage, it makes a new

Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Instant Summons

- MDR: [Convocations instantanées](spells_hd.md#convocations-instantanées)
- Source: (SRD p157)
-  6th-level conjuration (ritual)
- **Casting Time :** 1 minute
- **Range :** Touch
- **Components :** V, S, M (a sapphire worth 1,000 gp)
- **Duration :** Until dispelled
- Classes: Wizard

### Description

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.

At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

_[dispel magic](spells_vo.hd#dispel-magic)_ or a similar effect successfully applied to the sapphire ends this spell's effect.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Dream

- MDR: [Rêve](spells_hd.md#rêve)
- Source: (SRD p138)
-  5th-level illusion
- **Casting Time :** 1 minute
- **Range :** Special
- **Components :** V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
- **Duration :** 8 hours
- Classes: Bard, Warlock, Wizard

### Description

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Druidcraft

- MDR: [Druidisme](spells_hd.md#druidisme)
- Source: (SRD p138)
-  Transmutation cantrip
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Druid

### Description

Whispering to the spirits of nature, you create one of the following effects within range:

* You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

* You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

* You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Earthquake

- MDR: [Tremblement de terre](spells_hd.md#tremblement-de-terre)
- Source: (SRD p139)
-  8th-level evocation
- **Casting Time :** 1 action
- **Range :** 500 feet
- **Components :** V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
- **Duration :** Concentration, up to 1 minute
- Classes: Cleric, Druid, Sorcerer

### Description

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the DM.

**_Fissures_**. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

**_Structures_**. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Eldritch Blast

- MDR: [Explosion occulte](spells_hd.md#explosion-occulte)
- Source: (SRD p139)
-  Evocation cantrip
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Warlock

### Description

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Enhance Ability

- MDR: [Amélioration de caractéristique](spells_hd.md#amélioration-de-caractéristique)
- Source: (SRD p139)
-  2nd-level transmutation
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S, M (fur or a feather from a beast)
- **Duration :** Concentration, up to 1 hour
- Classes: Bard, Cleric, Druid, Sorcerer

### Description

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

**Bear's Endurance**. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

**Bull's Strength**. The target has advantage on Strength checks, and his or her carrying capacity doubles.

**Cat's Grace**. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

**Eagle's Splendor**. The target has advantage on Charisma checks.

**Fox's Cunning**. The target has advantage on Intelligence checks.

**Owl's Wisdom**. The target has advantage on Wisdom checks.

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Enlarge/Reduce

- MDR: [Agrandir/Rétrécir](spells_hd.md#agrandirrétrécir)
- Source: (SRD p140)
-  2nd-level transmutation
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** V, S, M (a pinch of powdered iron)
- **Duration :** Concentration, up to 1 minute
- Classes: Sorcerer, Wizard

### Description

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

**Enlarge**. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.

**Reduce**. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Entangle

- MDR: [Enchevêtrement](spells_hd.md#enchevêtrement)
- Source: (SRD p140)
-  1st-level conjuration
- **Casting Time :** 1 action
- **Range :** 90 feet
- **Components :** V, S
- **Duration :** Concentration, up to 1 minute
- Classes: Druid

### Description

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Enthrall

- MDR: [Envoûtement](spells_hd.md#envoûtement)
- Source: (SRD p140)
-  2nd-level enchantment
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** 1 minute
- Classes: Bard, Warlock

### Description

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Etherealness

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

### Description

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

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

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Black Tentacles

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

### Description

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Expeditious Retreat

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

### Description

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Eyebite

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

### Description

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Fabricate

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

### Description

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Faerie Fire

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# False Life

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Fear

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

### Description

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Feather Fall

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

### Description

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Feeblemind

- MDR: [Esprit faible](spells_hd.md#esprit-faible)
- Source: (SRD p142)
-  8th-level enchantment
- **Casting Time :** 1 action
- **Range :** 150 feet
- **Components :** V, S, M (a handful of clay, crystal, glass, or mineral spheres)
- **Duration :** Instantaneous
- Classes: Bard, Druid, Warlock, Wizard

### Description

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by _[greater restoration](spells_vo.hd#greater-restoration), [heal](spells_vo.hd#heal)_, or _[wish](spells_vo.hd#wish)_.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Find Familiar

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

### Description

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

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

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

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Find Steed

- MDR: [Trouver une monture](spells_hd.md#trouver-une-monture)
- Source: (SRD p143)
-  2nd-level conjuration
- **Casting Time :** 10 minutes
- **Range :** 30 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Paladin

### Description

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with it telepathically.

You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Find the Path

- MDR: [Trouver un chemin](spells_hd.md#trouver-un-chemin)
- Source: (SRD p143)
-  6th-level divination
- **Casting Time :** 1 minute
- **Range :** Self
- **Components :** V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object from the location you wish to find)
- **Duration :** Concentration, up to 1 day
- Classes: Bard, Cleric, Druid

### Description

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Find Traps

- MDR: [Trouver les pièges](spells_hd.md#trouver-les-pièges)
- Source: (SRD p144)
-  2nd-level divination
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Cleric, Druid, Ranger

### Description

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the _alarm_ spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Finger of Death

- MDR: [Doigt de mort](spells_hd.md#doigt-de-mort)
- Source: (SRD p144)
-  7th-level necromancy
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Sorcerer, Warlock, Wizard

### Description

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Fire Bolt

- MDR: [Trait de feu](spells_hd.md#trait-de-feu)
- Source: (SRD p144)
-  Evocation cantrip
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Sorcerer, Wizard

### Description

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Fire Shield

- MDR: [Bouclier de feu](spells_hd.md#bouclier-de-feu)
- Source: (SRD p144)
-  4th-level evocation
- **Casting Time :** 1 action
- **Range :** Self
- **Components :** V, S, M (a bit of phosphorus or a firefly)
- **Duration :** 10 minutes
- Classes: Wizard

### Description

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Fire Storm

- MDR: [Tempête de feu](spells_hd.md#tempête-de-feu)
- Source: (SRD p145)
-  7th-level evocation
- **Casting Time :** 1 action
- **Range :** 150 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Cleric, Druid, Sorcerer

### Description

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Fireball

- MDR: [Boule de feu](spells_hd.md#boule-de-feu)
- Source: (SRD p144)
-  3th-level evocation
- **Casting Time :** 1 action
- **Range :** 150 feet
- **Components :** V, S, M (a tiny ball of bat guano and sulfur)
- **Duration :** Instantaneous
- Classes: Sorcerer, Wizard

### Description

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Flame Blade

- MDR: [Lame de feu](spells_hd.md#lame-de-feu)
- Source: (SRD p145)
-  2nd-level evocation
- **Casting Time :** 1 bonus action
- **Range :** Self
- **Components :** V, S, M (leaf of sumac)
- **Duration :** Concentration, up to 10 minutes
- Classes: Druid

### Description

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Flame Strike

- MDR: [Colonne de flamme](spells_hd.md#colonne-de-flamme)
- Source: (SRD p145)
-  5th-level evocation
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S, M (pinch of sulfur)
- **Duration :** Instantaneous
- Classes: Cleric

### Description

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant 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 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Flaming Sphere

- MDR: [Sphère de feu](spells_hd.md#sphère-de-feu)
- Source: (SRD p145)
-  2nd-level conjuration
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
- **Duration :** Concentration, up to 1 minute
- Classes: Druid, Wizard

### Description

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Flesh to Stone

- MDR: [Pétrification](spells_hd.md#pétrification)
- Source: (SRD p145)
-  6th-level transmutation
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S, M (a pinch of lime, water, and earth)
- **Duration :** Concentration, up to 1 minute
- Classes: Warlock, Wizard

### Description

You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Fly

- MDR: [Vol](spells_hd.md#vol)
- Source: (SRD p146)
-  3th-level transmutation
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S, M (a wing feather from any bird)
- **Duration :** Concentration, up to 10 minutes
- Classes: Sorcerer, Warlock, Wizard

### Description

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Fog Cloud

- MDR: [Nappe de brouillard](spells_hd.md#nappe-de-brouillard)
- Source: (SRD p146)
-  1st-level conjuration
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S
- **Duration :** Concentration, up to 1 hour
- Classes: Druid, Ranger, Sorcerer, Wizard

### Description

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Forbiddance

- MDR: [Interdiction](spells_hd.md#interdiction)
- Source: (SRD p146)
-  6th-level abjuration (ritual)
- **Casting Time :** 10 minutes
- **Range :** Touch
- **Components :** V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)
- **Duration :** 1 day
- Classes: Cleric

### Description

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the _gate_ spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the _[plane shift](spells_vo.hd#plane-shift)_ spell.

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Forcecage

- MDR: [Cage de force](spells_hd.md#cage-de-force)
- Source: (SRD p147)
-  7th-level evocation
- **Casting Time :** 1 action
- **Range :** 100 feet
- **Components :** V, S, M (ruby dust worth 1,500 gp)
- **Duration :** 1 hour
- Classes: Bard, Warlock, Wizard

### Description

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

* A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

* A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can't be dispelled by _[dispel magic](spells_vo.hd#dispel-magic)_.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Foresight

- MDR: [Prémonition](spells_hd.md#prémonition)
- Source: (SRD p147)
-  9th-level divination
- **Casting Time :** 1 minute
- **Range :** Touch
- **Components :** V, S, M (a hummingbird feather)
- **Duration :** 8 hours
- Classes: Bard, Druid, Warlock, Wizard

### Description

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

This spell immediately ends if you cast it again before its duration ends.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Freedom of Movement

- MDR: [Liberté de mouvement](spells_hd.md#liberté-de-mouvement)
- Source: (SRD p147)
-  4th-level abjuration
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Gaseous Form

- MDR: [Forme gazeuse](spells_hd.md#forme-gazeuse)
- Source: (SRD p148)
-  3th-level transmutation
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Gate

- MDR: [Portail](spells_hd.md#portail)
- Source: (SRD p148)
-  9th-level conjuration
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Geas

- MDR: [Coercition mystique](spells_hd.md#coercition-mystique)
- Source: (SRD p148)
-  5th-level enchantment
- **Casting Time :** 1 minute
- **Range :** 60 feet
- **Components :** V
- **Duration :** 30 days
- Classes: Bard, Cleric, Druid, Paladin, Wizard

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Gentle Repose

- MDR: [Doux repos](spells_hd.md#doux-repos)
- Source: (SRD p148)
-  2nd-level necromancy (ritual)
- **Casting Time :** 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

### 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_.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Giant Insect

- MDR: [Insecte géant](spells_hd.md#insecte-géant)
- Source: (SRD p149)
-  4th-level transmutation
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** V, S
- **Duration :** Concentration, up to 10 minutes
- Classes: Druid

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Glibness

- MDR: [Bagou](spells_hd.md#bagou)
- Source: (SRD p149)
-  8th-level transmutation
- **Casting Time :** 1 action
- **Range :** Self
- **Components :** V
- **Duration :** 1 hour
- Classes: Bard, Warlock

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Globe of Invulnerability

- MDR: [Globe d'invulnérabilité](spells_hd.md#globe-dinvulnérabilité)
- Source: (SRD p149)
-  6th-level abjuration
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Glyph of Warding

- MDR: [Glyphe de protection](spells_hd.md#glyphe-de-protection)
- Source: (SRD p149)
-  3th-level abjuration
- **Casting Time :** 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

### 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_.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Goodberry

- MDR: [Baies nourricières](spells_hd.md#baies-nourricières)
- Source: (SRD p150)
-  1st-level transmutation
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S, M (a sprig of mistletoe)
- **Duration :** Instantaneous
- Classes: Druid, Ranger

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Grease

- MDR: [Graisse](spells_hd.md#graisse)
- Source: (SRD p150)
-  1st-level conjuration
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S, M (a bit of pork rind or butter)
- **Duration :** 1 minute
- Classes: Wizard

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Greater Invisibility

- MDR: [Invisibilité supérieure](spells_hd.md#invisibilité-supérieure)
- Source: (SRD p150)
-  4th-level illusion
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S
- **Duration :** Concentration, up to 1 minute
- Classes: Bard, Sorcerer, Wizard

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Greater Restoration

- MDR: [Restauration supérieure](spells_hd.md#restauration-supérieure)
- Source: (SRD p150)
-  5th-level abjuration
- **Casting Time :** 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

### 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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Guardian of Faith

- MDR: [Gardien de la foi](spells_hd.md#gardien-de-la-foi)
- Source: (SRD p150)
-  4th-level conjuration
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** V
- **Duration :** 8 hours
- Classes: Cleric

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Guards and Wards

- MDR: [Protections et sceaux](spells_hd.md#protections-et-sceaux)
- Source: (SRD p151)
-  6th-level abjuration
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Guidance

- MDR: [Assistance](spells_hd.md#assistance)
- Source: (SRD p151)
-  Divination cantrip
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S
- **Duration :** Concentration, up to 1 minute
- Classes: Cleric, Druid

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Guiding Bolt

- MDR: [Balisage](spells_hd.md#balisage)
- Source: (SRD p151)
-  1st-level evocation
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S
- **Duration :** 1 round
- Classes: Cleric

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Gust of Wind

- MDR: [Bourrasque](spells_hd.md#bourrasque)
- Source: (SRD p152)
-  2nd-level evocation
- **Casting Time :** 1 action
- **Range :** Self (60-foot line)
- **Components :** V, S, M (a legume seed)
- **Duration :** Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Wizard

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Hallow

- MDR: [Sanctification](spells_hd.md#sanctification)
- Source: (SRD p152)
-  5th-level evocation
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Hallucinatory Terrain

- MDR: [Terrain hallucinatoire](spells_hd.md#terrain-hallucinatoire)
- Source: (SRD p152)
-  4th-level illusion
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Harm

- MDR: [Contamination](spells_hd.md#contamination)
- Source: (SRD p153)
-  6th-level necromancy
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Cleric

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Haste

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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Heal

- MDR: [Guérison](spells_hd.md#guérison)
- Source: (SRD p153)
-  6th-level evocation
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Cleric, Druid

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Healing Word

- MDR: [Mot de guérison](spells_hd.md#mot-de-guérison)
- Source: (SRD p153)
-  1st-level evocation
- **Casting Time :** 1 bonus action
- **Range :** 60 feet
- **Components :** V
- **Duration :** Instantaneous
- Classes: Bard, Cleric, Druid

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Heat Metal

- MDR: [Chauffer le métal](spells_hd.md#chauffer-le-métal)
- Source: (SRD p153)
-  2nd-level transmutation
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Hellish Rebuke

- MDR: [Représailles infernales](spells_hd.md#représailles-infernales)
- Source: (SRD p154)
-  1st-level evocation
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Heroes' Feast

- MDR: [Festin des héros](spells_hd.md#festin-des-héros)
- Source: (SRD p154)
-  6th-level conjuration
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Heroism

- MDR: [Héroïsme](spells_hd.md#héroïsme)
- Source: (SRD p154)
-  1st-level enchantment
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S
- **Duration :** Concentration, up to 1 minute
- Classes: Bard, Paladin

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Hold Monster

- MDR: [Immobiliser un monstre](spells_hd.md#immobiliser-un-monstre)
- Source: (SRD p154)
-  5th-level enchantment
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Hold Person

- MDR: [Immobiliser un humanoïde](spells_hd.md#immobiliser-un-humanoïde)
- Source: (SRD p154)
-  2nd-level enchantment
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Holy Aura

- MDR: [Aura sacrée](spells_hd.md#aura-sacrée)
- Source: (SRD p155)
-  8th-level abjuration
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Hunter's Mark

- MDR: [Marque du chasseur](spells_hd.md#marque-du-chasseur)
- Source: (SRD p155)
-  1st-level divination
- **Casting Time :** 1 bonus action
- **Range :** 90 feet
- **Components :** V
- **Duration :** Concentration, up to 1 hour
- Classes: Ranger

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Hypnotic Pattern

- MDR: [Motif hypnotique](spells_hd.md#motif-hypnotique)
- Source: (SRD p155)
-  3th-level illusion
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Ice Storm

- MDR: [Tempête de grêle](spells_hd.md#tempête-de-grêle)
- Source: (SRD p155)
-  4th-level evocation
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Identify

- MDR: [Identification](spells_hd.md#identification)
- Source: (SRD p155)
-  1st-level divination (ritual)
- **Casting Time :** 1 minute
- **Range :** Touch
- **Components :** V, S, M (a pearl worth at least 100 gp and an owl feather)
- **Duration :** Instantaneous
- Classes: Bard, Wizard

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Illusory Script

- MDR: [Texte illusoire](spells_hd.md#texte-illusoire)
- Source: (SRD p156)
-  1st-level illusion (ritual)
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Imprisonment

- MDR: [Emprisonnement](spells_hd.md#emprisonnement)
- Source: (SRD p156)
-  9th-level abjuration
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Incendiary Cloud

- MDR: [Nuage incendiaire](spells_hd.md#nuage-incendiaire)
- Source: (SRD p157)
-  8th-level conjuration
- **Casting Time :** 1 action
- **Range :** 150 feet
- **Components :** V, S
- **Duration :** Concentration, up to 1 minute
- Classes: Sorcerer, Wizard

### Description

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range.

The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Inflict Wounds

- MDR: [Blessure](spells_hd.md#blessure)
- Source: (SRD p157)
-  1st-level necromancy
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Cleric

### Description

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Insect Plague

- MDR: [Fléau d'insectes](spells_hd.md#fléau-dinsectes)
- Source: (SRD p157)
-  5th-level conjuration
- **Casting Time :** 1 action
- **Range :** 300 feet
- **Components :** V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
- **Duration :** Concentration, up to 10 minutes
- Classes: Cleric, Druid, Sorcerer

### Description

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Invisibility

- MDR: [Invisibilité](spells_hd.md#invisibilité)
- Source: (SRD p157)
-  2nd-level illusion
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S, M (an eyelash encased in gum arabic)
- **Duration :** Concentration, up to 1 hour
- Classes: Bard, Sorcerer, Warlock, Wizard

### Description

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Jump

- MDR: [Saut](spells_hd.md#saut)
- Source: (SRD p158)
-  1st-level transmutation
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S, M (a grasshopper's hind leg)
- **Duration :** 1 minute
- Classes: Druid, Ranger, Sorcerer, Wizard

### Description

You touch a creature. The creature's jump distance is tripled until the spell ends.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Knock

- MDR: [Déblocage](spells_hd.md#déblocage)
- Source: (SRD p158)
-  2nd-level transmutation
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V
- **Duration :** Instantaneous
- Classes: Bard, Sorcerer, Wizard

### Description

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with _[arcane lock](spells_vo.hd#arcane-lock)_, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Legend Lore

- MDR: [Légende](spells_hd.md#légende)
- Source: (SRD p158)
-  5th-level divination
- **Casting Time :** 10 minutes
- **Range :** Self
- **Components :** V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
- **Duration :** Instantaneous
- Classes: Bard, Cleric, Wizard

### Description

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Secret Chest

- MDR: [Coffre secret](spells_hd.md#coffre-secret)
- Source: (SRD p177)
-  4th-level conjuration
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)
- **Duration :** Instantaneous
- Classes: Wizard

### Description

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Tiny Hut

- MDR: [Petite hutte](spells_hd.md#petite-hutte)
- Source: (SRD p187)
-  3th-level evocation (ritual)
- **Casting Time :** 1 minute
- **Range :** Self (10-foot-radius hemisphere)
- **Components :** V, S, M (a small crystal bead)
- **Duration :** 8 hours
- Classes: Bard, Wizard

### Description

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Lesser Restoration

- MDR: [Restauration inférieure](spells_hd.md#restauration-inférieure)
- Source: (SRD p158)
-  2nd-level abjuration
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Bard, Cleric, Druid, Paladin, Ranger

### Description

You touch a creature and can end either one disease or one condition afflicting it. The condition can be [blinded](conditions_vo.md#blinded), deafened, paralyzed, or poisoned.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Levitate

- MDR: [Lévitation](spells_hd.md#lévitation)
- Source: (SRD p158)
-  2nd-level transmutation
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
- **Duration :** Concentration, up to 10 minutes
- Classes: Sorcerer, Wizard

### Description

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Light

- MDR: [Lumière](spells_hd.md#lumière)
- Source: (SRD p159)
-  Evocation cantrip
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, M (a firefly or phosphorescent moss)
- **Duration :** 1 hour
- Classes: Bard, Cleric, Sorcerer, Wizard

### Description

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Lightning Bolt

- MDR: [Éclair](spells_hd.md#Éclair)
- Source: (SRD p159)
-  3th-level evocation
- **Casting Time :** 1 action
- **Range :** Self (100-foot line)
- **Components :** V, S, M (a bit of fur and a rod of amber, crystal, or glass)
- **Duration :** Instantaneous
- Classes: Sorcerer, Wizard

### Description

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

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

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Locate Animals or Plants

- MDR: [Localiser des animaux ou des plantes](spells_hd.md#localiser-des-animaux-ou-des-plantes)
- Source: (SRD p159)
-  2nd-level divination (ritual)
- **Casting Time :** 1 action
- **Range :** Self
- **Components :** V, S, M (a bit of fur from a bloodhound)
- **Duration :** Instantaneous
- Classes: Bard, Druid, Ranger

### Description

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Locate Creature

- MDR: [Localiser une créature](spells_hd.md#localiser-une-créature)
- Source: (SRD p159)
-  4th-level divination
- **Casting Time :** 1 action
- **Range :** Self
- **Components :** V, S, M (a bit of fur from a bloodhound)
- **Duration :** Concentration, up to 1 hour
- Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard

### Description

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close -within 30 feet- at least once. If the creature you described or named is in a different form, such as being under the effects of a _polymorph_ spell, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Locate Object

- MDR: [Localiser un objet](spells_hd.md#localiser-un-objet)
- Source: (SRD p159)
-  2nd-level divination
- **Casting Time :** 1 action
- **Range :** Self
- **Components :** V, S, M (a forked twig)
- **Duration :** Concentration, up to 10 minutes
- Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard

### Description

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Longstrider

- MDR: [Grande foulée](spells_hd.md#grande-foulée)
- Source: (SRD p160)
-  1st-level transmutation
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S, M (a pinch of dirt)
- **Duration :** 1 hour
- Classes: Bard, Druid, Ranger, Wizard

### Description

You touch a creature. The target's speed increases by 10 feet until the spell ends.

**_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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Mage Armor

- MDR: [Armure du mage](spells_hd.md#armure-du-mage)
- Source: (SRD p160)
-  1st-level abjuration
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S, M (a piece of cured leather)
- **Duration :** 8 hours
- Classes: Sorcerer, Wizard

### Description

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Mage Hand

- MDR: [Main du mage](spells_hd.md#main-du-mage)
- Source: (SRD p160)
-  Conjuration cantrip
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** V, S
- **Duration :** 1 minute
- Classes: Bard, Sorcerer, Warlock, Wizard

### Description

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Magic Circle

- MDR: [Cercle magique](spells_hd.md#cercle-magique)
- Source: (SRD p160)
-  3th-level abjuration
- **Casting Time :** 1 minute
- **Range :** 10 feet
- **Components :** V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
- **Duration :** 1 hour
- Classes: Cleric, Paladin, Warlock, Wizard

### Description

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

* The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.

* The creature has disadvantage on attack rolls against targets within the cylinder.

* Targets within the cylinder can't be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Magic Jar

- MDR: [Possession](spells_hd.md#possession)
- Source: (SRD p160)
-  6th-level necromancy
- **Casting Time :** 1 minute
- **Range :** Self
- **Components :** V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
- **Duration :** Until dispelled
- Classes: Wizard

### Description

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.

You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a _[protection from evil and good](spells_vo.hd#protection-from-evil-and-good)_ or _magic circle_ spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.

Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.

Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.

While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

When the spell ends, the container is destroyed.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Magic Missile

- MDR: [Projectile magique](spells_hd.md#projectile-magique)
- Source: (SRD p161)
-  1st-level evocation
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Sorcerer, Wizard

### Description

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Magic Mouth

- MDR: [Bouche magique](spells_hd.md#bouche-magique)
- Source: (SRD p161)
-  2nd-level illusion (ritual)
- **Casting Time :** 1 minute
- **Range :** 30 feet
- **Components :** V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
- **Duration :** Until dispelled
- Classes: Bard, Wizard

### Description

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Magic Weapon

- MDR: [Arme magique](spells_hd.md#arme-magique)
- Source: (SRD p161)
-  2nd-level transmutation
- **Casting Time :** 1 bonus action
- **Range :** Touch
- **Components :** V, S
- **Duration :** Concentration, up to 1 hour
- Classes: Paladin, Wizard

### Description

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Major Image

- MDR: [Image majeure](spells_hd.md#image-majeure)
- Source: (SRD p162)
-  3th-level illusion
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S, M (a bit of fleece)
- **Duration :** Concentration, up to 10 minutes
- Classes: Bard, Sorcerer, Warlock, Wizard

### Description

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other 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. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

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

**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Mass Cure Wounds

- MDR: [Soin des blessures de groupe](spells_hd.md#soin-des-blessures-de-groupe)
- Source: (SRD p162)
-  5th-level evocation
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Bard, Cleric, Druid

### Description

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Mass Heal

- MDR: [Guérison de groupe](spells_hd.md#guérison-de-groupe)
- Source: (SRD p163)
-  9th-level evocation
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Cleric

### Description

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them [blinded](conditions_vo.md#blinded) or deafened. This spell has no effect on undead or constructs.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Mass Healing Word

- MDR: [Mot de guérison de groupe](spells_hd.md#mot-de-guérison-de-groupe)
- Source: (SRD p163)
-  3th-level evocation
- **Casting Time :** 1 bonus action
- **Range :** 60 feet
- **Components :** V
- **Duration :** Instantaneous
- Classes: Cleric

### Description

As you call out words of restoration, up to six creatures of your choice that you can see within range regain 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 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Mass Suggestion

- MDR: [Suggestion de groupe](spells_hd.md#suggestion-de-groupe)
- Source: (SRD p163)
-  6th-level enchantment
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
- **Duration :** 24 hours
- Classes: Bard, Sorcerer, Warlock, Wizard

### Description

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.

If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

**_At Higher Levels_**. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Maze

- MDR: [Labyrinthe](spells_hd.md#labyrinthe)
- Source: (SRD p163)
-  8th-level conjuration
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** Concentration, up to 10 minutes
- Classes: Wizard

### Description

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Meld into Stone

- MDR: [Fusion dans la pierre](spells_hd.md#fusion-dans-la-pierre)
- Source: (SRD p163)
-  3th-level transmutation (ritual)
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S
- **Duration :** 8 hours
- Classes: Cleric, Druid

### Description

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.

Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Acid Arrow

- MDR: [Flèche acide](spells_hd.md#flèche-acide)
- Source: (SRD p114)
-  2nd-level evocation
- **Casting Time :** 1 action
- **Range :** 90 feet
- **Components :** V, S, M (powdered rhubarb leaf and an adder's stomach)
- **Duration :** Instantaneous
- Classes: Wizard

### Description

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Mending

- MDR: [Réparation](spells_hd.md#réparation)
- Source: (SRD p164)
-  Transmutation cantrip
- **Casting Time :** 1 minute
- **Range :** Touch
- **Components :** V, S, M (two lodestones)
- **Duration :** Instantaneous
- Classes: Bard, Cleric, Druid, Sorcerer, Wizard

### Description

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Message

- MDR: [Message](spells_hd.md#message)
- Source: (SRD p164)
-  Transmutation cantrip
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S, M (a short piece of copper wire)
- **Duration :** 1 round
- Classes: Bard, Sorcerer, Wizard

### Description

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you re familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Meteor Swarm

- MDR: [Nuée de météores](spells_hd.md#nuée-de-météores)
- Source: (SRD p164)
-  9th-level evocation
- **Casting Time :** 1 action
- **Range :** 1 mile
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Sorcerer, Wizard

### Description

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Mind Blank

- MDR: [Esprit impénétrable](spells_hd.md#esprit-impénétrable)
- Source: (SRD p164)
-  8th-level abjuration
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S
- **Duration :** 24 hours
- Classes: Bard, Wizard

### Description

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils _[wish](spells_vo.hd#wish)_ spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Minor Illusion

- MDR: [Illusion mineure](spells_hd.md#illusion-mineure)
- Source: (SRD p164)
-  Illusion cantrip
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** S, M (a bit of fleece)
- **Duration :** 1 minute
- Classes: Bard, Sorcerer, Warlock, Wizard

### Description

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature 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 illusion becomes faint to the creature.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Mirage Arcane

- MDR: [Mirage](spells_hd.md#mirage)
- Source: (SRD p165)
-  7th-level illusion
- **Casting Time :** 10 minutes
- **Range :** Sight
- **Components :** V, S
- **Duration :** 10 days
- Classes: Bard, Druid, Wizard

### Description

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could 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.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick that is removed from the spell's area disappears immediately.

Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Mirror Image

- MDR: [Image miroir](spells_hd.md#image-miroir)
- Source: (SRD p165)
-  2nd-level illusion
- **Casting Time :** 1 action
- **Range :** Self
- **Components :** V, S
- **Duration :** 1 minute
- Classes: Sorcerer, Warlock, Wizard

### Description

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Mislead

- MDR: [Tromperie](spells_hd.md#tromperie)
- Source: (SRD p165)
-  5th-level illusion
- **Casting Time :** 1 action
- **Range :** Self
- **Components :** S
- **Duration :** Concentration, up to 1 hour
- Classes: Bard, Wizard

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Misty Step

- MDR: [Pas brumeux](spells_hd.md#pas-brumeux)
- Source: (SRD p165)
-  2nd-level conjuration
- **Casting Time :** 1 bonus action
- **Range :** Self
- **Components :** V
- **Duration :** Instantaneous
- Classes: Sorcerer, Warlock, Wizard

### Description

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Modify Memory

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

### 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).

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Moonbeam

- MDR: [Rayon de lune](spells_hd.md#rayon-de-lune)
- Source: (SRD p166)
-  2nd-level evocation
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Faithful Hound

- MDR: [Chien de garde](spells_hd.md#chien-de-garde)
- Source: (SRD p142)
-  4th-level conjuration
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Magnificent Mansion

- MDR: [Manoir somptueux](spells_hd.md#manoir-somptueux)
- Source: (SRD p162)
-  7th-level conjuration
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Private Sanctum

- MDR: [Sanctuaire privé](spells_hd.md#sanctuaire-privé)
- Source: (SRD p171)
-  4th-level abjuration
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Arcane Sword

- MDR: [Épée magique](spells_hd.md#Épée-magique)
- Source: (SRD p119)
-  7th-level evocation
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Move Earth

- MDR: [Déplacer la terre](spells_hd.md#déplacer-la-terre)
- Source: (SRD p166)
-  6th-level transmutation
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Nondetection

- MDR: [Non-détection](spells_hd.md#non-détection)
- Source: (SRD p167)
-  3th-level abjuration
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Arcanist's Magic Aura

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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Freezing Sphere

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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Resilient Sphere

- MDR: [Sphère résiliente](spells_hd.md#sphère-résiliente)
- Source: (SRD p175)
-  4th-level evocation
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Irresistible Dance

- MDR: [Danse irrésistible](spells_hd.md#danse-irrésistible)
- Source: (SRD p158)
-  6th-level enchantment
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** V
- **Duration :** Concentration, up to 1 minute
- Classes: Bard, Wizard

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Pass without Trace

- MDR: [Passage sans trace](spells_hd.md#passage-sans-trace)
- Source: (SRD p167)
-  2nd-level abjuration
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Passwall

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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Phantasmal Killer

- MDR: [Assassin imaginaire](spells_hd.md#assassin-imaginaire)
- Source: (SRD p167)
-  4th-level illusion
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S
- **Duration :** Concentration, up to 1 minute
- Classes: Wizard

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Phantom Steed

- MDR: [Monture fantôme](spells_hd.md#monture-fantôme)
- Source: (SRD p167)
-  3th-level illusion (ritual)
- **Casting Time :** 1 minute
- **Range :** 30 feet
- **Components :** V, S
- **Duration :** 1 hour
- Classes: Wizard

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Planar Ally

- MDR: [Allié planaire](spells_hd.md#allié-planaire)
- Source: (SRD p168)
-  6th-level conjuration
- **Casting Time :** 10 minutes
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Cleric

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Planar Binding

- MDR: [Entrave planaire](spells_hd.md#entrave-planaire)
- Source: (SRD p168)
-  5th-level abjuration
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Plane Shift

- MDR: [Changement de plan](spells_hd.md#changement-de-plan)
- Source: (SRD p168)
-  7th-level conjuration
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Plant Growth

- MDR: [Croissance végétale](spells_hd.md#croissance-végétale)
- Source: (SRD p169)
-  3th-level transmutation
- **Casting Time :** 1 action or 8 hours
- **Range :** 150 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Bard, Druid, Ranger

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Poison Spray

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

### 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).

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Polymorph

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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Power Word Kill

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

### Description

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Power Word Stun

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Prayer of Healing

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

### Description

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Prestidigitation

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

### Description

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

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

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

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

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Prismatic Spray

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

### Description

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

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

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

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

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

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Prismatic Wall

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

### Description

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

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

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

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

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

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

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

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

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Produce Flame

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

### Description

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Programmed Illusion

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

### Description

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Project Image

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

### Description

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Protection from Energy

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

### Description

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Protection from Evil and Good

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Protection from Poison

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Purify Food and Drink

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

### Description

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Raise Dead

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

### Description

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Telepathic Bond

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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Ray of Enfeeblement

- MDR: [Rayon affaiblissant](spells_hd.md#rayon-affaiblissant)
- Source: (SRD p174)
-  2nd-level necromancy
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** Concentration, up to 1 minute
- Classes: Warlock, Wizard

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Ray of Frost

- MDR: [Rayon de givre](spells_hd.md#rayon-de-givre)
- Source: (SRD p174)
-  Evocation cantrip
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Sorcerer, Wizard

### 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).

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Regenerate

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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Reincarnate

- MDR: [Réincarnation](spells_hd.md#réincarnation)
- Source: (SRD p174)
-  5th-level transmutation
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Remove Curse

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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Resistance

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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Resurrection

- MDR: [Résurrection](spells_hd.md#résurrection)
- Source: (SRD p175)
-  7th-level necromancy
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Reverse Gravity

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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Revivify

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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Rope Trick

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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Sacred Flame

- MDR: [Flamme sacrée](spells_hd.md#flamme-sacrée)
- Source: (SRD p176)
-  Evocation cantrip
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Cleric

### 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).

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Sanctuary

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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Scorching Ray

- MDR: [Rayon ardent](spells_hd.md#rayon-ardent)
- Source: (SRD p176)
-  2nd-level evocation
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Sorcerer, Wizard

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Scrying

- MDR: [Scrutation](spells_hd.md#scrutation)
- Source: (SRD p176)
-  5th-level divination
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# See Invisibility

- MDR: [Voir l'invisible](spells_hd.md#voir-linvisible)
- Source: (SRD p177)
-  2nd-level divination
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Seeming

- MDR: [Apparence trompeuse](spells_hd.md#apparence-trompeuse)
- Source: (SRD p177)
-  5th-level illusion
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** V, S
- **Duration :** 8 hours
- Classes: Bard, Sorcerer, Wizard

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Sending

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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Sequester

- MDR: [Séquestration](spells_hd.md#séquestration)
- Source: (SRD p178)
-  7th-level transmutation
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Shapechange

- MDR: [Changement de forme](spells_hd.md#changement-de-forme)
- Source: (SRD p178)
-  9th-level transmutation
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Shatter

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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Shield

- MDR: [Bouclier](spells_hd.md#bouclier)
- Source: (SRD p179)
-  1st-level abjuration
- **Casting Time :** 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

### 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)_.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Shield of Faith

- MDR: [Bouclier de la foi](spells_hd.md#bouclier-de-la-foi)
- Source: (SRD p179)
-  1st-level abjuration
- **Casting Time :** 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

### Description

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Shillelagh

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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Shocking Grasp

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

### 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).

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Silence

- MDR: [Silence](spells_hd.md#silence)
- Source: (SRD p179)
-  2nd-level illusion (ritual)
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S
- **Duration :** Concentration, up to 10 minutes
- Classes: Bard, Cleric, Ranger

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Silent Image

- MDR: [Image silencieuse](spells_hd.md#image-silencieuse)
- Source: (SRD p179)
-  1st-level illusion
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S, M (a bit of fleece)
- **Duration :** Concentration, up to 10 minutes
- Classes: Bard, Sorcerer, Wizard

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Simulacrum

- MDR: [Simulacre](spells_hd.md#simulacre)
- Source: (SRD p180)
-  7th-level illusion
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Sleep

- MDR: [Sommeil](spells_hd.md#sommeil)
- Source: (SRD p180)
-  1st-level enchantment
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Sleet Storm

- MDR: [Tempête de neige](spells_hd.md#tempête-de-neige)
- Source: (SRD p180)
-  3th-level conjuration
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Slow

- MDR: [Lenteur](spells_hd.md#lenteur)
- Source: (SRD p180)
-  3th-level transmutation
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S, M (a drop of molasses)
- **Duration :** Concentration, up to 1 minute
- Classes: Sorcerer, Wizard

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Spare the Dying

- MDR: [Épargner les mourants](spells_hd.md#Épargner-les-mourants)
- Source: (SRD p181)
-  Necromancy cantrip
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S
- **Duration :** Instantaneous
- Classes: Cleric

### Description

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Speak with Animals

- MDR: [Communication avec les animaux](spells_hd.md#communication-avec-les-animaux)
- Source: (SRD p181)
-  1st-level divination (ritual)
- **Casting Time :** 1 action
- **Range :** Self
- **Components :** V, S
- **Duration :** 10 minutes
- Classes: Bard, Druid, Ranger

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Speak with Dead

- MDR: [Communication avec les morts](spells_hd.md#communication-avec-les-morts)
- Source: (SRD p181)
-  3th-level necromancy
- **Casting Time :** 1 action
- **Range :** 10 feet
- **Components :** V, S, M (burning incense)
- **Duration :** 10 minutes
- Classes: Bard, Cleric

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Speak with Plants

- MDR: [Communication avec les plantes](spells_hd.md#communication-avec-les-plantes)
- Source: (SRD p181)
-  3th-level transmutation
- **Casting Time :** 1 action
- **Range :** Self (30-foot radius)
- **Components :** V, S
- **Duration :** 10 minutes
- Classes: Bard, Druid, Ranger

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Spider Climb

- MDR: [Pattes d'araignée](spells_hd.md#pattes-daraignée)
- Source: (SRD p182)
-  2nd-level transmutation
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Spike Growth

- MDR: [Croissance d'épines](spells_hd.md#croissance-dépines)
- Source: (SRD p182)
-  2nd-level transmutation
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Spirit Guardians

- MDR: [Esprits gardiens](spells_hd.md#esprits-gardiens)
- Source: (SRD p182)
-  3th-level conjuration
- **Casting Time :** 1 action
- **Range :** Self (15-foot radius)
- **Components :** V, S, M (a holy symbol)
- **Duration :** Concentration, up to 10 minutes
- Classes: Cleric

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Spiritual Weapon

- MDR: [Arme spirituelle](spells_hd.md#arme-spirituelle)
- Source: (SRD p182)
-  2nd-level evocation
- **Casting Time :** 1 bonus action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** 1 minute
- Classes: Cleric

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Stinking Cloud

- MDR: [Nuage puant](spells_hd.md#nuage-puant)
- Source: (SRD p182)
-  3th-level conjuration
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Stone Shape

- MDR: [Façonnage de la pierre](spells_hd.md#façonnage-de-la-pierre)
- Source: (SRD p183)
-  4th-level transmutation
- **Casting Time :** 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

### 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.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Stoneskin

- MDR: [Peau de pierre](spells_hd.md#peau-de-pierre)
- Source: (SRD p183)
-  4th-level abjuration
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S, M (diamond dust worth 100 gp, which the spell consumes)
- **Duration :** Concentration, up to 1 hour
- Classes: Druid, Ranger, Sorcerer, Wizard

### Description

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Storm of Vengeance

- MDR: [Tempête vengeresse](spells_hd.md#tempête-vengeresse)
- Source: (SRD p183)
-  9th-level conjuration
- **Casting Time :** 1 action
- **Range :** Sight
- **Components :** V, S
- **Duration :** Concentration, up to 1 minute
- Classes: Druid

### Description

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces additional effects on your turn.

**Round 2**. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

**Round 3**. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

**Round 4**. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

**Round 5-10**. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Suggestion

- MDR: [Suggestion](spells_hd.md#suggestion)
- Source: (SRD p183)
-  2nd-level enchantment
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
- **Duration :** Concentration, up to 8 hours
- Classes: Bard, Sorcerer, Warlock, Wizard

### Description

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Sunbeam

- MDR: [Rayon de soleil](spells_hd.md#rayon-de-soleil)
- Source: (SRD p184)
-  6th-level evocation
- **Casting Time :** 1 action
- **Range :** Self (60-foot line)
- **Components :** V, S, M (a magnifying glass)
- **Duration :** Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Wizard

### Description

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is [blinded](conditions_vo.md#blinded) until your next turn. On a successful save, it takes half as much damage and isn't [blinded](conditions_vo.md#blinded) by this spell. Undead and oozes have disadvantage on this saving throw.

You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Sunburst

- MDR: [Éclat du soleil](spells_hd.md#Éclat-du-soleil)
- Source: (SRD p184)
-  8th-level evocation
- **Casting Time :** 1 action
- **Range :** 150 feet
- **Components :** V, S, M (fire and a piece of sunstone)
- **Duration :** Instantaneous
- Classes: Druid, Sorcerer, Wizard

### Description

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is [blinded](conditions_vo.md#blinded) for 1 minute. On a successful save, it takes half as much damage and isn't [blinded](conditions_vo.md#blinded) by this spell. Undead and oozes have disadvantage on this saving throw.

A creature [blinded](conditions_vo.md#blinded) by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer [blinded](conditions_vo.md#blinded).

This spell dispels any darkness in its area that was created by a spell.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Symbol

- MDR: [Symbole](spells_hd.md#symbole)
- Source: (SRD p184)
-  7th-level abjuration
- **Casting Time :** 1 minute
- **Range :** Touch
- **Components :** V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
- **Duration :** Until dispelled or triggered
- Classes: Bard, Cleric, Wizard

### Description

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.

**Death**. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.

**Discord**. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.

**Fear**. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.

**Hopelessness**. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.

**Insanity**. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.

**Pain**. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.

**Sleep**. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

**Stunning**. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Hideous Laughter

- MDR: [Fou rire](spells_hd.md#fou-rire)
- Source: (SRD p154)
-  1st-level enchantment
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** V, S, M (tiny tarts and a feather that is waved in the air)
- **Duration :** Concentration, up to 1 minute
- Classes: Bard, Wizard

### Description

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Telekinesis

- MDR: [Télékinésie](spells_hd.md#télékinésie)
- Source: (SRD p185)
-  5th-level transmutation
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** Concentration, up to 10 minutes
- Classes: Sorcerer, Wizard

### Description

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

**_Creature_**. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

**_Object_**. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Teleport

- MDR: [Téléportation](spells_hd.md#téléportation)
- Source: (SRD p185)
-  7th-level conjuration
- **Casting Time :** 1 action
- **Range :** 10 feet
- **Components :** V
- **Duration :** Instantaneous
- Classes: Bard, Sorcerer, Wizard

### Description

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

|Familiarity|Mishap|Similar Area|Off Target|On Target|
|---|---|---|---|---|
|Permanent circle|—|—|—|01-100|
|Associated object|—|—|—|01-100|
|Very familiar|01-05|06-13|14-24|25-100|
|Seen casually|01-33|34-43|44-53|54-100|
|Viewed once|01-43|44-53|54-73|74-100|
|Description|01-43|44-53|54-73|74-100|
|False destination|01-50|51-100|—|—|

**_Familiarity_**. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know.

"Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.

"Seen casually" is someplace you have seen more than once but with which you aren't very familiar.

"Viewed once" is a place you have seen once, possibly using magic.

"Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.

"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

**_On Target_**. You and your group (or the target object) appear where you want to.

**_Off Target_**. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

**_Similar Area_**. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

**_Mishap_**. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Teleportation Circle

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

### Description

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Floating Disk

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

### Description

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Thaumaturgy

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

### Description

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

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

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

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

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Thunderwave

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

### Description

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Time Stop

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Tongues

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

### Description

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Transport via Plants

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

### Description

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Tree Stride

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

### Description

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# True Polymorph

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

### Description

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

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

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

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

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

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

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# True Resurrection

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

### Description

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# True Seeing

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

### Description

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# True Strike

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

### Description

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Unseen Servant

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

### Description

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

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

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

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Vampiric Touch

- MDR: [Caresse du vampire](spells_hd.md#caresse-du-vampire)
- Source: (SRD p189)
-  3th-level necromancy
- **Casting Time :** 1 action
- **Range :** Self
- **Components :** V, S
- **Duration :** Concentration, up to 1 minute
- Classes: Warlock, Wizard

### Description

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Vicious Mockery

- MDR: [Moquerie cruelle](spells_hd.md#moquerie-cruelle)
- Source: (SRD p189)
-  Enchantment cantrip
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V
- **Duration :** Instantaneous
- Classes: Bard

### Description

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Wall of Fire

- MDR: [Mur de feu](spells_hd.md#mur-de-feu)
- Source: (SRD p190)
-  4th-level evocation
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S, M (a small piece of phosphorus)
- **Duration :** Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Wizard

### Description

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.

The other side of the wall deals no damage.

**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Wall of Force

- MDR: [Mur de force](spells_hd.md#mur-de-force)
- Source: (SRD p190)
-  5th-level evocation
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S, M (a pinch of powder made by crushing a clear gemstone)
- **Duration :** Concentration, up to 10 minutes
- Classes: Wizard

### Description

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by _[dispel magic](spells_vo.hd#dispel-magic)_. A _[disintegrate](spells_vo.hd#disintegrate)_ spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Wall of Ice

- MDR: [Mur de glace](spells_hd.md#mur-de-glace)
- Source: (SRD p190)
-  6th-level evocation
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S, M (a small piece of quartz)
- **Duration :** Concentration, up to 10 minutes
- Classes: Wizard

### Description

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Wall of Stone

- MDR: [Mur de pierre](spells_hd.md#mur-de-pierre)
- Source: (SRD p190)
-  5th-level evocation
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S, M (a small block of granite)
- **Duration :** Concentration, up to 10 minutes
- Classes: Druid, Sorcerer, Wizard

### Description

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Wall of Thorns

- MDR: [Mur d'épines](spells_hd.md#mur-dépines)
- Source: (SRD p191)
-  6th-level conjuration
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S, M (a handful of thorns)
- **Duration :** Concentration, up to 10 minutes
- Classes: Druid

### Description

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.

**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Warding Bond

- MDR: [Lien de protection](spells_hd.md#lien-de-protection)
- Source: (SRD p191)
-  2nd-level abjuration
- **Casting Time :** 1 action
- **Range :** Touch
- **Components :** V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
- **Duration :** 1 hour
- Classes: Cleric

### Description

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Water Breathing

- MDR: [Respiration aquatique](spells_hd.md#respiration-aquatique)
- Source: (SRD p191)
-  3th-level transmutation (ritual)
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** V, S, M (a short reed or piece of straw)
- **Duration :** 24 hours
- Classes: Druid, Ranger, Sorcerer, Wizard

### Description

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Water Walk

- MDR: [Marche sur l'eau](spells_hd.md#marche-sur-leau)
- Source: (SRD p191)
-  3th-level transmutation (ritual)
- **Casting Time :** 1 action
- **Range :** 30 feet
- **Components :** V, S, M (a piece of cork)
- **Duration :** 1 hour
- Classes: Cleric, Druid, Ranger, Sorcerer

### Description

This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Web

- MDR: [Toile d'araignée](spells_hd.md#toile-daraignée)
- Source: (SRD p192)
-  2nd-level conjuration
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S, M (a bit of spiderweb)
- **Duration :** Concentration, up to 1 hour
- Classes: Sorcerer, Wizard

### Description

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Weird

- MDR: [Étrangeté](spells_hd.md#Étrangeté)
- Source: (SRD p192)
-  9th-level illusion
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S
- **Duration :** Concentration, up to 1 minute
- Classes: Wizard

### Description

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Wind Walk

- MDR: [Marche sur le vent](spells_hd.md#marche-sur-le-vent)
- Source: (SRD p192)
-  6th-level transmutation
- **Casting Time :** 1 minute
- **Range :** 30 feet
- **Components :** V, S, M (fire and holy water)
- **Duration :** 8 hours
- Classes: Druid

### Description

You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Wind Wall

- MDR: [Mur de vent](spells_hd.md#mur-de-vent)
- Source: (SRD p192)
-  3th-level evocation
- **Casting Time :** 1 action
- **Range :** 120 feet
- **Components :** V, S, M (a tiny fan and a feather of exotic origin)
- **Duration :** Concentration, up to 1 minute
- Classes: Druid, Ranger

### Description

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Wish

- MDR: [Souhait](spells_hd.md#souhait)
- Source: (SRD p193)
-  9th-level conjuration
- **Casting Time :** 1 action
- **Range :** Self
- **Components :** V
- **Duration :** Instantaneous
- Classes: Sorcerer, Wizard

### Description

_Wish_ is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:

* You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.

* You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the _[greater restoration](spells_vo.hd#greater-restoration)_ spell.

* You grant up to ten creatures that you can see resistance to a damage type you choose.

* You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.

* You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a _wish_ spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast _wish_ ever again if you suffer this stress.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

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# Word of Recall

- MDR: [Mot de retour](spells_hd.md#mot-de-retour)
- Source: (SRD p193)
-  6th-level conjuration
- **Casting Time :** 1 action
- **Range :** 5 feet
- **Components :** V
- **Duration :** Instantaneous
- Classes: Cleric

### Description

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.

You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.

> [Spells (SRD p)](spells_vo.md#spells-srd-p)

---

# Zone of Truth

- MDR: [Zone de vérité](spells_hd.md#zone-de-vérité)
- Source: (SRD p193)
-  2nd-level enchantment
- **Casting Time :** 1 action
- **Range :** 60 feet
- **Components :** V, S
- **Duration :** 10 minutes
- Classes: Bard, Cleric, Paladin

### Description

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.


