# Items

Id: spells_vo.md#gust-of-wind
ParentLink: spells_vo.md#spells-srd-p
Name: Gust of Wind
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Bourrasque](spells_hd.md#bourrasque)
Source: (SRD p152)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 2
Spell_Type: evocation
CastingTime: 1 action
Range: Self (60-foot line)
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Gust of Wind<!--/Name-->

- MDR: <!--AltName-->[Bourrasque](spells_hd.md#bourrasque)<!--/AltName-->
- Source: <!--Source-->(SRD p152)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (60-foot line)<!--/Range-->
- **Components :** <!--Components-->V, S, M (a legume seed)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid, Sorcerer, Wizard<!--/Classes-->

### Description

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.


Id: spells_vo.md#guiding-bolt
ParentLink: spells_vo.md#spells-srd-p
Name: Guiding Bolt
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Balisage](spells_hd.md#balisage)
Source: (SRD p151)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 1
Spell_Type: evocation
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
Classes: Cleric
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Guiding Bolt<!--/Name-->

- MDR: <!--AltName-->[Balisage](spells_hd.md#balisage)<!--/AltName-->
- Source: <!--Source-->(SRD p151)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->1 round<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


Id: spells_vo.md#guidance
ParentLink: spells_vo.md#spells-srd-p
Name: Guidance
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Assistance](spells_hd.md#assistance)
Source: (SRD p151)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: cantrip
Spell_Type: Divination
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Guidance<!--/Name-->

- MDR: <!--AltName-->[Assistance](spells_hd.md#assistance)<!--/AltName-->
- Source: <!--Source-->(SRD p151)<!--/Source-->
-  <!--Type-->Divination<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid<!--/Classes-->

### Description

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


Id: spells_vo.md#guards-and-wards
ParentLink: spells_vo.md#spells-srd-p
Name: Guards and Wards
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Protections et sceaux](spells_hd.md#protections-et-sceaux)
Source: (SRD p151)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 6
Spell_Type: abjuration
CastingTime: 10 minutes
Range: Touch
Duration: 24 hours
Classes: Bard, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Guards and Wards<!--/Name-->

- MDR: <!--AltName-->[Protections et sceaux](spells_hd.md#protections-et-sceaux)<!--/AltName-->
- Source: <!--Source-->(SRD p151)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)<!--/Components-->
- **Duration :** <!--Duration-->24 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Wizard<!--/Classes-->

### Description

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

_Guards and wards_ creates the following effects within the warded area.

**Corridors**. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

**Doors**. All doors in the warded area are magically locked, as if sealed by an _[arcane lock](spells_vo.hd#arcane-lock)_ spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the _[minor illusion](spells_vo.hd#minor-illusion)_ spell) to make them appear as plain sections of wall.

**Stairs**. Webs fill all stairs in the warded area from top to bottom, as the _[web](spells_vo.hd#web)_ spell. These strands regrow in 10 minutes if they are burned or torn away while _guards and wards_ lasts.

**Other Spell Effect**. You can place your choice of one of the following magical effects within the warded area of the stronghold.

* Place _[dancing lights](spells_vo.hd#dancing-lights)_ in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.

* Place _magic mouth_ in two locations.

* Place _[stinking cloud](spells_vo.hd#stinking-cloud)_ in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while _guards and wards_ lasts.

* Place a constant _gust of wind_ in one corridor or room.

* Place a _[suggestion](spells_hd.md#suggestion)_ in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.

The whole warded area radiates magic. A _[dispel magic](spells_vo.hd#dispel-magic)_ cast on a specific effect, if successful, removes only that effect.

You can create a permanently guarded and warded structure by casting this spell there every day for one year.

Components:
V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)


Id: spells_vo.md#guardian-of-faith
ParentLink: spells_vo.md#spells-srd-p
Name: Guardian of Faith
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Gardien de la foi](spells_hd.md#gardien-de-la-foi)
Source: (SRD p150)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 4
Spell_Type: conjuration
CastingTime: 1 action
Range: 30 feet
Components: V
Duration: 8 hours
Classes: Cleric
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Gardien de la foi](spells_hd.md#gardien-de-la-foi)<!--/AltName-->
- Source: <!--Source-->(SRD p150)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->8 hours<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.


Id: spells_vo.md#greater-restoration
ParentLink: spells_vo.md#spells-srd-p
Name: Greater Restoration
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Restauration supérieure](spells_hd.md#restauration-supérieure)
Source: (SRD p150)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 5
Spell_Type: abjuration
CastingTime: 1 action
Range: Touch
Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
Duration: Instantaneous
Classes: Bard, Cleric, Druid
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Greater Restoration<!--/Name-->

- MDR: <!--AltName-->[Restauration supérieure](spells_hd.md#restauration-supérieure)<!--/AltName-->
- Source: <!--Source-->(SRD p150)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (diamond dust worth at least 100 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid<!--/Classes-->

### Description

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

* One effect that charmed or petrified the target

* One curse, including the target's attunement to a cursed magic item

* Any reduction to one of the target's ability scores

* One effect reducing the target's hit point maximum


Id: spells_vo.md#greater-invisibility
ParentLink: spells_vo.md#spells-srd-p
Name: Greater Invisibility
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Invisibilité supérieure](spells_hd.md#invisibilité-supérieure)
Source: (SRD p150)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 4
Spell_Type: illusion
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Invisibilité supérieure](spells_hd.md#invisibilité-supérieure)<!--/AltName-->
- Source: <!--Source-->(SRD p150)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.


Id: spells_vo.md#grease
ParentLink: spells_vo.md#spells-srd-p
Name: Grease
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Graisse](spells_hd.md#graisse)
Source: (SRD p150)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 1
Spell_Type: conjuration
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a bit of pork rind or butter)
Duration: 1 minute
Classes: Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Grease<!--/Name-->

- MDR: <!--AltName-->[Graisse](spells_hd.md#graisse)<!--/AltName-->
- Source: <!--Source-->(SRD p150)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a bit of pork rind or butter)<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.


Id: spells_vo.md#goodberry
ParentLink: spells_vo.md#spells-srd-p
Name: Goodberry
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Baies nourricières](spells_hd.md#baies-nourricières)
Source: (SRD p150)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 1
Spell_Type: transmutation
CastingTime: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous
Classes: Druid, Ranger
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Goodberry<!--/Name-->

- MDR: <!--AltName-->[Baies nourricières](spells_hd.md#baies-nourricières)<!--/AltName-->
- Source: <!--Source-->(SRD p150)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a sprig of mistletoe)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Druid, Ranger<!--/Classes-->

### Description

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.


Id: spells_vo.md#glyph-of-warding
ParentLink: spells_vo.md#spells-srd-p
Name: Glyph of Warding
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Glyphe de protection](spells_hd.md#glyphe-de-protection)
Source: (SRD p149)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 3
Spell_Type: abjuration
CastingTime: 1 hour
Range: Touch
Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
Duration: Until dispelled or triggered
Classes: Bard, Cleric, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Glyph of Warding<!--/Name-->

- MDR: <!--AltName-->[Glyphe de protection](spells_hd.md#glyphe-de-protection)<!--/AltName-->
- Source: <!--Source-->(SRD p149)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 hour<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Until dispelled or triggered<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Wizard<!--/Classes-->

### Description

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose _explosive runes_ or a _spell glyph_.

**Explosive Runes**. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

**Spell Glyph**. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a _spell glyph_, you can store any spell of up to the same level as the slot you use for the _glyph of warding_.


Id: spells_vo.md#globe-of-invulnerability
ParentLink: spells_vo.md#spells-srd-p
Name: Globe of Invulnerability
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Globe d'invulnérabilité](spells_hd.md#globe-dinvulnérabilité)
Source: (SRD p149)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 6
Spell_Type: abjuration
CastingTime: 1 action
Range: Self (10-foot radius)
Components: V, S, M (a glass or crystal bead that shatters when the spell ends)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Globe of Invulnerability<!--/Name-->

- MDR: <!--AltName-->[Globe d'invulnérabilité](spells_hd.md#globe-dinvulnérabilité)<!--/AltName-->
- Source: <!--Source-->(SRD p149)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (10-foot radius)<!--/Range-->
- **Components :** <!--Components-->V, S, M (a glass or crystal bead that shatters when the spell ends)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

**_At Higher Levels_**. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.


Id: spells_vo.md#hypnotic-pattern
ParentLink: spells_vo.md#spells-srd-p
Name: Hypnotic Pattern
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Motif hypnotique](spells_hd.md#motif-hypnotique)
Source: (SRD p155)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 3
Spell_Type: illusion
CastingTime: 1 action
Range: 120 feet
Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Hypnotic Pattern<!--/Name-->

- MDR: <!--AltName-->[Motif hypnotique](spells_hd.md#motif-hypnotique)<!--/AltName-->
- Source: <!--Source-->(SRD p155)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.


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

---

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

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

### Description

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

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

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

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

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


Id: spells_vo.md#ice-storm
ParentLink: spells_vo.md#spells-srd-p
Name: Ice Storm
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Tempête de grêle](spells_hd.md#tempête-de-grêle)
Source: (SRD p155)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 4
Spell_Type: evocation
CastingTime: 1 action
Range: 300 feet
Components: V, S, M (a pinch of dust and a few drops of water)
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Tempête de grêle](spells_hd.md#tempête-de-grêle)<!--/AltName-->
- Source: <!--Source-->(SRD p155)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->300 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of dust and a few drops of water)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Druid, Sorcerer, Wizard<!--/Classes-->

### Description

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.


Id: spells_vo.md#illusory-script
ParentLink: spells_vo.md#spells-srd-p
Name: Illusory Script
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Texte illusoire](spells_hd.md#texte-illusoire)
Source: (SRD p156)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 1
Spell_Type: illusion
Ritual: ritual
CastingTime: 1 minute
Range: Touch
Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
Duration: 10 days
Classes: Bard, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Illusory Script<!--/Name-->

- MDR: <!--AltName-->[Texte illusoire](spells_hd.md#texte-illusoire)<!--/AltName-->
- Source: <!--Source-->(SRD p156)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->illusion<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->S, M (a lead-based ink worth at least 10 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->10 days<!--/Duration-->
- Classes: <!--Classes-->Bard, Warlock, Wizard<!--/Classes-->

### Description

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.


Id: spells_vo.md#magic-weapon
ParentLink: spells_vo.md#spells-srd-p
Name: Magic Weapon
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Arme magique](spells_hd.md#arme-magique)
Source: (SRD p161)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 2
Spell_Type: transmutation
CastingTime: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Paladin, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Arme magique](spells_hd.md#arme-magique)<!--/AltName-->
- Source: <!--Source-->(SRD p161)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Paladin, Wizard<!--/Classes-->

### 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.


Id: spells_vo.md#magic-mouth
ParentLink: spells_vo.md#spells-srd-p
Name: Magic Mouth
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Bouche magique](spells_hd.md#bouche-magique)
Source: (SRD p161)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 2
Spell_Type: illusion
Ritual: ritual
CastingTime: 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
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Bouche magique](spells_hd.md#bouche-magique)<!--/AltName-->
- Source: <!--Source-->(SRD p161)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->illusion<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Until dispelled<!--/Duration-->
- Classes: <!--Classes-->Bard, Wizard<!--/Classes-->

### 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.


Id: spells_vo.md#magic-missile
ParentLink: spells_vo.md#spells-srd-p
Name: Magic Missile
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Projectile magique](spells_hd.md#projectile-magique)
Source: (SRD p161)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 1
Spell_Type: evocation
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Projectile magique](spells_hd.md#projectile-magique)<!--/AltName-->
- Source: <!--Source-->(SRD p161)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### 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.


Id: spells_vo.md#magic-jar
ParentLink: spells_vo.md#spells-srd-p
Name: Magic Jar
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Possession](spells_hd.md#possession)
Source: (SRD p160)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 6
Spell_Type: necromancy
CastingTime: 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
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Possession](spells_hd.md#possession)<!--/AltName-->
- Source: <!--Source-->(SRD p160)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)<!--/Components-->
- **Duration :** <!--Duration-->Until dispelled<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### 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.


Id: spells_vo.md#magic-circle
ParentLink: spells_vo.md#spells-srd-p
Name: Magic Circle
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Cercle magique](spells_hd.md#cercle-magique)
Source: (SRD p160)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 3
Spell_Type: abjuration
CastingTime: 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
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Cercle magique](spells_hd.md#cercle-magique)<!--/AltName-->
- Source: <!--Source-->(SRD p160)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->10 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Cleric, Paladin, Warlock, Wizard<!--/Classes-->

### 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.


Id: spells_vo.md#mage-hand
ParentLink: spells_vo.md#spells-srd-p
Name: Mage Hand
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Main du mage](spells_hd.md#main-du-mage)
Source: (SRD p160)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: cantrip
Spell_Type: Conjuration
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Mage Hand<!--/Name-->

- MDR: <!--AltName-->[Main du mage](spells_hd.md#main-du-mage)<!--/AltName-->
- Source: <!--Source-->(SRD p160)<!--/Source-->
-  <!--Type-->Conjuration<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### 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.


Id: spells_vo.md#mage-armor
ParentLink: spells_vo.md#spells-srd-p
Name: Mage Armor
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Armure du mage](spells_hd.md#armure-du-mage)
Source: (SRD p160)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 1
Spell_Type: abjuration
CastingTime: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours
Classes: Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Mage Armor<!--/Name-->

- MDR: <!--AltName-->[Armure du mage](spells_hd.md#armure-du-mage)<!--/AltName-->
- Source: <!--Source-->(SRD p160)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a piece of cured leather)<!--/Components-->
- **Duration :** <!--Duration-->8 hours<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### 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.


Id: spells_vo.md#longstrider
ParentLink: spells_vo.md#spells-srd-p
Name: Longstrider
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Grande foulée](spells_hd.md#grande-foulée)
Source: (SRD p160)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 1
Spell_Type: transmutation
CastingTime: 1 action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: 1 hour
Classes: Bard, Druid, Ranger, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Longstrider<!--/Name-->

- MDR: <!--AltName-->[Grande foulée](spells_hd.md#grande-foulée)<!--/AltName-->
- Source: <!--Source-->(SRD p160)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of dirt)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Ranger, Wizard<!--/Classes-->

### 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.


Id: spells_vo.md#locate-object
ParentLink: spells_vo.md#spells-srd-p
Name: Locate Object
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Localiser un objet](spells_hd.md#localiser-un-objet)
Source: (SRD p159)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 2
Spell_Type: divination
CastingTime: 1 action
Range: Self
Components: V, S, M (a forked twig)
Duration: Concentration, up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Locate Object<!--/Name-->

- MDR: <!--AltName-->[Localiser un objet](spells_hd.md#localiser-un-objet)<!--/AltName-->
- Source: <!--Source-->(SRD p159)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->divination<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (a forked twig)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid, Paladin, Ranger, Wizard<!--/Classes-->

### 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.


Id: spells_vo.md#locate-creature
ParentLink: spells_vo.md#spells-srd-p
Name: Locate Creature
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Localiser une créature](spells_hd.md#localiser-une-créature)
Source: (SRD p159)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 4
Spell_Type: divination
CastingTime: 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
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Locate Creature<!--/Name-->

- MDR: <!--AltName-->[Localiser une créature](spells_hd.md#localiser-une-créature)<!--/AltName-->
- Source: <!--Source-->(SRD p159)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->divination<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (a bit of fur from a bloodhound)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid, Paladin, Ranger, Wizard<!--/Classes-->

### 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.


Id: spells_vo.md#locate-animals-or-plants
ParentLink: spells_vo.md#spells-srd-p
Name: Locate Animals or Plants
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Localiser des animaux ou des plantes](spells_hd.md#localiser-des-animaux-ou-des-plantes)
Source: (SRD p159)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 2
Spell_Type: divination
Ritual: ritual
CastingTime: 1 action
Range: Self
Components: V, S, M (a bit of fur from a bloodhound)
Duration: Instantaneous
Classes: Bard, Druid, Ranger
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Locate Animals or Plants<!--/Name-->

- MDR: <!--AltName-->[Localiser des animaux ou des plantes](spells_hd.md#localiser-des-animaux-ou-des-plantes)<!--/AltName-->
- Source: <!--Source-->(SRD p159)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (a bit of fur from a bloodhound)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Ranger<!--/Classes-->

### Description

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.


Id: spells_vo.md#lightning-bolt
ParentLink: spells_vo.md#spells-srd-p
Name: Lightning Bolt
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Éclair](spells_hd.md#Éclair)
Source: (SRD p159)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 3
Spell_Type: evocation
CastingTime: 1 action
Range: Self (100-foot line)
Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
Duration: Instantaneous
Classes: Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Lightning Bolt<!--/Name-->

- MDR: <!--AltName-->[Éclair](spells_hd.md#Éclair)<!--/AltName-->
- Source: <!--Source-->(SRD p159)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (100-foot line)<!--/Range-->
- **Components :** <!--Components-->V, S, M (a bit of fur and a rod of amber, crystal, or glass)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

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

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


Id: spells_vo.md#light
ParentLink: spells_vo.md#spells-srd-p
Name: Light
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Lumière](spells_hd.md#lumière)
Source: (SRD p159)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: cantrip
Spell_Type: Evocation
CastingTime: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
Classes: Bard, Cleric, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Light<!--/Name-->

- MDR: <!--AltName-->[Lumière](spells_hd.md#lumière)<!--/AltName-->
- Source: <!--Source-->(SRD p159)<!--/Source-->
-  <!--Type-->Evocation<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, M (a firefly or phosphorescent moss)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Sorcerer, Wizard<!--/Classes-->

### Description

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.


Id: spells_vo.md#levitate
ParentLink: spells_vo.md#spells-srd-p
Name: Levitate
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Lévitation](spells_hd.md#lévitation)
Source: (SRD p158)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 2
Spell_Type: transmutation
CastingTime: 1 action
Range: 60 feet
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Levitate<!--/Name-->

- MDR: <!--AltName-->[Lévitation](spells_hd.md#lévitation)<!--/AltName-->
- Source: <!--Source-->(SRD p158)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

Components:
V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)


Id: spells_vo.md#lesser-restoration
ParentLink: spells_vo.md#spells-srd-p
Name: Lesser Restoration
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Restauration inférieure](spells_hd.md#restauration-inférieure)
Source: (SRD p158)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 2
Spell_Type: abjuration
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Lesser Restoration<!--/Name-->

- MDR: <!--AltName-->[Restauration inférieure](spells_hd.md#restauration-inférieure)<!--/AltName-->
- Source: <!--Source-->(SRD p158)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid, Paladin, Ranger<!--/Classes-->

### Description

You touch a creature and can end either one disease or one condition afflicting it. The condition can be [blinded](conditions_vo.md#blinded), deafened, paralyzed, or poisoned.


Id: spells_vo.md#tiny-hut
ParentLink: spells_vo.md#spells-srd-p
Name: Tiny Hut
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Petite hutte](spells_hd.md#petite-hutte)
Source: (SRD p187)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 3
Spell_Type: evocation
Ritual: ritual
CastingTime: 1 minute
Range: Self (10-foot-radius hemisphere)
Components: V, S, M (a small crystal bead)
Duration: 8 hours
Classes: Bard, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Tiny Hut<!--/Name-->

- MDR: <!--AltName-->[Petite hutte](spells_hd.md#petite-hutte)<!--/AltName-->
- Source: <!--Source-->(SRD p187)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->evocation<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Self (10-foot-radius hemisphere)<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small crystal bead)<!--/Components-->
- **Duration :** <!--Duration-->8 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Wizard<!--/Classes-->

### Description

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.


Id: spells_vo.md#secret-chest
ParentLink: spells_vo.md#spells-srd-p
Name: Secret Chest
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Coffre secret](spells_hd.md#coffre-secret)
Source: (SRD p177)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 4
Spell_Type: conjuration
CastingTime: 1 action
Range: Touch
Duration: Instantaneous
Classes: Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Secret Chest<!--/Name-->

- MDR: <!--AltName-->[Coffre secret](spells_hd.md#coffre-secret)<!--/AltName-->
- Source: <!--Source-->(SRD p177)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

Components:
V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)


Id: spells_vo.md#legend-lore
ParentLink: spells_vo.md#spells-srd-p
Name: Legend Lore
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Légende](spells_hd.md#légende)
Source: (SRD p158)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 5
Spell_Type: divination
CastingTime: 10 minutes
Range: Self
Duration: Instantaneous
Classes: Bard, Cleric, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Legend Lore<!--/Name-->

- MDR: <!--AltName-->[Légende](spells_hd.md#légende)<!--/AltName-->
- Source: <!--Source-->(SRD p158)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->divination<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Wizard<!--/Classes-->

### Description

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."

Components:
V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)


Id: spells_vo.md#knock
ParentLink: spells_vo.md#spells-srd-p
Name: Knock
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Déblocage](spells_hd.md#déblocage)
Source: (SRD p158)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 2
Spell_Type: transmutation
CastingTime: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Knock<!--/Name-->

- MDR: <!--AltName-->[Déblocage](spells_hd.md#déblocage)<!--/AltName-->
- Source: <!--Source-->(SRD p158)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with _[arcane lock](spells_vo.hd#arcane-lock)_, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.


Id: spells_vo.md#jump
ParentLink: spells_vo.md#spells-srd-p
Name: Jump
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Saut](spells_hd.md#saut)
Source: (SRD p158)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 1
Spell_Type: transmutation
CastingTime: 1 action
Range: Touch
Components: V, S, M (a grasshopper's hind leg)
Duration: 1 minute
Classes: Druid, Ranger, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Jump<!--/Name-->

- MDR: <!--AltName-->[Saut](spells_hd.md#saut)<!--/AltName-->
- Source: <!--Source-->(SRD p158)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a grasshopper's hind leg)<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid, Ranger, Sorcerer, Wizard<!--/Classes-->

### Description

You touch a creature. The creature's jump distance is tripled until the spell ends.


Id: spells_vo.md#invisibility
ParentLink: spells_vo.md#spells-srd-p
Name: Invisibility
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Invisibilité](spells_hd.md#invisibilité)
Source: (SRD p157)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 2
Spell_Type: illusion
CastingTime: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Invisibilité](spells_hd.md#invisibilité)<!--/AltName-->
- Source: <!--Source-->(SRD p157)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (an eyelash encased in gum arabic)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

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


Id: spells_vo.md#insect-plague
ParentLink: spells_vo.md#spells-srd-p
Name: Insect Plague
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Fléau d'insectes](spells_hd.md#fléau-dinsectes)
Source: (SRD p157)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 5
Spell_Type: conjuration
CastingTime: 1 action
Range: 300 feet
Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
Duration: Concentration, up to 10 minutes
Classes: Cleric, Druid, Sorcerer
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Insect Plague<!--/Name-->

- MDR: <!--AltName-->[Fléau d'insectes](spells_hd.md#fléau-dinsectes)<!--/AltName-->
- Source: <!--Source-->(SRD p157)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->300 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid, Sorcerer<!--/Classes-->

### Description

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.


Id: spells_vo.md#inflict-wounds
ParentLink: spells_vo.md#spells-srd-p
Name: Inflict Wounds
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Blessure](spells_hd.md#blessure)
Source: (SRD p157)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 1
Spell_Type: necromancy
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Cleric
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Blessure](spells_hd.md#blessure)<!--/AltName-->
- Source: <!--Source-->(SRD p157)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

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


Id: spells_vo.md#incendiary-cloud
ParentLink: spells_vo.md#spells-srd-p
Name: Incendiary Cloud
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Nuage incendiaire](spells_hd.md#nuage-incendiaire)
Source: (SRD p157)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 8
Spell_Type: conjuration
CastingTime: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Nuage incendiaire](spells_hd.md#nuage-incendiaire)<!--/AltName-->
- Source: <!--Source-->(SRD p157)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->150 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range.

The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.


Id: spells_vo.md#imprisonment
ParentLink: spells_vo.md#spells-srd-p
Name: Imprisonment
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Emprisonnement](spells_hd.md#emprisonnement)
Source: (SRD p156)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 9
Spell_Type: abjuration
CastingTime: 1 minute
Range: 30 feet
Duration: Until dispelled
Classes: Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Imprisonment<!--/Name-->

- MDR: <!--AltName-->[Emprisonnement](spells_hd.md#emprisonnement)<!--/AltName-->
- Source: <!--Source-->(SRD p156)<!--/Source-->
-  <!--Level-->9<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)<!--/Components-->
- **Duration :** <!--Duration-->Until dispelled<!--/Duration-->
- Classes: <!--Classes-->Warlock, Wizard<!--/Classes-->

### Description

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.

When you cast the spell, you choose one of the following forms of imprisonment.

**_Burial_**. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.

The special component for this version of the spell is a small mithral orb.

**_Chaining_**. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.

The special component for this version of the spell is a fine chain of precious metal.

**_Hedged Prison_**. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.

The special component for this version of the spell is a miniature representation of the prison made from jade.

**_Minimus Containment_**. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.

The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

**_Slumber_**. The target falls asleep and can't be awoken.

The special component for this version of the spell consists of rare soporific herbs.

**_Ending the Spell_**. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A _[dispel magic](spells_vo.hd#dispel-magic)_ spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

Components:
V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)


Id: spells_vo.md#identify
ParentLink: spells_vo.md#spells-srd-p
Name: Identify
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Identification](spells_hd.md#identification)
Source: (SRD p155)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 1
Spell_Type: divination
Ritual: ritual
CastingTime: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Classes: Bard, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Identify<!--/Name-->

- MDR: <!--AltName-->[Identification](spells_hd.md#identification)<!--/AltName-->
- Source: <!--Source-->(SRD p155)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pearl worth at least 100 gp and an owl feather)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Wizard<!--/Classes-->

### Description

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.


Id: spells_vo.md#glibness
ParentLink: spells_vo.md#spells-srd-p
Name: Glibness
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Bagou](spells_hd.md#bagou)
Source: (SRD p149)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 8
Spell_Type: transmutation
CastingTime: 1 action
Range: Self
Components: V
Duration: 1 hour
Classes: Bard, Warlock
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Glibness<!--/Name-->

- MDR: <!--AltName-->[Bagou](spells_hd.md#bagou)<!--/AltName-->
- Source: <!--Source-->(SRD p149)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Warlock<!--/Classes-->

### Description

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.


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

---

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

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

### Description

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


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

---

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

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

### Description

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

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

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

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

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


Id: equipment_hd.md#cotte-de-mailles
ParentLink: equipment_hd.md#Équipement
Name: Cotte de mailles
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Armure lourde
Price: 75 po
ArmorClass: 16
Discretion: Désavantage
Weight: 27,5 kg
Strength: 13
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Cotte de mailles<!--/Name-->

- **Type** <!--Type-->Armure lourde<!--/Type-->
- **Prix** <!--Price-->75 po<!--/Price-->
- **Classe d'armure** <!--ArmorClass-->16<!--/ArmorClass-->
- **Force** <!--Strength-->13<!--/Strength-->
- **Discrétion** <!--Discretion-->Désavantage<!--/Discretion-->
- **Poids** <!--Weight-->27,5 kg<!--/Weight-->

Une cotte de mailles est faite d'anneaux de métal entrecroisés. Elle se porte sur une couche de tissu renforcé afn d'éviter les frottements et d'amortir les coups. L'armure comporte des gantelets.


Id: equipment_hd.md#armure-annelée-broigne
ParentLink: equipment_hd.md#Équipement
Name: Armure annelée (Broigne)
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Armure lourde
Price: 30 po
ArmorClass: 14
Discretion: Désavantage
Weight: 20 kg
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Armure annelée (Broigne)<!--/Name-->

- **Type** <!--Type-->Armure lourde<!--/Type-->
- **Prix** <!--Price-->30 po<!--/Price-->
- **Classe d'armure** <!--ArmorClass-->14<!--/ArmorClass-->
- **Discrétion** <!--Discretion-->Désavantage<!--/Discretion-->
- **Poids** <!--Weight-->20 kg<!--/Weight-->

Il s'agit d'une armure de cuir sur laquelle sont cousus de lourds anneaux. Ces anneaux permettent de renforcer l'armure et d'offrir une protection contre les coups d'épée et de hache. Une broigne est de qualité inférieure à une cotte de mailles et est généralement portée par ceux qui n'ont pas les moyens de s'offrir une meilleure armure.


Id: equipment_hd.md#armure-de-demi-plate
ParentLink: equipment_hd.md#Équipement
Name: Armure de demi-plate
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Armure intermédiaire
Price: 750 po
ArmorClass: 15 + modifcateur de Dex (max 2)
Discretion: Désavantage
Weight: 20 kg
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Armure de demi-plate<!--/Name-->

- **Type** <!--Type-->Armure intermédiaire<!--/Type-->
- **Prix** <!--Price-->750 po<!--/Price-->
- **Classe d'armure** <!--ArmorClass-->15 + modifcateur de Dex (max 2)<!--/ArmorClass-->
- **Discrétion** <!--Discretion-->Désavantage<!--/Discretion-->
- **Poids** <!--Weight-->20 kg<!--/Weight-->

Cette armure se compose de plaques de métal qui couvrent la majorité du haut du corps de son porteur. Par contre, ses jambes sont seulement protégées par des grèves attachées par des lanières de cuir.


Id: equipment_hd.md#cuirasse
ParentLink: equipment_hd.md#Équipement
Name: Cuirasse
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Armure intermédiaire
Price: 400 po
ArmorClass: 14 + modifcateur de Dex (max 2)
Weight: 10 kg
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Cuirasse<!--/Name-->

- **Type** <!--Type-->Armure intermédiaire<!--/Type-->
- **Prix** <!--Price-->400 po<!--/Price-->
- **Classe d'armure** <!--ArmorClass-->14 + modifcateur de Dex (max 2)<!--/ArmorClass-->
- **Poids** <!--Weight-->10 kg<!--/Weight-->

Cette armure consiste en une pièce de métal qui couvre le buste, complétée de cuir souple. Bien que les bras et les jambes de son porteur soient peu protégés, cette armure permet de protéger efficacement les organes vitaux sans réduire la liberté de mouvement de son porteur.


Id: equipment_hd.md#armure-décailles
ParentLink: equipment_hd.md#Équipement
Name: Armure d'écailles
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Armure intermédiaire
Price: 50 po
ArmorClass: 14 + modifcateur de Dex (max 2)
Discretion: Désavantage
Weight: 22,5 kg
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Armure d'écailles<!--/Name-->

- **Type** <!--Type-->Armure intermédiaire<!--/Type-->
- **Prix** <!--Price-->50 po<!--/Price-->
- **Classe d'armure** <!--ArmorClass-->14 + modifcateur de Dex (max 2)<!--/ArmorClass-->
- **Discrétion** <!--Discretion-->Désavantage<!--/Discretion-->
- **Poids** <!--Weight-->22,5 kg<!--/Weight-->

Cette armure se compose d'un manteau et d'un pantalon (et parfois d'une jupe séparée) de cuir recouverts de plaques de métal qui se superposent, un peu comme les écailles d'un poisson. Des gantelets viennent compléter l'ensemble.


Id: equipment_hd.md#chemise-de-mailles
ParentLink: equipment_hd.md#Équipement
Name: Chemise de mailles
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Armure intermédiaire
Price: 50 po
ArmorClass: 13 + modifcateur de Dex (max 2)
Weight: 10 kg
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Chemise de mailles<!--/Name-->

- **Type** <!--Type-->Armure intermédiaire<!--/Type-->
- **Prix** <!--Price-->50 po<!--/Price-->
- **Classe d'armure** <!--ArmorClass-->13 + modifcateur de Dex (max 2)<!--/ArmorClass-->
- **Poids** <!--Weight-->10 kg<!--/Weight-->

Une chemise de mailles est faite d'anneaux métalliques reliés entre eux. Elle est portée entre plusieurs couches de tissu ou de cuir. Cette armure offre une modeste protection au tronc de son porteur et le crissement des anneaux est étouffé par les couches qui les recouvrent.


Id: equipment_hd.md#armure-de-peau
ParentLink: equipment_hd.md#Équipement
Name: Armure de peau
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Armure intermédiaire
Price: 10 po
ArmorClass: 12 + modifcateur de Dex (max 2)
Weight: 6 kg
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Armure de peau<!--/Name-->

- **Type** <!--Type-->Armure intermédiaire<!--/Type-->
- **Prix** <!--Price-->10 po<!--/Price-->
- **Classe d'armure** <!--ArmorClass-->12 + modifcateur de Dex (max 2)<!--/ArmorClass-->
- **Poids** <!--Weight-->6 kg<!--/Weight-->

Cette armure fruste est composée d'épaisses fourrures et de peaux de bêtes. Elle est généralement portée par les tribus barbares, les humanoïdes maléfques et autres personnes qui n'ont pas accès aux outils et matériaux nécessaires pour fabriquer de meilleures armures


Id: equipment_hd.md#armure-de-cuir-clouté
ParentLink: equipment_hd.md#Équipement
Name: Armure de cuir clouté
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Armure légère
Price: 45 po
ArmorClass: 12 + modifcateur de Dex
Weight: 6,5 kg
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Armure de cuir clouté<!--/Name-->

- **Type** <!--Type-->Armure légère<!--/Type-->
- **Prix** <!--Price-->45 po<!--/Price-->
- **Classe d'armure** <!--ArmorClass-->12 + modifcateur de Dex<!--/ArmorClass-->
- **Poids** <!--Weight-->6,5 kg<!--/Weight-->

Cette armure est faite d'un cuir résistant mais souple, piqueté de rivets à intervalles réguliers.


Id: equipment_hd.md#armure-de-cuir
ParentLink: equipment_hd.md#Équipement
Name: Armure de cuir
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Armure légère
Price: 10 po
ArmorClass: 11 + modifcateur de Dex
Weight: 5 kg
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Armure de cuir<!--/Name-->

- **Type** <!--Type-->Armure légère<!--/Type-->
- **Prix** <!--Price-->10 po<!--/Price-->
- **Classe d'armure** <!--ArmorClass-->11 + modifcateur de Dex<!--/ArmorClass-->
- **Poids** <!--Weight-->5 kg<!--/Weight-->

La cuirasse et les spalières de cette armure sont en cuir bouilli dans l'huile pour le durcir. Le reste de l'armure est composé de matériaux plus souples et plus flexibles.


Id: equipment_hd.md#armure-matelassée
ParentLink: equipment_hd.md#Équipement
Name: Armure matelassée
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Armure légère
Price: 5 po
ArmorClass: 11 + modifcateur de Dex
Discretion: Désavantage
Weight: 4 kg
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Armure matelassée<!--/Name-->

- **Type** <!--Type-->Armure légère<!--/Type-->
- **Prix** <!--Price-->5 po<!--/Price-->
- **Classe d'armure** <!--ArmorClass-->11 + modifcateur de Dex<!--/ArmorClass-->
- **Discrétion** <!--Discretion-->Désavantage<!--/Discretion-->
- **Poids** <!--Weight-->4 kg<!--/Weight-->

Une armure matelassée est faite de couches de tissu rembourrées.


Id: spells_vo.md#zone-of-truth
ParentLink: spells_vo.md#spells-srd-p
Name: Zone of Truth
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Zone de vérité](spells_hd.md#zone-de-vérité)
Source: (SRD p193)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 2
Spell_Type: enchantment
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
Classes: Bard, Cleric, Paladin
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Zone of Truth<!--/Name-->

- MDR: <!--AltName-->[Zone de vérité](spells_hd.md#zone-de-vérité)<!--/AltName-->
- Source: <!--Source-->(SRD p193)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->10 minutes<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Paladin<!--/Classes-->

### 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.


Id: equipment_hd.md#clibanion
ParentLink: equipment_hd.md#Équipement
Name: Clibanion
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Armure lourde
Price: 200 po
ArmorClass: 17
Discretion: Désavantage
Weight: 30 kg
Strength: 15
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Clibanion<!--/Name-->

- **Type** <!--Type-->Armure lourde<!--/Type-->
- **Prix** <!--Price-->200 po<!--/Price-->
- **Classe d'armure** <!--ArmorClass-->17<!--/ArmorClass-->
- **Force** <!--Strength-->15<!--/Strength-->
- **Discrétion** <!--Discretion-->Désavantage<!--/Discretion-->
- **Poids** <!--Weight-->30 kg<!--/Weight-->

Cette armure est faite d'étroites plaques de métal rivetées à un support de cuir porté sur un vêtement rembourré. Les articulations sont protégées par des pièces de cotte de mailles plus souples.


Id: spells_vo.md#word-of-recall
ParentLink: spells_vo.md#spells-srd-p
Name: Word of Recall
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Mot de retour](spells_hd.md#mot-de-retour)
Source: (SRD p193)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 6
Spell_Type: conjuration
CastingTime: 1 action
Range: 5 feet
Components: V
Duration: Instantaneous
Classes: Cleric
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Word of Recall<!--/Name-->

- MDR: <!--AltName-->[Mot de retour](spells_hd.md#mot-de-retour)<!--/AltName-->
- Source: <!--Source-->(SRD p193)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->5 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### 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.


Id: spells_vo.md#wind-wall
ParentLink: spells_vo.md#spells-srd-p
Name: Wind Wall
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Mur de vent](spells_hd.md#mur-de-vent)
Source: (SRD p192)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 3
Spell_Type: evocation
CastingTime: 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
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Mur de vent](spells_hd.md#mur-de-vent)<!--/AltName-->
- Source: <!--Source-->(SRD p192)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a tiny fan and a feather of exotic origin)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid, Ranger<!--/Classes-->

### 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.


Id: spells_vo.md#wind-walk
ParentLink: spells_vo.md#spells-srd-p
Name: Wind Walk
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Marche sur le vent](spells_hd.md#marche-sur-le-vent)
Source: (SRD p192)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 6
Spell_Type: transmutation
CastingTime: 1 minute
Range: 30 feet
Components: V, S, M (fire and holy water)
Duration: 8 hours
Classes: Druid
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Wind Walk<!--/Name-->

- MDR: <!--AltName-->[Marche sur le vent](spells_hd.md#marche-sur-le-vent)<!--/AltName-->
- Source: <!--Source-->(SRD p192)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (fire and holy water)<!--/Components-->
- **Duration :** <!--Duration-->8 hours<!--/Duration-->
- Classes: <!--Classes-->Druid<!--/Classes-->

### 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.


Id: spells_vo.md#weird
ParentLink: spells_vo.md#spells-srd-p
Name: Weird
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Étrangeté](spells_hd.md#Étrangeté)
Source: (SRD p192)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 9
Spell_Type: illusion
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Weird<!--/Name-->

- MDR: <!--AltName-->[Étrangeté](spells_hd.md#Étrangeté)<!--/AltName-->
- Source: <!--Source-->(SRD p192)<!--/Source-->
-  <!--Level-->9<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

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.


Id: spells_vo.md#web
ParentLink: spells_vo.md#spells-srd-p
Name: Web
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Toile d'araignée](spells_hd.md#toile-daraignée)
Source: (SRD p192)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 2
Spell_Type: conjuration
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
Classes: Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Web<!--/Name-->

- MDR: <!--AltName-->[Toile d'araignée](spells_hd.md#toile-daraignée)<!--/AltName-->
- Source: <!--Source-->(SRD p192)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a bit of spiderweb)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### 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.


Id: spells_vo.md#water-walk
ParentLink: spells_vo.md#spells-srd-p
Name: Water Walk
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Marche sur l'eau](spells_hd.md#marche-sur-leau)
Source: (SRD p191)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 3
Spell_Type: transmutation
Ritual: ritual
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a piece of cork)
Duration: 1 hour
Classes: Cleric, Druid, Ranger, Sorcerer
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Marche sur l'eau](spells_hd.md#marche-sur-leau)<!--/AltName-->
- Source: <!--Source-->(SRD p191)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->transmutation<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a piece of cork)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid, Ranger, Sorcerer<!--/Classes-->

### 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.


Id: spells_vo.md#water-breathing
ParentLink: spells_vo.md#spells-srd-p
Name: Water Breathing
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Respiration aquatique](spells_hd.md#respiration-aquatique)
Source: (SRD p191)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 3
Spell_Type: transmutation
Ritual: ritual
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a short reed or piece of straw)
Duration: 24 hours
Classes: Druid, Ranger, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Respiration aquatique](spells_hd.md#respiration-aquatique)<!--/AltName-->
- Source: <!--Source-->(SRD p191)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->transmutation<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a short reed or piece of straw)<!--/Components-->
- **Duration :** <!--Duration-->24 hours<!--/Duration-->
- Classes: <!--Classes-->Druid, Ranger, Sorcerer, Wizard<!--/Classes-->

### 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.


Id: spells_vo.md#warding-bond
ParentLink: spells_vo.md#spells-srd-p
Name: Warding Bond
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Lien de protection](spells_hd.md#lien-de-protection)
Source: (SRD p191)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 2
Spell_Type: abjuration
CastingTime: 1 action
Range: Touch
Duration: 1 hour
Classes: Cleric
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Lien de protection](spells_hd.md#lien-de-protection)<!--/AltName-->
- Source: <!--Source-->(SRD p191)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--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)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### 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.

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)


Id: spells_vo.md#wall-of-thorns
ParentLink: spells_vo.md#spells-srd-p
Name: Wall of Thorns
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Mur d'épines](spells_hd.md#mur-dépines)
Source: (SRD p191)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 6
Spell_Type: conjuration
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (a handful of thorns)
Duration: Concentration, up to 10 minutes
Classes: Druid
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Wall of Thorns<!--/Name-->

- MDR: <!--AltName-->[Mur d'épines](spells_hd.md#mur-dépines)<!--/AltName-->
- Source: <!--Source-->(SRD p191)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a handful of thorns)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Druid<!--/Classes-->

### 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.


Id: spells_vo.md#wall-of-stone
ParentLink: spells_vo.md#spells-srd-p
Name: Wall of Stone
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Mur de pierre](spells_hd.md#mur-de-pierre)
Source: (SRD p190)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 5
Spell_Type: evocation
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (a small block of granite)
Duration: Concentration, up to 10 minutes
Classes: Druid, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Wall of Stone<!--/Name-->

- MDR: <!--AltName-->[Mur de pierre](spells_hd.md#mur-de-pierre)<!--/AltName-->
- Source: <!--Source-->(SRD p190)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small block of granite)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Druid, Sorcerer, Wizard<!--/Classes-->

### 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.


Id: spells_vo.md#wall-of-ice
ParentLink: spells_vo.md#spells-srd-p
Name: Wall of Ice
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Mur de glace](spells_hd.md#mur-de-glace)
Source: (SRD p190)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 6
Spell_Type: evocation
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (a small piece of quartz)
Duration: Concentration, up to 10 minutes
Classes: Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Wall of Ice<!--/Name-->

- MDR: <!--AltName-->[Mur de glace](spells_hd.md#mur-de-glace)<!--/AltName-->
- Source: <!--Source-->(SRD p190)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small piece of quartz)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### 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.


Id: spells_vo.md#wall-of-force
ParentLink: spells_vo.md#spells-srd-p
Name: Wall of Force
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Mur de force](spells_hd.md#mur-de-force)
Source: (SRD p190)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 5
Spell_Type: evocation
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (a pinch of powder made by crushing a clear gemstone)
Duration: Concentration, up to 10 minutes
Classes: Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Wall of Force<!--/Name-->

- MDR: <!--AltName-->[Mur de force](spells_hd.md#mur-de-force)<!--/AltName-->
- Source: <!--Source-->(SRD p190)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of powder made by crushing a clear gemstone)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by _[dispel magic](spells_vo.hd#dispel-magic)_. A _[disintegrate](spells_vo.hd#disintegrate)_ spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.


Id: spells_vo.md#wish
ParentLink: spells_vo.md#spells-srd-p
Name: Wish
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Souhait](spells_hd.md#souhait)
Source: (SRD p193)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 9
Spell_Type: conjuration
CastingTime: 1 action
Range: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Wish<!--/Name-->

- MDR: <!--AltName-->[Souhait](spells_hd.md#souhait)<!--/AltName-->
- Source: <!--Source-->(SRD p193)<!--/Source-->
-  <!--Level-->9<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

_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.


Id: equipment_hd.md#harnois
ParentLink: equipment_hd.md#Équipement
Name: Harnois
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Armure lourde
Price: 1 500 po
ArmorClass: 18
Discretion: Désavantage
Weight: 32,5 kg
Strength: 15
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Harnois<!--/Name-->

- **Type** <!--Type-->Armure lourde<!--/Type-->
- **Prix** <!--Price-->1 500 po<!--/Price-->
- **Classe d'armure** <!--ArmorClass-->18<!--/ArmorClass-->
- **Force** <!--Strength-->15<!--/Strength-->
- **Discrétion** <!--Discretion-->Désavantage<!--/Discretion-->
- **Poids** <!--Weight-->32,5 kg<!--/Weight-->

Le harnois, ou armure de plates, est constitué de plaques de métal superposées qui couvrent l'ensemble du corps. L'armure inclut des gantelets lourds, de lourdes bottes de cuir, un casque avec une visière et plusieurs épaisseurs de rembourrage sous l'armure. Des sangles permettent de répartir le poids sur tout le corps.


Id: equipment_hd.md#bouclier
ParentLink: equipment_hd.md#Équipement
Name: Bouclier
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Bouclier
Price: 10 po
ArmorClass: +2
Weight: 3 kg
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Bouclier<!--/Name-->

- **Type** <!--Type-->Bouclier<!--/Type-->
- **Prix** <!--Price-->10 po<!--/Price-->
- **Classe d'armure** <!--ArmorClass-->+2<!--/ArmorClass-->
- **Poids** <!--Weight-->3 kg<!--/Weight-->

Un bouclier est en bois ou en métal, et il est porté à la main. Porter un bouclier augmente votre classe d'armure de 2. Vous ne pouvez pas bénéfcier de plus d'un bouclier à la fois.


Id: equipment_hd.md#bâton
ParentLink: equipment_hd.md#Équipement
Name: Bâton
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 2 pa
Weight: 2 kg
Rarity: Courante
Damages: 1d6 contondant
Properties: [Polyvalente](weapons_hd.md#polyvalente) (1d8)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Bâton<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->Courante<!--/Rarity-->
- **Prix** <!--Price-->2 pa<!--/Price-->
- **Dégâts** <!--Damages-->1d6 contondant<!--/Damages-->
- **Poids** <!--Weight-->2 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Polyvalente](weapons_hd.md#polyvalente) (1d8)<!--/Properties-->


Id: equipment_hd.md#pic-de-guerre
ParentLink: equipment_hd.md#Équipement
Name: Pic de guerre
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 5 po
Weight: 1 kg
Rarity: De guerre
Damages: 1d8 perforant
Properties: _
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Pic de guerre<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->De guerre<!--/Rarity-->
- **Prix** <!--Price-->5 po<!--/Price-->
- **Dégâts** <!--Damages-->1d8 perforant<!--/Damages-->
- **Poids** <!--Weight-->1 kg<!--/Weight-->
- **Propriétés** <!--Properties-->_<!--/Properties-->


Id: equipment_hd.md#lance-darçon
ParentLink: equipment_hd.md#Équipement
Name: Lance d'arçon
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 10 po
Weight: 3 kg
Rarity: De guerre
Damages: 1d12 perforant
Properties: [Allonge](weapons_hd.md#allonge), [spéciale](weapons_hd.md#spéciale)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Lance d'arçon<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->De guerre<!--/Rarity-->
- **Prix** <!--Price-->10 po<!--/Price-->
- **Dégâts** <!--Damages-->1d12 perforant<!--/Damages-->
- **Poids** <!--Weight-->3 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Allonge](weapons_hd.md#allonge), [spéciale](weapons_hd.md#spéciale)<!--/Properties-->

Vous subissez un désavantage si vous utilisez une lance d'arçon contre une créature qui se trouve dans un rayon de 1,50 mètre autour de vous ou moins. Cette arme se manie à deux mains quand vous n'êtes pas sur une monture.


Id: equipment_hd.md#hallebarde
ParentLink: equipment_hd.md#Équipement
Name: Hallebarde
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 20 po
Weight: 3 kg
Rarity: De guerre
Damages: 1d10 tranchant
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Hallebarde<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->De guerre<!--/Rarity-->
- **Prix** <!--Price-->20 po<!--/Price-->
- **Dégâts** <!--Damages-->1d10 tranchant<!--/Damages-->
- **Poids** <!--Weight-->3 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Lourde](weapons_hd.md#lourde), [allonge](weapons_hd.md#allonge), [à deux mains](weapons_hd.md#À-deux-mains)<!--/Properties-->

Properties:
[Lourde](weapons_hd.md#lourde), [allonge](weapons_hd.md#allonge), [à deux mains](weapons_hd.md#À-deux-mains)


Id: equipment_hd.md#hache-darmes
ParentLink: equipment_hd.md#Équipement
Name: Hache d'armes
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 10 po
Weight: 2 kg
Rarity: De guerre
Damages: 1d8 tranchant
Properties: [Polyvalente](weapons_hd.md#polyvalente) (1d10)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Hache d'armes<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->De guerre<!--/Rarity-->
- **Prix** <!--Price-->10 po<!--/Price-->
- **Dégâts** <!--Damages-->1d8 tranchant<!--/Damages-->
- **Poids** <!--Weight-->2 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Polyvalente](weapons_hd.md#polyvalente) (1d10)<!--/Properties-->


Id: equipment_hd.md#hache-à-deux-mains
ParentLink: equipment_hd.md#Équipement
Name: Hache à deux mains
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 30 po
Weight: 3,5 kg
Rarity: De guerre
Damages: 1d12 tranchant
Properties: [Lourde](weapons_hd.md#lourde), [à deux mains](weapons_hd.md#À-deux-mains)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Hache à deux mains<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->De guerre<!--/Rarity-->
- **Prix** <!--Price-->30 po<!--/Price-->
- **Dégâts** <!--Damages-->1d12 tranchant<!--/Damages-->
- **Poids** <!--Weight-->3,5 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Lourde](weapons_hd.md#lourde), [à deux mains](weapons_hd.md#À-deux-mains)<!--/Properties-->


Id: equipment_hd.md#fouet
ParentLink: equipment_hd.md#Équipement
Name: Fouet
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 2 po
Weight: 1,5 kg
Rarity: De guerre
Damages: 1d4 tranchant
Properties: [Finesse](weapons_hd.md#finesse), [allonge](weapons_hd.md#allonge)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Fouet<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->De guerre<!--/Rarity-->
- **Prix** <!--Price-->2 po<!--/Price-->
- **Dégâts** <!--Damages-->1d4 tranchant<!--/Damages-->
- **Poids** <!--Weight-->1,5 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Finesse](weapons_hd.md#finesse), [allonge](weapons_hd.md#allonge)<!--/Properties-->


Id: equipment_hd.md#fléau
ParentLink: equipment_hd.md#Équipement
Name: Fléau
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 10 po
Weight: 1 kg
Rarity: De guerre
Damages: 1d8 contondant
Properties: _
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Fléau<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->De guerre<!--/Rarity-->
- **Prix** <!--Price-->10 po<!--/Price-->
- **Dégâts** <!--Damages-->1d8 contondant<!--/Damages-->
- **Poids** <!--Weight-->1 kg<!--/Weight-->
- **Propriétés** <!--Properties-->_<!--/Properties-->


Id: equipment_hd.md#Épée-longue
ParentLink: equipment_hd.md#Équipement
Name: Épée longue
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 15 po
Weight: 1,5 kg
Rarity: De guerre
Damages: 1d8 tranchant
Properties: [Polyvalente](weapons_hd.md#polyvalente) (1d10)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Épée longue<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->De guerre<!--/Rarity-->
- **Prix** <!--Price-->15 po<!--/Price-->
- **Dégâts** <!--Damages-->1d8 tranchant<!--/Damages-->
- **Poids** <!--Weight-->1,5 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Polyvalente](weapons_hd.md#polyvalente) (1d10)<!--/Properties-->


Id: equipment_hd.md#Épée-courte
ParentLink: equipment_hd.md#Équipement
Name: Épée courte
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 10 po
Weight: 1 kg
Rarity: De guerre
Damages: 1d6 perforant
Properties: [Finesse](weapons_hd.md#finesse), [légère](weapons_hd.md#légère)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Épée courte<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->De guerre<!--/Rarity-->
- **Prix** <!--Price-->10 po<!--/Price-->
- **Dégâts** <!--Damages-->1d6 perforant<!--/Damages-->
- **Poids** <!--Weight-->1 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Finesse](weapons_hd.md#finesse), [légère](weapons_hd.md#légère)<!--/Properties-->


Id: equipment_hd.md#Épée-à-deux-mains
ParentLink: equipment_hd.md#Équipement
Name: Épée à deux mains
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 50 po
Weight: 3 kg
Rarity: De guerre
Damages: 2d6 tranchant
Properties: [Lourde](weapons_hd.md#lourde), [à deux mains](weapons_hd.md#À-deux-mains)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Épée à deux mains<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->De guerre<!--/Rarity-->
- **Prix** <!--Price-->50 po<!--/Price-->
- **Dégâts** <!--Damages-->2d6 tranchant<!--/Damages-->
- **Poids** <!--Weight-->3 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Lourde](weapons_hd.md#lourde), [à deux mains](weapons_hd.md#À-deux-mains)<!--/Properties-->


Id: equipment_hd.md#coutille
ParentLink: equipment_hd.md#Équipement
Name: Coutille
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 20 po
Weight: 3 kg
Rarity: De guerre
Damages: 1d10 tranchant
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Coutille<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->De guerre<!--/Rarity-->
- **Prix** <!--Price-->20 po<!--/Price-->
- **Dégâts** <!--Damages-->1d10 tranchant<!--/Damages-->
- **Poids** <!--Weight-->3 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Lourde](weapons_hd.md#lourde), [allonge](weapons_hd.md#allonge), [à deux mains](weapons_hd.md#À-deux-mains)<!--/Properties-->

Properties:
[Lourde](weapons_hd.md#lourde), [allonge](weapons_hd.md#allonge), [à deux mains](weapons_hd.md#À-deux-mains)


Id: equipment_hd.md#cimeterre
ParentLink: equipment_hd.md#Équipement
Name: Cimeterre
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 25 po
Weight: 1,5 kg
Rarity: De guerre
Damages: 1d6 tranchant
Properties: [Finesse](weapons_hd.md#finesse), [légère](weapons_hd.md#légère)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Cimeterre<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->De guerre<!--/Rarity-->
- **Prix** <!--Price-->25 po<!--/Price-->
- **Dégâts** <!--Damages-->1d6 tranchant<!--/Damages-->
- **Poids** <!--Weight-->1,5 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Finesse](weapons_hd.md#finesse), [légère](weapons_hd.md#légère)<!--/Properties-->


Id: equipment_hd.md#fronde
ParentLink: equipment_hd.md#Équipement
Name: Fronde
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme à distance
Price: 1 pa
Weight: _
Rarity: Courante
Damages: 1d4 contondant
Properties: [Munitions](weapons_hd.md#munitions) (portée 9/36)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Fronde<!--/Name-->

- **Type** <!--Type-->Arme à distance<!--/Type-->
- **Rareté** <!--Rarity-->Courante<!--/Rarity-->
- **Prix** <!--Price-->1 pa<!--/Price-->
- **Dégâts** <!--Damages-->1d4 contondant<!--/Damages-->
- **Poids** <!--Weight-->_<!--/Weight-->
- **Propriétés** <!--Properties-->[Munitions](weapons_hd.md#munitions) (portée 9/36)<!--/Properties-->


Id: equipment_hd.md#fléchette
ParentLink: equipment_hd.md#Équipement
Name: Fléchette
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme à distance
Price: 5 pc
Weight: 0,1 kg
Rarity: Courante
Damages: 1d4 perforant
Properties: [Finesse](weapons_hd.md#finesse), [lancer](weapons_hd.md#lancer) (portée 6/18)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Fléchette<!--/Name-->

- **Type** <!--Type-->Arme à distance<!--/Type-->
- **Rareté** <!--Rarity-->Courante<!--/Rarity-->
- **Prix** <!--Price-->5 pc<!--/Price-->
- **Dégâts** <!--Damages-->1d4 perforant<!--/Damages-->
- **Poids** <!--Weight-->0,1 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Finesse](weapons_hd.md#finesse), [lancer](weapons_hd.md#lancer) (portée 6/18)<!--/Properties-->


Id: equipment_hd.md#arc-court
ParentLink: equipment_hd.md#Équipement
Name: Arc court
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme à distance
Price: 25 po
Weight: 1 kg
Rarity: Courante
Damages: 1d6 perforant
Properties: [Munitions](weapons_hd.md#munitions) (portée 24/96), [à deux mains](weapons_hd.md#À-deux-mains)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Arc court<!--/Name-->

- **Type** <!--Type-->Arme à distance<!--/Type-->
- **Rareté** <!--Rarity-->Courante<!--/Rarity-->
- **Prix** <!--Price-->25 po<!--/Price-->
- **Dégâts** <!--Damages-->1d6 perforant<!--/Damages-->
- **Poids** <!--Weight-->1 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Munitions](weapons_hd.md#munitions) (portée 24/96), [à deux mains](weapons_hd.md#À-deux-mains)<!--/Properties-->


Id: equipment_hd.md#arbalète-légère
ParentLink: equipment_hd.md#Équipement
Name: Arbalète légère
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme à distance
Price: 25 po
Weight: 2,5 kg
Rarity: Courante
Damages: 1d8 perforant
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Arbalète légère<!--/Name-->

- **Type** <!--Type-->Arme à distance<!--/Type-->
- **Rareté** <!--Rarity-->Courante<!--/Rarity-->
- **Prix** <!--Price-->25 po<!--/Price-->
- **Dégâts** <!--Damages-->1d8 perforant<!--/Damages-->
- **Poids** <!--Weight-->2,5 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Munitions](weapons_hd.md#munitions) (portée 24/96), [chargement](weapons_hd.md#chargement), [à deux mains](weapons_hd.md#À-deux-mains)<!--/Properties-->

Properties:
[Munitions](weapons_hd.md#munitions) (portée 24/96), [chargement](weapons_hd.md#chargement), [à deux mains](weapons_hd.md#À-deux-mains)


Id: equipment_hd.md#serpe
ParentLink: equipment_hd.md#Équipement
Name: Serpe
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 1 po
Weight: 1 kg
Rarity: Courante
Damages: 1d4 tranchant
Properties: [Légère](weapons_hd.md#légère)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Serpe<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->Courante<!--/Rarity-->
- **Prix** <!--Price-->1 po<!--/Price-->
- **Dégâts** <!--Damages-->1d4 tranchant<!--/Damages-->
- **Poids** <!--Weight-->1 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Légère](weapons_hd.md#légère)<!--/Properties-->


Id: equipment_hd.md#massue
ParentLink: equipment_hd.md#Équipement
Name: Massue
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 2 pa
Weight: 5 kg
Rarity: Courante
Damages: 1d8 contondant
Properties: [À deux mains](weapons_hd.md#À-deux-mains)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Massue<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->Courante<!--/Rarity-->
- **Prix** <!--Price-->2 pa<!--/Price-->
- **Dégâts** <!--Damages-->1d8 contondant<!--/Damages-->
- **Poids** <!--Weight-->5 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[À deux mains](weapons_hd.md#À-deux-mains)<!--/Properties-->


Id: equipment_hd.md#masse-darmes
ParentLink: equipment_hd.md#Équipement
Name: Masse d'armes
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 5 po
Weight: 2 kg
Rarity: Courante
Damages: 1d6 contondant
Properties: _
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Masse d'armes<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->Courante<!--/Rarity-->
- **Prix** <!--Price-->5 po<!--/Price-->
- **Dégâts** <!--Damages-->1d6 contondant<!--/Damages-->
- **Poids** <!--Weight-->2 kg<!--/Weight-->
- **Propriétés** <!--Properties-->_<!--/Properties-->


Id: equipment_hd.md#marteau-léger
ParentLink: equipment_hd.md#Équipement
Name: Marteau léger
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 2 po
Weight: 1 kg
Rarity: Courante
Damages: 1d4 contondant
Properties: [Légère](weapons_hd.md#légère), [lancer](weapons_hd.md#lancer) (6/18)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Marteau léger<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->Courante<!--/Rarity-->
- **Prix** <!--Price-->2 po<!--/Price-->
- **Dégâts** <!--Damages-->1d4 contondant<!--/Damages-->
- **Poids** <!--Weight-->1 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Légère](weapons_hd.md#légère), [lancer](weapons_hd.md#lancer) (6/18)<!--/Properties-->


Id: equipment_hd.md#lance
ParentLink: equipment_hd.md#Équipement
Name: Lance
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 1 po
Weight: 1,5 kg
Rarity: Courante
Damages: 1d6 perforant
Properties: [Lancer](weapons_hd.md#lancer) (portée 6/18), [polyvalente](weapons_hd.md#polyvalente) (1d8)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Lance<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->Courante<!--/Rarity-->
- **Prix** <!--Price-->1 po<!--/Price-->
- **Dégâts** <!--Damages-->1d6 perforant<!--/Damages-->
- **Poids** <!--Weight-->1,5 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Lancer](weapons_hd.md#lancer) (portée 6/18), [polyvalente](weapons_hd.md#polyvalente) (1d8)<!--/Properties-->


Id: equipment_hd.md#javeline
ParentLink: equipment_hd.md#Équipement
Name: Javeline
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 5 pa
Weight: 1 kg
Rarity: Courante
Damages: 1d6 perforant
Properties: [Lancer](weapons_hd.md#lancer) (portée 9/36)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Javeline<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->Courante<!--/Rarity-->
- **Prix** <!--Price-->5 pa<!--/Price-->
- **Dégâts** <!--Damages-->1d6 perforant<!--/Damages-->
- **Poids** <!--Weight-->1 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Lancer](weapons_hd.md#lancer) (portée 9/36)<!--/Properties-->


Id: equipment_hd.md#hachette
ParentLink: equipment_hd.md#Équipement
Name: Hachette
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 5 po
Weight: 1 kg
Rarity: Courante
Damages: 1d6 tranchant
Properties: [Légère](weapons_hd.md#légère), [lancer](weapons_hd.md#lancer) (portée 6/18)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Hachette<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->Courante<!--/Rarity-->
- **Prix** <!--Price-->5 po<!--/Price-->
- **Dégâts** <!--Damages-->1d6 tranchant<!--/Damages-->
- **Poids** <!--Weight-->1 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Légère](weapons_hd.md#légère), [lancer](weapons_hd.md#lancer) (portée 6/18)<!--/Properties-->


Id: equipment_hd.md#gourdin
ParentLink: equipment_hd.md#Équipement
Name: Gourdin
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 1 pa
Weight: 1 kg
Rarity: Courante
Damages: 1d4 contondant
Properties: [Légère](weapons_hd.md#légère)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Gourdin<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->Courante<!--/Rarity-->
- **Prix** <!--Price-->1 pa<!--/Price-->
- **Dégâts** <!--Damages-->1d4 contondant<!--/Damages-->
- **Poids** <!--Weight-->1 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Légère](weapons_hd.md#légère)<!--/Properties-->


Id: equipment_hd.md#dague
ParentLink: equipment_hd.md#Équipement
Name: Dague
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 2 po
Weight: 0,5 kg
Rarity: Courante
Damages: 1d4 perforant
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Dague<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->Courante<!--/Rarity-->
- **Prix** <!--Price-->2 po<!--/Price-->
- **Dégâts** <!--Damages-->1d4 perforant<!--/Damages-->
- **Poids** <!--Weight-->0,5 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Finesse](weapons_hd.md#finesse), [légère](weapons_hd.md#légère), [lancer](weapons_hd.md#lancer) (portée 6/18)<!--/Properties-->

Properties:
[Finesse](weapons_hd.md#finesse), [légère](weapons_hd.md#légère), [lancer](weapons_hd.md#lancer) (portée 6/18)


Id: spells_vo.md#wall-of-fire
ParentLink: spells_vo.md#spells-srd-p
Name: Wall of Fire
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Mur de feu](spells_hd.md#mur-de-feu)
Source: (SRD p190)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 4
Spell_Type: evocation
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (a small piece of phosphorus)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Wall of Fire<!--/Name-->

- MDR: <!--AltName-->[Mur de feu](spells_hd.md#mur-de-feu)<!--/AltName-->
- Source: <!--Source-->(SRD p190)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small piece of phosphorus)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid, Sorcerer, Wizard<!--/Classes-->

### Description

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.

The other side of the wall deals no damage.

**_At Higher Levels_**. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.


Id: spells_vo.md#vicious-mockery
ParentLink: spells_vo.md#spells-srd-p
Name: Vicious Mockery
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Moquerie cruelle](spells_hd.md#moquerie-cruelle)
Source: (SRD p189)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: cantrip
Spell_Type: Enchantment
CastingTime: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Vicious Mockery<!--/Name-->

- MDR: <!--AltName-->[Moquerie cruelle](spells_hd.md#moquerie-cruelle)<!--/AltName-->
- Source: <!--Source-->(SRD p189)<!--/Source-->
-  <!--Type-->Enchantment<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard<!--/Classes-->

### Description

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


Id: spells_vo.md#vampiric-touch
ParentLink: spells_vo.md#spells-srd-p
Name: Vampiric Touch
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Caresse du vampire](spells_hd.md#caresse-du-vampire)
Source: (SRD p189)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 3
Spell_Type: necromancy
CastingTime: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Vampiric Touch<!--/Name-->

- MDR: <!--AltName-->[Caresse du vampire](spells_hd.md#caresse-du-vampire)<!--/AltName-->
- Source: <!--Source-->(SRD p189)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Warlock, Wizard<!--/Classes-->

### Description

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


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

---

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

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

### Description

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

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

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


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

---

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

- MDR: <!--AltName-->[Communication avec les animaux](spells_hd.md#communication-avec-les-animaux)<!--/AltName-->
- Source: <!--Source-->(SRD p181)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->10 minutes<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Ranger<!--/Classes-->

### Description

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.


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

---

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

- MDR: <!--AltName-->[Épargner les mourants](spells_hd.md#Épargner-les-mourants)<!--/AltName-->
- Source: <!--Source-->(SRD p181)<!--/Source-->
-  <!--Type-->Necromancy<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.


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

---

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

- MDR: <!--AltName-->[Lenteur](spells_hd.md#lenteur)<!--/AltName-->
- Source: <!--Source-->(SRD p180)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a drop of molasses)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.


Id: spells_vo.md#sleet-storm
ParentLink: spells_vo.md#spells-srd-p
Name: Sleet Storm
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Tempête de neige](spells_hd.md#tempête-de-neige)
Source: (SRD p180)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 3
Spell_Type: conjuration
CastingTime: 1 action
Range: 150 feet
Components: V, S, M (a pinch of dust and a few drops of water)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Tempête de neige](spells_hd.md#tempête-de-neige)<!--/AltName-->
- Source: <!--Source-->(SRD p180)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->150 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of dust and a few drops of water)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid, Sorcerer, Wizard<!--/Classes-->

### Description

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.


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

---

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

- MDR: <!--AltName-->[Sommeil](spells_hd.md#sommeil)<!--/AltName-->
- Source: <!--Source-->(SRD p180)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->90 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of fine sand, rose petals, or a cricket)<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.


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

---

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

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

### Description

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

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

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

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

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


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

---

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

- MDR: <!--AltName-->[Image silencieuse](spells_hd.md#image-silencieuse)<!--/AltName-->
- Source: <!--Source-->(SRD p179)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a bit of fleece)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

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


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

---

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

- MDR: <!--AltName-->[Silence](spells_hd.md#silence)<!--/AltName-->
- Source: <!--Source-->(SRD p179)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->illusion<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Ranger<!--/Classes-->

### Description

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

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


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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


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

---

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

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

### Description

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


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

---

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

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

### Description

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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

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

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

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

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

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

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


Id: spells_vo.md#sequester
ParentLink: spells_vo.md#spells-srd-p
Name: Sequester
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Séquestration](spells_hd.md#séquestration)
Source: (SRD p178)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 7
Spell_Type: transmutation
CastingTime: 1 action
Range: Touch
Duration: Until dispelled
Classes: Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

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

### Description

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

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

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

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


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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

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

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

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


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

---

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

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

### Description

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


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

---

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

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

### Description

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

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

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

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

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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

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


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

---

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

- MDR: <!--AltName-->[Flamme sacrée](spells_hd.md#flamme-sacrée)<!--/AltName-->
- Source: <!--Source-->(SRD p176)<!--/Source-->
-  <!--Type-->Evocation<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

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

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


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

---

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

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

### Description

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

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

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

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


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

---

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

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

### Description

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


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

---

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

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

### Description

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

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

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


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

---

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

- MDR: <!--AltName-->[Communication avec les morts](spells_hd.md#communication-avec-les-morts)<!--/AltName-->
- Source: <!--Source-->(SRD p181)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->10 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (burning incense)<!--/Components-->
- **Duration :** <!--Duration-->10 minutes<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric<!--/Classes-->

### Description

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.


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

---

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

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

### Description

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


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

---

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

- MDR: <!--AltName-->[Communication avec les plantes](spells_hd.md#communication-avec-les-plantes)<!--/AltName-->
- Source: <!--Source-->(SRD p181)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (30-foot radius)<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->10 minutes<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Ranger<!--/Classes-->

### Description

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the _[entangle](spells_vo.hd#entangle)_ spell to release a restrained creature.


Id: spells_vo.md#spike-growth
ParentLink: spells_vo.md#spells-srd-p
Name: Spike Growth
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Croissance d'épines](spells_hd.md#croissance-dépines)
Source: (SRD p182)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 2
Spell_Type: transmutation
CastingTime: 1 action
Range: 150 feet
Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
Duration: Concentration, up to 10 minutes
Classes: Druid, Ranger
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Croissance d'épines](spells_hd.md#croissance-dépines)<!--/AltName-->
- Source: <!--Source-->(SRD p182)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->150 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Druid, Ranger<!--/Classes-->

### Description

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.


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

---

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

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

### Description

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


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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

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

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

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

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

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

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

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

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


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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


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

---

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

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

### Description

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


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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

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

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

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

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

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

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

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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

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

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


Id: spells_vo.md#teleport
ParentLink: spells_vo.md#spells-srd-p
Name: Teleport
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Téléportation](spells_hd.md#téléportation)
Source: (SRD p185)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 7
Spell_Type: conjuration
CastingTime: 1 action
Range: 10 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Teleport<!--/Name-->

- MDR: <!--AltName-->[Téléportation](spells_hd.md#téléportation)<!--/AltName-->
- Source: <!--Source-->(SRD p185)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->10 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

|Familiarity|Mishap|Similar Area|Off Target|On Target|
|---|---|---|---|---|
|Permanent circle|—|—|—|01-100|
|Associated object|—|—|—|01-100|
|Very familiar|01-05|06-13|14-24|25-100|
|Seen casually|01-33|34-43|44-53|54-100|
|Viewed once|01-43|44-53|54-73|74-100|
|Description|01-43|44-53|54-73|74-100|
|False destination|01-50|51-100|—|—|

**_Familiarity_**. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know.

"Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.

"Seen casually" is someplace you have seen more than once but with which you aren't very familiar.

"Viewed once" is a place you have seen once, possibly using magic.

"Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.

"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

**_On Target_**. You and your group (or the target object) appear where you want to.

**_Off Target_**. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

**_Similar Area_**. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

**_Mishap_**. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).


Id: spells_vo.md#telekinesis
ParentLink: spells_vo.md#spells-srd-p
Name: Telekinesis
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Télékinésie](spells_hd.md#télékinésie)
Source: (SRD p185)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 5
Spell_Type: transmutation
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Telekinesis<!--/Name-->

- MDR: <!--AltName-->[Télékinésie](spells_hd.md#télékinésie)<!--/AltName-->
- Source: <!--Source-->(SRD p185)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

**_Creature_**. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

**_Object_**. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.


Id: spells_vo.md#hideous-laughter
ParentLink: spells_vo.md#spells-srd-p
Name: Hideous Laughter
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Fou rire](spells_hd.md#fou-rire)
Source: (SRD p154)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 1
Spell_Type: enchantment
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
Classes: Bard, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Hideous Laughter<!--/Name-->

- MDR: <!--AltName-->[Fou rire](spells_hd.md#fou-rire)<!--/AltName-->
- Source: <!--Source-->(SRD p154)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (tiny tarts and a feather that is waved in the air)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Wizard<!--/Classes-->

### Description

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.


Id: spells_vo.md#symbol
ParentLink: spells_vo.md#spells-srd-p
Name: Symbol
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Symbole](spells_hd.md#symbole)
Source: (SRD p184)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 7
Spell_Type: abjuration
CastingTime: 1 minute
Range: Touch
Duration: Until dispelled or triggered
Classes: Bard, Cleric, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Symbol<!--/Name-->

- MDR: <!--AltName-->[Symbole](spells_hd.md#symbole)<!--/AltName-->
- Source: <!--Source-->(SRD p184)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Until dispelled or triggered<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Wizard<!--/Classes-->

### Description

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.

**Death**. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.

**Discord**. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.

**Fear**. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.

**Hopelessness**. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.

**Insanity**. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.

**Pain**. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.

**Sleep**. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

**Stunning**. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

Components:
V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)


Id: spells_vo.md#sunburst
ParentLink: spells_vo.md#spells-srd-p
Name: Sunburst
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Éclat du soleil](spells_hd.md#Éclat-du-soleil)
Source: (SRD p184)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 8
Spell_Type: evocation
CastingTime: 1 action
Range: 150 feet
Components: V, S, M (fire and a piece of sunstone)
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Sunburst<!--/Name-->

- MDR: <!--AltName-->[Éclat du soleil](spells_hd.md#Éclat-du-soleil)<!--/AltName-->
- Source: <!--Source-->(SRD p184)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->150 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (fire and a piece of sunstone)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Druid, Sorcerer, Wizard<!--/Classes-->

### Description

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is [blinded](conditions_vo.md#blinded) for 1 minute. On a successful save, it takes half as much damage and isn't [blinded](conditions_vo.md#blinded) by this spell. Undead and oozes have disadvantage on this saving throw.

A creature [blinded](conditions_vo.md#blinded) by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer [blinded](conditions_vo.md#blinded).

This spell dispels any darkness in its area that was created by a spell.


Id: spells_vo.md#sunbeam
ParentLink: spells_vo.md#spells-srd-p
Name: Sunbeam
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Rayon de soleil](spells_hd.md#rayon-de-soleil)
Source: (SRD p184)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 6
Spell_Type: evocation
CastingTime: 1 action
Range: Self (60-foot line)
Components: V, S, M (a magnifying glass)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Sunbeam<!--/Name-->

- MDR: <!--AltName-->[Rayon de soleil](spells_hd.md#rayon-de-soleil)<!--/AltName-->
- Source: <!--Source-->(SRD p184)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (60-foot line)<!--/Range-->
- **Components :** <!--Components-->V, S, M (a magnifying glass)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid, Sorcerer, Wizard<!--/Classes-->

### Description

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is [blinded](conditions_vo.md#blinded) until your next turn. On a successful save, it takes half as much damage and isn't [blinded](conditions_vo.md#blinded) by this spell. Undead and oozes have disadvantage on this saving throw.

You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.


Id: spells_vo.md#suggestion
ParentLink: spells_vo.md#spells-srd-p
Name: Suggestion
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Suggestion](spells_hd.md#suggestion)
Source: (SRD p183)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 2
Spell_Type: enchantment
CastingTime: 1 action
Range: 30 feet
Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
Classes: Bard, Sorcerer, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Suggestion<!--/Name-->

- MDR: <!--AltName-->[Suggestion](spells_hd.md#suggestion)<!--/AltName-->
- Source: <!--Source-->(SRD p183)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 8 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.


Id: spells_vo.md#storm-of-vengeance
ParentLink: spells_vo.md#spells-srd-p
Name: Storm of Vengeance
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Tempête vengeresse](spells_hd.md#tempête-vengeresse)
Source: (SRD p183)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 9
Spell_Type: conjuration
CastingTime: 1 action
Range: Sight
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Storm of Vengeance<!--/Name-->

- MDR: <!--AltName-->[Tempête vengeresse](spells_hd.md#tempête-vengeresse)<!--/AltName-->
- Source: <!--Source-->(SRD p183)<!--/Source-->
-  <!--Level-->9<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Sight<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid<!--/Classes-->

### Description

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces additional effects on your turn.

**Round 2**. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

**Round 3**. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

**Round 4**. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

**Round 5-10**. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.


Id: spells_vo.md#stoneskin
ParentLink: spells_vo.md#spells-srd-p
Name: Stoneskin
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Peau de pierre](spells_hd.md#peau-de-pierre)
Source: (SRD p183)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 4
Spell_Type: abjuration
CastingTime: 1 action
Range: Touch
Components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
Duration: Concentration, up to 1 hour
Classes: Druid, Ranger, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Stoneskin<!--/Name-->

- MDR: <!--AltName-->[Peau de pierre](spells_hd.md#peau-de-pierre)<!--/AltName-->
- Source: <!--Source-->(SRD p183)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (diamond dust worth 100 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Druid, Ranger, Sorcerer, Wizard<!--/Classes-->

### Description

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.


Id: spells_vo.md#stone-shape
ParentLink: spells_vo.md#spells-srd-p
Name: Stone Shape
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Façonnage de la pierre](spells_hd.md#façonnage-de-la-pierre)
Source: (SRD p183)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 4
Spell_Type: transmutation
CastingTime: 1 action
Range: Touch
Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
Duration: Instantaneous
Classes: Cleric, Druid, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Façonnage de la pierre](spells_hd.md#façonnage-de-la-pierre)<!--/AltName-->
- Source: <!--Source-->(SRD p183)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid, Wizard<!--/Classes-->

### Description

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.


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

---

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

- MDR: <!--AltName-->[Nuage puant](spells_hd.md#nuage-puant)<!--/AltName-->
- Source: <!--Source-->(SRD p182)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->90 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a rotten egg or several skunk cabbage leaves)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.


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

---

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

- MDR: <!--AltName-->[Arme spirituelle](spells_hd.md#arme-spirituelle)<!--/AltName-->
- Source: <!--Source-->(SRD p182)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

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


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

---

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

- MDR: <!--AltName-->[Esprits gardiens](spells_hd.md#esprits-gardiens)<!--/AltName-->
- Source: <!--Source-->(SRD p182)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (15-foot radius)<!--/Range-->
- **Components :** <!--Components-->V, S, M (a holy symbol)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.


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

---

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

- MDR: <!--AltName-->[Pattes d'araignée](spells_hd.md#pattes-daraignée)<!--/AltName-->
- Source: <!--Source-->(SRD p182)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a drop of bitumen and a spider)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.


Id: equipment_hd.md#marteau-de-guerre
ParentLink: equipment_hd.md#Équipement
Name: Marteau de guerre
ParentName: Équipement
ParentNameLink: <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->
Discriminator: Equipment
EquipmentsId: equipment_hd.md#Équipement
Type: Arme de corps-à-corps
Price: 15 po
Weight: 1 kg
Rarity: De guerre
Damages: 1d8 contondant
Properties: [Polyvalente](weapons_hd.md#polyvalente) (1d10)
Markdown:
> <!--ParentNameLink-->[Équipement](equipment_hd.md#Équipement)<!--/ParentNameLink-->

---

# <!--Name-->Marteau de guerre<!--/Name-->

- **Type** <!--Type-->Arme de corps-à-corps<!--/Type-->
- **Rareté** <!--Rarity-->De guerre<!--/Rarity-->
- **Prix** <!--Price-->15 po<!--/Price-->
- **Dégâts** <!--Damages-->1d8 contondant<!--/Damages-->
- **Poids** <!--Weight-->1 kg<!--/Weight-->
- **Propriétés** <!--Properties-->[Polyvalente](weapons_hd.md#polyvalente) (1d10)<!--/Properties-->


Id: spells_vo.md#giant-insect
ParentLink: spells_vo.md#spells-srd-p
Name: Giant Insect
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Insecte géant](spells_hd.md#insecte-géant)
Source: (SRD p149)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 4
Spell_Type: transmutation
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Druid
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Giant Insect<!--/Name-->

- MDR: <!--AltName-->[Insecte géant](spells_hd.md#insecte-géant)<!--/AltName-->
- Source: <!--Source-->(SRD p149)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Druid<!--/Classes-->

### Description

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.


Id: spells_vo.md#geas
ParentLink: spells_vo.md#spells-srd-p
Name: Geas
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Coercition mystique](spells_hd.md#coercition-mystique)
Source: (SRD p148)
Discriminator: SpellVO
SpellsVOId: spells_vo.md#spells-srd-p
Level: 5
Spell_Type: enchantment
CastingTime: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
Classes: Bard, Cleric, Druid, Paladin, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Geas<!--/Name-->

- MDR: <!--AltName-->[Coercition mystique](spells_hd.md#coercition-mystique)<!--/AltName-->
- Source: <!--Source-->(SRD p148)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->30 days<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid, Paladin, Wizard<!--/Classes-->

### Description

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A _[remove curse](spells_vo.hd#remove-curse), [greater restoration](spells_vo.hd#greater-restoration)_, or _[wish](spells_vo.hd#wish)_ spell also ends it.

**_At Higher Levels_**. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.


Id: monsters_vo.md#worg
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Worg
ParentName: Monsters, NPC and Animals
AltName: [Worg](monsters_hd.md#worg)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: monstrosity
Size: Large
Alignment: neutral evil
Monster_ArmorClass: 13 (natural armor)
HitPoints: 26 (4d10 + 4)
Monster_Speed: 50 ft.
Monster_Strength: 16 (+3)
Dexterity: 13 (+1)
Constitution: 13 (+1)
Intelligence: 7 (-2)
Wisdom: 11 (+0)
Charisma: 8 (-1)
Skills: Perception +4
Senses: darkvision 60 ft., passive Perception 14
Languages: Goblin, Worg
Challenge: 1/2 (100 XP)
ParentNameLink:
<!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Worg<!--/Name-->

- CEO: <!--AltName-->[Worg](monsters_hd.md#worg)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->26 (4d10 + 4)<!--/HitPoints-->
- **Speed** <!--Speed-->50 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +4<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 14<!--/Senses-->
- **Languages** <!--Languages-->Goblin, Worg<!--/Languages-->
- **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge-->

## Special Features

**_Keen Hearing and Smell_**. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

## Actions

**_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Id: monsters_vo.md#veteran
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Veteran
ParentName: Monsters, NPC and Animals
AltName: [Vétéran](monsters_hd.md#vétéran)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: humanoid (any race)
Size: Medium
Alignment: any alignment
Monster_ArmorClass: 17 (splint)
HitPoints: 58 (9d8 + 18)
Monster_Speed: 30 ft.
Monster_Strength: 16 (+3)
Dexterity: 13 (+1)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 11 (+0)
Charisma: 10 (+0)
Skills: Athletics +5, Perception +2
Senses: passive Perception 12
Languages: any one language (usually Common)
Challenge: 3 (700 XP)
ParentNameLink:
<!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Veteran<!--/Name-->

- CEO: <!--AltName-->[Vétéran](monsters_hd.md#vétéran)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any alignment<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->17 (splint)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->58 (9d8 + 18)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->|

- **Skills** <!--Skills-->Athletics +5, Perception +2<!--/Skills-->
- **Senses** <!--Senses-->passive Perception 12<!--/Senses-->
- **Languages** <!--Languages-->any one language (usually Common)<!--/Languages-->
- **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge-->

## Special Features

**_Multiattack_**. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

**_Longsword_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

**_Shortsword_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 6 (1d6 + 3) piercing damage.

**_Heavy Crossbow_**. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target.

_Hit_: 6 (1d10 + 1) piercing damage.


Id: monsters_vo.md#vrock
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Vrock
ParentName: Monsters, NPC and Animals
AltName: [Vrock](monsters_hd.md#vrock)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: fiend (demon)
Size: Large
Alignment: chaotic evil
Monster_ArmorClass: 15 (natural armor)
HitPoints: 104 (11d10 + 44)
Monster_Speed: 40 ft., fly 60 ft.
Monster_Strength: 17 (+3)
Dexterity: 15 (+2)
Constitution: 18 (+4)
Intelligence: 8 (-1)
Wisdom: 13 (+1)
Charisma: 8 (-1)
SavingThrows: Dex +5, Wis +4, Cha +2
DamageImmunities: poison
ConditionImmunities: poisoned
DamageResistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Senses: darkvision 120 ft., passive Perception 11
Languages: Abyssal, telepathy 120 ft.
Challenge: 6 (2300 XP)
ParentNameLink:
<!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Vrock<!--/Name-->

- CEO: <!--AltName-->[Vrock](monsters_hd.md#vrock)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->fiend (demon)<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->104 (11d10 + 44)<!--/HitPoints-->
- **Speed** <!--Speed-->40 ft., fly 60 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence--> 8 (-1)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->|

- **Saving Throws** <!--SavingThrows-->Dex +5, Wis +4, Cha +2<!--/SavingThrows-->
- **Senses** <!--Senses-->darkvision 120 ft., passive Perception 11<!--/Senses-->
- **Languages** <!--Languages-->Abyssal, telepathy 120 ft.<!--/Languages-->
- **Challenge** <!--Challenge-->6 (2300 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities-->
- **Damage Resistances** <!--DamageResistances-->cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances-->
- **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities-->

## Special Features

**_Magic Resistance_**. The vrock has advantage on saving throws against spells and other magical effects.

## Actions

**_Multiattack_**. The vrock makes two attacks: one with its beak and one with its talons.

**_Beak_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

_Hit_: 10 (2d6 + 3) piercing damage.

**_Talons_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

_Hit_: 14 (2d10 + 3) slashing damage.

**_Spores (Recharge 6)_**. A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself

**_on a success_**. Emptying a vial of holy water on the target also ends the effect on it.

**_Stunning Screech (1/Day)_**. The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn.


Id: monsters_vo.md#wyvern
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Wyvern
ParentName: Monsters, NPC and Animals
AltName: [Vouivre](monsters_hd.md#vouivre)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: dragon
Size: Large
Alignment: unaligned
Monster_ArmorClass: 13 (natural armor)
HitPoints: 110 (13d10 + 39)
Monster_Speed: 20 ft., fly 80 ft.
Monster_Strength: 19 (+4)
Dexterity: 10 (+0)
Constitution: 16 (+3)
Intelligence: 5 (-3)
Wisdom: 12 (+1)
Charisma: 6 (-2)
Skills: Perception +4
Senses: darkvision 60 ft., passive Perception 14
Languages: -
Challenge: 6 (2300 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Wyvern<!--/Name-->

- CEO: <!--AltName-->[Vouivre](monsters_hd.md#vouivre)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->110 (13d10 + 39)<!--/HitPoints-->
- **Speed** <!--Speed-->20 ft., fly 80 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 5 (-3)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +4<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 14<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->6 (2300 XP)<!--/Challenge-->

## Special Features

**_Multiattack_**. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

**_Bite_**. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.

_Hit_: 11 (2d6 + 4) piercing damage.

**_Claws_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

_Hit_: 13 (2d8 + 4) slashing damage.

**_Stinger_**. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.

_Hit_: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.


Id: monsters_vo.md#purple-worm
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Purple Worm
ParentName: Monsters, NPC and Animals
AltName: [Ver pourpre](monsters_hd.md#ver-pourpre)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: monstrosity
Size: Gargantuan
Alignment: unaligned
Monster_ArmorClass: 18 (natural armor)
HitPoints: 247 (15d20 + 90)
Monster_Speed: 50 ft., burrow 30 ft.
Monster_Strength: 28 (+9)
Dexterity: 7 (-2)
Constitution: 22 (+6)
Intelligence: 1 (-5)
Wisdom: 8 (-1)
Charisma: 4 (-3)
SavingThrows: Con +11, Wis +4
Senses: blindsight 30 ft., tremorsense 60 ft., passive Perception 9
Languages: -
Challenge: 15 (13000 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Purple Worm<!--/Name-->

- CEO: <!--AltName-->[Ver pourpre](monsters_hd.md#ver-pourpre)<!--/AltName-->
-  <!--Size-->Gargantuan<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->247 (15d20 + 90)<!--/HitPoints-->
- **Speed** <!--Speed-->50 ft., burrow 30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->28 (+9)<!--/Strength-->|<!--Dexterity--> 7 (-2)<!--/Dexterity-->|<!--Constitution-->22 (+6)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 8 (-1)<!--/Wisdom-->|<!--Charisma--> 4 (-3)<!--/Charisma-->|

- **Saving Throws** <!--SavingThrows-->Con +11, Wis +4<!--/SavingThrows-->
- **Senses** <!--Senses-->blindsight 30 ft., tremorsense 60 ft., passive Perception 9<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->15 (13000 XP)<!--/Challenge-->

## Special Features

**_Tunneler_**. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

## Actions

**_Multiattack_**. The worm makes two attacks: one with its bite and one with its stinger.

**_Bite_**. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.

_Hit_: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is [blinded](conditions_vo.md#blinded) and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

**_Tail Stinger_**. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.

_Hit_: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.


Id: monsters_vo.md#giant-vulture
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Giant Vulture
ParentName: Monsters, NPC and Animals
AltName: [Vautour géant](monsters_hd.md#vautour-géant)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: beast
Size: Large
Alignment: neutral evil
Monster_ArmorClass: 10
HitPoints: 22 (3d10 + 6)
Monster_Speed: 10 ft., fly 60 ft.
Monster_Strength: 15 (+2)
Dexterity: 10 (+0)
Constitution: 15 (+2)
Intelligence: 6 (-2)
Wisdom: 12 (+1)
Charisma: 7 (-2)
Skills: Perception +3
Senses: passive Perception 13
Languages: understands Common but can't speak
Challenge: 1 (200 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Giant Vulture<!--/Name-->

- CEO: <!--AltName-->[Vautour géant](monsters_hd.md#vautour-géant)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->10<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->22 (3d10 + 6)<!--/HitPoints-->
- **Speed** <!--Speed-->10 ft., fly 60 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +3<!--/Skills-->
- **Senses** <!--Senses-->passive Perception 13<!--/Senses-->
- **Languages** <!--Languages-->understands Common but can't speak<!--/Languages-->
- **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge-->

## Special Features

**_Keen Sight and Smell_**. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

**_Pack Tactics_**. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.

## Actions

**_Multiattack_**. The vulture makes two attacks: one with its beak and one with its talons.

**_Beak_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

_Hit_: 7 (2d4 + 2) piercing damage.

**_Talons_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

_Hit_: 9 (2d6 + 2) slashing damage.


Id: monsters_vo.md#vulture
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Vulture
ParentName: Monsters, NPC and Animals
AltName: [Vautour](monsters_hd.md#vautour)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: beast
Size: Medium
Alignment: unaligned
Monster_ArmorClass: 10
HitPoints: 5 (1d8 + 1)
Monster_Speed: 10 ft., fly 50 ft.
Monster_Strength: 7 (-2)
Dexterity: 10 (+0)
Constitution: 13 (+1)
Intelligence: 2 (-4)
Wisdom: 12 (+1)
Charisma: 4 (-3)
Skills: Perception +3
Senses: passive Perception 13
Languages: -
Challenge: 0 (10 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Vulture<!--/Name-->

- CEO: <!--AltName-->[Vautour](monsters_hd.md#vautour)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->10<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->5 (1d8 + 1)<!--/HitPoints-->
- **Speed** <!--Speed-->10 ft., fly 50 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength--> 7 (-2)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 4 (-3)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +3<!--/Skills-->
- **Senses** <!--Senses-->passive Perception 13<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge-->

## Special Features

**_Keen Sight and Smell_**. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

**_Pack Tactics_**. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.

## Actions

**_Beak_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

_Hit_: 2 (1d4) piercing damage.


Id: monsters_vo.md#gray-ooze
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Gray Ooze
ParentName: Monsters, NPC and Animals
AltName: [Vase grise](monsters_hd.md#vase-grise)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: ooze
Size: Medium
Alignment: unaligned
Monster_ArmorClass: 8
HitPoints: 22 (3d8 + 9)
Monster_Speed: 10 ft., climb 10 ft.
Monster_Strength: 12 (+1)
Dexterity: 6 (-2)
Constitution: 16 (+3)
Intelligence: 1 (-5)
Wisdom: 6 (-2)
Charisma: 2 (-4)
Skills: Stealth +2
ConditionImmunities: blinded, charmed, deafened, exhaustion, frightened, prone
DamageResistances: acid, cold, fire
Senses: blindsight 60 ft. ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 8
Languages: -
Challenge: 1/2 (100 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Gray Ooze<!--/Name-->

- CEO: <!--AltName-->[Vase grise](monsters_hd.md#vase-grise)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->ooze<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->8<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->22 (3d8 + 9)<!--/HitPoints-->
- **Speed** <!--Speed-->10 ft., climb 10 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->12 (+1)<!--/Strength-->|<!--Dexterity--> 6 (-2)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 6 (-2)<!--/Wisdom-->|<!--Charisma--> 2 (-4)<!--/Charisma-->|

- **Skills** <!--Skills-->Stealth +2<!--/Skills-->
- **Senses** <!--Senses-->blindsight 60 ft. ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 8<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge-->
- **Damage Resistances** <!--DamageResistances-->acid, cold, fire<!--/DamageResistances-->
- **Condition Immunities** <!--ConditionImmunities-->blinded, charmed, deafened, exhaustion, frightened, prone<!--/ConditionImmunities-->

## Special Features

**_Amorphous_**. The ooze can move through a space as narrow as 1 inch wide without squeezing.

**_Corrode Metal_**. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.

The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

**_False Appearance_**. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

## Actions

**_Pseudopod_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

_Hit_: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.


Id: monsters_vo.md#vampire-spawn
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Vampire Spawn
ParentName: Monsters, NPC and Animals
AltName: [Vampirien](monsters_hd.md#vampirien)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: undead
Size: Medium
Alignment: neutral evil
Monster_ArmorClass: 15 (natural armor)
HitPoints: 82 (11d8 + 33)
Monster_Speed: 30 ft.
Monster_Strength: 16 (+3)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 11 (+0)
Wisdom: 10 (+0)
Charisma: 12 (+1)
SavingThrows: Dex +6, Wis +3
Skills: Perception +3, Stealth +6
DamageResistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses: darkvision 60 ft., passive Perception 13
Languages: the languages it knew in life
Challenge: 5 (1800 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Vampire Spawn<!--/Name-->

- CEO: <!--AltName-->[Vampirien](monsters_hd.md#vampirien)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->82 (11d8 + 33)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->|

- **Saving Throws** <!--SavingThrows-->Dex +6, Wis +3<!--/SavingThrows-->
- **Skills** <!--Skills-->Perception +3, Stealth +6<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 13<!--/Senses-->
- **Languages** <!--Languages-->the languages it knew in life<!--/Languages-->
- **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge-->
- **Damage Resistances** <!--DamageResistances-->necrotic; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances-->

## Special Features

**_Regeneration_**. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

**_Spider Climb_**. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**_Vampire Weaknesses_**. The vampire has the following flaws:

**_Forbiddance_**. The vampire can't enter a residence without an invitation from one of the occupants.

**_Harmed by Running Water_**. The vampire takes 20 acid damage when it ends its turn in running water.

**_Stake to the Heart_**. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

**_Sunlight Hypersensitivity_**. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

## Actions

**_Multiattack_**. The vampire makes two attacks, only one of which can be a bite attack.

**_Claws_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.

_Hit_: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

**_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.

_Hit_: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.


Id: monsters_vo.md#vampire
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Vampire
ParentName: Monsters, NPC and Animals
AltName: [Vampire](monsters_hd.md#vampire)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: undead (shapechanger)
Size: Medium
Alignment: lawful evil
Monster_ArmorClass: 16 (natural armor)
HitPoints: 144 (17d8 + 68)
Monster_Speed: 30 ft.
Monster_Strength: 18 (+4)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 17 (+3)
Wisdom: 15 (+2)
Charisma: 18 (+4)
SavingThrows: Dex +9, Wis +7, Cha +9
Skills: Perception +7, Stealth +9
DamageResistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses: darkvision 120 ft., passive Perception 17
Languages: the languages it knew in life
Challenge: 13 (10000 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Vampire<!--/Name-->

- CEO: <!--AltName-->[Vampire](monsters_hd.md#vampire)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->undead (shapechanger)<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->16 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->144 (17d8 + 68)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->18 (+4)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence-->17 (+3)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->18 (+4)<!--/Charisma-->|

- **Saving Throws** <!--SavingThrows-->Dex +9, Wis +7, Cha +9<!--/SavingThrows-->
- **Skills** <!--Skills-->Perception +7, Stealth +9<!--/Skills-->
- **Senses** <!--Senses-->darkvision 120 ft., passive Perception 17<!--/Senses-->
- **Languages** <!--Languages-->the languages it knew in life<!--/Languages-->
- **Challenge** <!--Challenge-->13 (10000 XP)<!--/Challenge-->
- **Damage Resistances** <!--DamageResistances-->necrotic; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances-->

## Special Features

**_Shapechanger_**. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

**_Legendary Resistance (3/Day)_**. If the vampire fails a saving throw, it can choose to succeed instead.

**_Misty Escape_**. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

**_Regeneration_**. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

**_Spider Climb_**. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**_Vampire Weaknesses_**. The vampire has the following flaws:

**_Forbiddance_**. The vampire can't enter a residence without an invitation from one of the occupants.

**_Harmed by Running Water_**. The vampire takes 20 acid damage if it ends its turn in running water.

**_Stake to the Heart_**. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

**_Sunlight Hypersensitivity_**. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

## Actions

**_Multiattack (Vampire Form Only)_**. The vampire makes two attacks, only one of which can be a bite attack.

**_Unarmed Strike (Vampire Form Only)_**. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.

_Hit_: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

**_Bite (Bat or Vampire Form Only)_**. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.

_Hit_: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.

**_Charm_**. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

**_Children ofthe Night (1/Day)_**. The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

## Legendary Actions

The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.

**_Move_**. The vampire moves up to its speed without provoking opportunity attacks.

**_Unarmed Strike_**. The vampire makes one unarmed strike.

**_Bite (Costs 2 Actions)_**. The vampire makes one bite attack.


Id: monsters_vo.md#tyrannosaurus-rex
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Tyrannosaurus Rex
ParentName: Monsters, NPC and Animals
AltName: [Tyrannosaure](monsters_hd.md#tyrannosaure)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: beast
Size: Huge
Alignment: unaligned
Monster_ArmorClass: 13 (natural armor)
HitPoints: 136 (13d12 + 52)
Monster_Speed: 50 ft.
Monster_Strength: 25 (+7)
Dexterity: 10 (+0)
Constitution: 19 (+4)
Intelligence: 2 (-4)
Wisdom: 12 (+1)
Charisma: 9 (-1)
Skills: Perception +4
Senses: passive Perception 14
Languages: -
Challenge: 8 (3900 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Tyrannosaurus Rex<!--/Name-->

- CEO: <!--AltName-->[Tyrannosaure](monsters_hd.md#tyrannosaure)<!--/AltName-->
-  <!--Size-->Huge<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->136 (13d12 + 52)<!--/HitPoints-->
- **Speed** <!--Speed-->50 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->25 (+7)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->19 (+4)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 9 (-1)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +4<!--/Skills-->
- **Senses** <!--Senses-->passive Perception 14<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->8 (3900 XP)<!--/Challenge-->

## Special Features

**_Multiattack_**. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

**_Bite_**. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.

_Hit_: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.

**_Tail_**. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.

_Hit_: 20 (3d8 + 7) bludgeoning damage.


Id: monsters_vo.md#xorn
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Xorn
ParentName: Monsters, NPC and Animals
AltName: [Xorn](monsters_hd.md#xorn)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: elemental
Size: Medium
Alignment: neutral
Monster_ArmorClass: 19 (natural armor)
HitPoints: 73 (7d8 + 42)
Monster_Speed: 20 ft., burrow 20 ft.
Monster_Strength: 17 (+3)
Dexterity: 10 (+0)
Constitution: 22 (+6)
Intelligence: 11 (+0)
Wisdom: 10 (+0)
Charisma: 11 (+0)
Skills: Perception +6, Stealth +3
DamageResistances: piercing and slashing from nonmagical attacks that aren't adamantine
Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 16
Languages: Terran
Challenge: 5 (1800 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Xorn<!--/Name-->

- CEO: <!--AltName-->[Xorn](monsters_hd.md#xorn)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->elemental<!--/Type-->, <!--Alignment-->neutral<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->19 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->73 (7d8 + 42)<!--/HitPoints-->
- **Speed** <!--Speed-->20 ft., burrow 20 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->22 (+6)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +6, Stealth +3<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., tremorsense 60 ft., passive Perception 16<!--/Senses-->
- **Languages** <!--Languages-->Terran<!--/Languages-->
- **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge-->
- **Damage Resistances** <!--DamageResistances-->piercing and slashing from nonmagical attacks that aren't adamantine<!--/DamageResistances-->

## Special Features

**_Earth Glide_**. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.

**_Stone Camouflage_**. The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

**_Treasure Sense_**. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.

## Actions

**_Multiattack_**. The xorn makes three claw attacks and one bite attack.

**_Claw_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

_Hit_: 6 (1d6 + 3) slashing damage.

**_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

_Hit_: 13 (3d6 + 3) piercing damage.


Id: monsters_vo.md#troll
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Troll
ParentName: Monsters, NPC and Animals
AltName: [Troll](monsters_hd.md#troll)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: giant
Size: Large
Alignment: chaotic evil
Monster_ArmorClass: 15 (natural armor)
HitPoints: 84 (8d10 + 40)
Monster_Speed: 30 ft.
Monster_Strength: 18 (+4)
Dexterity: 13 (+1)
Constitution: 20 (+5)
Intelligence: 7 (-2)
Wisdom: 9 (-1)
Charisma: 7 (-2)
Skills: Perception +2
Senses: darkvision 60 ft., passive Perception 12
Languages: Giant
Challenge: 5 (1800 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Troll<!--/Name-->

- CEO: <!--AltName-->[Troll](monsters_hd.md#troll)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->giant<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->84 (8d10 + 40)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->20 (+5)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom--> 9 (-1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +2<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 12<!--/Senses-->
- **Languages** <!--Languages-->Giant<!--/Languages-->
- **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge-->

## Special Features

**_Keen Smell_**. The troll has advantage on Wisdom (Perception) checks that rely on smell.

**_Regeneration_**. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

## Actions

**_Multiattack_**. The troll makes three attacks: one with its bite and two with its claws.

**_Bite_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

_Hit_: 7 (1d6 + 4) piercing damage.

**_Claw_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

_Hit_: 11 (2d6 + 4) slashing damage.


Id: monsters_vo.md#invisible-stalker
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Invisible Stalker
ParentName: Monsters, NPC and Animals
AltName: [Traqueur invisible](monsters_hd.md#traqueur-invisible)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: elemental
Size: Medium
Alignment: neutral
Monster_ArmorClass: 14
HitPoints: 104 (16d8 + 32)
Monster_Speed: 50 ft., fly 50 ft. (hover)
Monster_Strength: 16 (+3)
Dexterity: 19 (+4)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 15 (+2)
Charisma: 11 (+0)
Skills: Perception +8, Stealth +10
DamageImmunities: poison
ConditionImmunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
DamageResistances: bludgeoning, piercing, and slashing from nonmagical attacks
Senses: darkvision 60 ft., passive Perception 18
Languages: Auran, understands Common but doesn't speak it
Challenge: 6 (2300 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Invisible Stalker<!--/Name-->

- CEO: <!--AltName-->[Traqueur invisible](monsters_hd.md#traqueur-invisible)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->elemental<!--/Type-->, <!--Alignment-->neutral<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->14<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->104 (16d8 + 32)<!--/HitPoints-->
- **Speed** <!--Speed-->50 ft., fly 50 ft. (hover)<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->19 (+4)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +8, Stealth +10<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 18<!--/Senses-->
- **Languages** <!--Languages-->Auran, understands Common but doesn't speak it<!--/Languages-->
- **Challenge** <!--Challenge-->6 (2300 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities-->
- **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances-->
- **Condition Immunities** <!--ConditionImmunities-->exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious<!--/ConditionImmunities-->

## Special Features

**_Invisibility_**. The stalker is invisible.

**_Faultless Tracker_**. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

## Actions

**_Multiattack_**. The stalker makes two slam attacks.

**_Slam_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

_Hit_: 10 (2d6 + 3) bludgeoning damage.


Id: monsters_vo.md#grimlock
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Grimlock
ParentName: Monsters, NPC and Animals
AltName: [Torve](monsters_hd.md#torve)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: humanoid (grimlock)
Size: Medium
Alignment: neutral evil
Monster_ArmorClass: 11
HitPoints: 11 (2d8 + 2)
Monster_Speed: 30 ft.
Monster_Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 9 (-1)
Wisdom: 8 (-1)
Charisma: 6 (-2)
Skills: Athletics +5, Perception +3, Stealth +3
ConditionImmunities: blinded
Languages: Undercommon
Challenge: 1/4 (50 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Grimlock<!--/Name-->

- CEO: <!--AltName-->[Torve](monsters_hd.md#torve)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (grimlock)<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->11<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->11 (2d8 + 2)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 9 (-1)<!--/Intelligence-->|<!--Wisdom--> 8 (-1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->|

- **Skills** <!--Skills-->Athletics +5, Perception +3, Stealth +3<!--/Skills-->
- **Senses** <!--Senses-->blindsight 30 ft. or 10 ft. while deafened ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 13<!--/Senses-->
- **Languages** <!--Languages-->Undercommon<!--/Languages-->
- **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge-->
- **Condition Immunities** <!--ConditionImmunities-->blinded<!--/ConditionImmunities-->

## Special Features

**_Blind Senses_**. The grimlock can't use its blindsight while deafened and unable to smell.

**_Keen Hearing and Smell_**. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.

**_Stone Camouflage_**. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

## Actions

**_Spiked Bone Club_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.

Senses:
blindsight 30 ft. or 10 ft. while deafened ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 13


Id: monsters_vo.md#weretiger
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Weretiger
ParentName: Monsters, NPC and Animals
AltName: [Tigre-garou](monsters_hd.md#tigre-garou)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: humanoid (human
Size: Medium
Alignment: shapechanger), neutral
Monster_ArmorClass: 12
HitPoints: 120 (16d8 + 48)
Monster_Speed: 30 ft. (40 ft. in tiger form)
Monster_Strength: 17 (+3)
Dexterity: 15 (+2)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 13 (+1)
Charisma: 11 (+0)
Skills: Perception +5, Stealth +4
DamageImmunities: bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses: darkvision 60 ft., passive Perception 15
Languages: Common (can't speak in tiger form)
Challenge: 4 (1100 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Weretiger<!--/Name-->

- CEO: <!--AltName-->[Tigre-garou](monsters_hd.md#tigre-garou)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (human<!--/Type-->, <!--Alignment-->shapechanger), neutral<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->12<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->120 (16d8 + 48)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft. (40 ft. in tiger form)<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +5, Stealth +4<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 15<!--/Senses-->
- **Languages** <!--Languages-->Common (can't speak in tiger form)<!--/Languages-->
- **Challenge** <!--Challenge-->4 (1100 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons<!--/DamageImmunities-->

## Special Features

**_Shapechanger_**. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**_Keen Hearing and Smell_**. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.

**_Pounce (Tiger or Hybrid Form Only)_**. If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.

## Actions

**_Multiattack (Humanoid or Hybrid Form Only)_**. In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.

**_Bite (Tiger or Hybrid Form Only)_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.

**_Claw (Tiger or Hybrid Form Only)_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 7 (1d8 + 3) slashing damage.

**_Scimitar (Humanoid or Hybrid Form Only)_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 6 (1d6 + 3) slashing damage.

**_Longbow (Humanoid or Hybrid Form Only)_**. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target.

_Hit_: 6 (1d8 + 2) piercing damage.


Id: monsters_vo.md#saber-toothed-tiger
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Saber-Toothed Tiger
ParentName: Monsters, NPC and Animals
AltName: [Tigre à dents de sabre](monsters_hd.md#tigre-à-dents-de-sabre)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: beast
Size: Large
Alignment: unaligned
Monster_ArmorClass: 12
HitPoints: 52 (7d10 + 14)
Monster_Speed: 40 ft.
Monster_Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 15 (+2)
Intelligence: 3 (-4)
Wisdom: 12 (+1)
Charisma: 8 (-1)
Skills: Perception +3, Stealth +6
Senses: passive Perception 13
Languages: -
Challenge: 2 (450 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Saber-Toothed Tiger<!--/Name-->

- CEO: <!--AltName-->[Tigre à dents de sabre](monsters_hd.md#tigre-à-dents-de-sabre)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->12<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->52 (7d10 + 14)<!--/HitPoints-->
- **Speed** <!--Speed-->40 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +3, Stealth +6<!--/Skills-->
- **Senses** <!--Senses-->passive Perception 13<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge-->

## Special Features

**_Keen Smell_**. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

**_Pounce_**. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

## Actions

**_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

_Hit_: 10 (1d10 + 5) piercing damage.

**_Claw_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

_Hit_: 12 (2d6 + 5) slashing damage.


Id: monsters_vo.md#tiger
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Tiger
ParentName: Monsters, NPC and Animals
AltName: [Tigre](monsters_hd.md#tigre)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: beast
Size: Large
Alignment: unaligned
Monster_ArmorClass: 12
HitPoints: 37 (5d10 + 10)
Monster_Speed: 40 ft.
Monster_Strength: 17 (+3)
Dexterity: 15 (+2)
Constitution: 14 (+2)
Intelligence: 3 (-4)
Wisdom: 12 (+1)
Charisma: 8 (-1)
Skills: Perception +3, Stealth +6
Senses: darkvision 60 ft., passive Perception 13
Languages: -
Challenge: 1 (200 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Tiger<!--/Name-->

- CEO: <!--AltName-->[Tigre](monsters_hd.md#tigre)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->12<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->37 (5d10 + 10)<!--/HitPoints-->
- **Speed** <!--Speed-->40 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +3, Stealth +6<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 13<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge-->

## Special Features

**_Keen Smell_**. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

**_Pounce_**. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

## Actions

**_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 8 (1d10 + 3) piercing damage.

**_Claw_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 7 (1d8 + 3) slashing damage.


Id: monsters_vo.md#shambling-mound
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Shambling Mound
ParentName: Monsters, NPC and Animals
AltName: [Tertre errant](monsters_hd.md#tertre-errant)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: plant
Size: Large
Alignment: unaligned
Monster_ArmorClass: 15 (natural armor)
HitPoints: 136 (16d10 + 48)
Monster_Speed: 20 ft., swim 20 ft.
Monster_Strength: 18 (+4)
Dexterity: 8 (-1)
Constitution: 16 (+3)
Intelligence: 5 (-3)
Wisdom: 10 (+0)
Charisma: 5 (-3)
Skills: Stealth +2
DamageImmunities: lightning
ConditionImmunities: blinded, deafened, exhaustion
DamageResistances: cold, fire
Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages: -
Challenge: 5 (1800 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Shambling Mound<!--/Name-->

- CEO: <!--AltName-->[Tertre errant](monsters_hd.md#tertre-errant)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->plant<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->136 (16d10 + 48)<!--/HitPoints-->
- **Speed** <!--Speed-->20 ft., swim 20 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity--> 8 (-1)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 5 (-3)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->|

- **Skills** <!--Skills-->Stealth +2<!--/Skills-->
- **Senses** <!--Senses-->blindsight 60 ft. (blind beyond this radius), passive Perception 10<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->lightning<!--/DamageImmunities-->
- **Damage Resistances** <!--DamageResistances-->cold, fire<!--/DamageResistances-->
- **Condition Immunities** <!--ConditionImmunities-->blinded, deafened, exhaustion<!--/ConditionImmunities-->

## Special Features

**_Lightning Absorption_**. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

## Actions

**_Multiattack_**. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.

**_Slam_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

_Hit_: 13 (2d8 + 4) bludgeoning damage.

**_Engulf_**. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is [blinded](conditions_vo.md#blinded), restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.


Id: monsters_vo.md#tarrasque
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Tarrasque
ParentName: Monsters, NPC and Animals
AltName: [Tarasque](monsters_hd.md#tarasque)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: monstrosity (titan)
Size: Gargantuan
Alignment: unaligned
Monster_ArmorClass: 25 (natural armor)
HitPoints: 676 (33d20 + 330)
Monster_Speed: 40 ft.
Monster_Strength: 30 (+10)
Dexterity: 11 (+0)
Constitution: 30 (+10)
Intelligence: 3 (-4)
Wisdom: 11 (+0)
Charisma: 11 (+0)
SavingThrows: Int +5, Wis +9, Cha +9
DamageImmunities: fire, poison; bludgeoning, piercing and slashing from nonmagical attacks
ConditionImmunities: charmed, frightened, paralyzed, poisoned
Senses: blindsight 120 ft., passive Perception 10
Languages: -
Challenge: 30 (155000 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Tarrasque<!--/Name-->

- CEO: <!--AltName-->[Tarasque](monsters_hd.md#tarasque)<!--/AltName-->
-  <!--Size-->Gargantuan<!--/Size--> <!--Type-->monstrosity (titan)<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->25 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->676 (33d20 + 330)<!--/HitPoints-->
- **Speed** <!--Speed-->40 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->30 (+10)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->30 (+10)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->|

- **Saving Throws** <!--SavingThrows-->Int +5, Wis +9, Cha +9<!--/SavingThrows-->
- **Senses** <!--Senses-->blindsight 120 ft., passive Perception 10<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->30 (155000 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->fire, poison; bludgeoning, piercing and slashing from nonmagical attacks<!--/DamageImmunities-->
- **Condition Immunities** <!--ConditionImmunities-->charmed, frightened, paralyzed, poisoned<!--/ConditionImmunities-->

## Special Features

**_Legendary Resistance (3/Day)_**. If the tarrasque fails a saving throw, it can choose to succeed instead.

**_Magic Resistance_**. The tarrasque has advantage on saving throws against spells and other magical effects.

**_Reflective Carapace_**. Any time the tarrasque is targeted by a _[magic missile](spells_vo.md#magic-missile)_ spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.

**_Siege Monster_**. The tarrasque deals double damage to objects and structures.

## Actions

**_Multiattack_**. The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.

**_Bite_**. Melee Weapon Attack: +19 to hit, reach 10 ft., one target.

_Hit_: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.

**_Claw_**. Melee Weapon Attack: +19 to hit, reach 15 ft., one target.

_Hit_: 28 (4d8 + 10) stashing damage.

**_Horns_**. Melee Weapon Attack: +19 to hit, reach 10 ft., one target.

_Hit_: 32 (4d10 + 10) piercing damage.

**_Tail_**. Melee Weapon Attack: +19 to hit, reach 20 ft., one target.

_Hit_: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

**_Frightful Presence_**. Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw Is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours.

**_Swallow_**. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes bO (I6d6) acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 30 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

## Legendary Actions

The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tarrasque regains spent legendary actions at the start of its turn.

**_Attack_**. The tarrasque makes one claw attack or tail attack.

**_Move_**. The tarrasque moves up to half its speed.

**_Chomp (Costs 2 actions)_**. The tarrasque makes one bite attack or uses its Swallow.


Id: monsters_vo.md#rug-of-smothering
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Rug of Smothering
ParentName: Monsters, NPC and Animals
AltName: [Tapis étrangleur](monsters_hd.md#tapis-étrangleur)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: construct
Size: Large
Alignment: unaligned
Monster_ArmorClass: 12
HitPoints: 33 (6d10)
Monster_Speed: 10 ft.
Monster_Strength: 17 (+3)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 1 (-5)
Wisdom: 3 (-4)
Charisma: 1 (-5)
DamageImmunities: poison, psychic
ConditionImmunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses: blindsight 60 ft. ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 6
Languages: -
Challenge: 2 (450 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Rug of Smothering<!--/Name-->

- CEO: <!--AltName-->[Tapis étrangleur](monsters_hd.md#tapis-étrangleur)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->construct<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->12<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->33 (6d10)<!--/HitPoints-->
- **Speed** <!--Speed-->10 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 3 (-4)<!--/Wisdom-->|<!--Charisma--> 1 (-5)<!--/Charisma-->|

- **Senses** <!--Senses-->blindsight 60 ft. ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 6<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->poison, psychic<!--/DamageImmunities-->
- **Condition Immunities** <!--ConditionImmunities-->blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned<!--/ConditionImmunities-->

## Special Features

**_Antimagic Susceptibility_**. The rug is incapacitated while in the area of an _[antimagic field](spells_vo.md#antimagic-field)_. If targeted by _[dispel magic](spells_vo.md#dispel-magic)_, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

**_Damage Transfer_**. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.

**_False Appearance_**. While the rug remains motionless, it is indistinguishable from a normal rug.

## Actions

**_Smother_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature.

_Hit_: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.


Id: monsters_vo.md#treant
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Treant
ParentName: Monsters, NPC and Animals
AltName: [Sylvanien](monsters_hd.md#sylvanien)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: plant
Size: Huge
Alignment: chaotic good
Monster_ArmorClass: 16 (natural armor)
HitPoints: 138 (12d12 + 60)
Monster_Speed: 30 ft.
Monster_Strength: 23 (+6)
Dexterity: 8 (-1)
Constitution: 21 (+5)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 12 (+1)
DamageResistances: bludgeoning, piercing
Senses: passive Perception 13
Languages: Common, Druidic, Elvish, Sylvan
Challenge: 9 (5000 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Treant<!--/Name-->

- CEO: <!--AltName-->[Sylvanien](monsters_hd.md#sylvanien)<!--/AltName-->
-  <!--Size-->Huge<!--/Size--> <!--Type-->plant<!--/Type-->, <!--Alignment-->chaotic good<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->16 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->138 (12d12 + 60)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->23 (+6)<!--/Strength-->|<!--Dexterity--> 8 (-1)<!--/Dexterity-->|<!--Constitution-->21 (+5)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->16 (+3)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->|

- **Senses** <!--Senses-->passive Perception 13<!--/Senses-->
- **Languages** <!--Languages-->Common, Druidic, Elvish, Sylvan<!--/Languages-->
- **Challenge** <!--Challenge-->9 (5000 XP)<!--/Challenge-->
- **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing<!--/DamageResistances-->
- **Damage Vulnerabilities** fire

## Special Features

**_False Appearance_**. While the treant remains motionless, it is indistinguishable from a normal tree.

**_Siege Monster_**. The treant deals double damage to objects and structures.

## Actions

**_Multiattack_**. The treant makes two slam attacks.

**_Slam_**. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.

_Hit_: 16 (3d6 + 6) bludgeoning damage.

**_Rock_**. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target.

_Hit_: 28 (4d10 + 6) bludgeoning damage.

**_Animate Trees (1/Day)_**. The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.


Id: monsters_vo.md#succubus
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Succubus
ParentName: Monsters, NPC and Animals
AltName: [Succube/Incube](monsters_hd.md#succubeincube)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: fiend (shapechanger)
Size: Medium
Alignment: neutral evil
Monster_ArmorClass: 15 (natural armor)
HitPoints: 66 (12d8 + 12)
Monster_Speed: 30 ft., fly 60 ft.
Monster_Strength: 8 (-1)
Dexterity: 17 (+3)
Constitution: 13 (+1)
Intelligence: 15 (+2)
Wisdom: 12 (+1)
Charisma: 20 (+5)
Skills: Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
DamageResistances: cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Senses: darkvision 60 ft., passive Perception 15
Languages: Abyssal, Common, Infernal, telepathy 60 ft.
Challenge: 4 (1100 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Succubus<!--/Name-->

- CEO: <!--AltName-->[Succube/Incube](monsters_hd.md#succubeincube)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->fiend (shapechanger)<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->66 (12d8 + 12)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft., fly 60 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength--> 8 (-1)<!--/Strength-->|<!--Dexterity-->17 (+3)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence-->15 (+2)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->20 (+5)<!--/Charisma-->|

- **Skills** <!--Skills-->Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 15<!--/Senses-->
- **Languages** <!--Languages-->Abyssal, Common, Infernal, telepathy 60 ft.<!--/Languages-->
- **Challenge** <!--Challenge-->4 (1100 XP)<!--/Challenge-->
- **Damage Resistances** <!--DamageResistances-->cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances-->

## Special Features

**_Telepathic Bond_**. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

**_Shapechanger_**. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

## Actions

**_Claw (Fiend Form Only)_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 6 (1d6 + 3) slashing damage.

**_Charm_**. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

**_Draining Kiss_**. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

**_Etherealness_**. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.


Id: monsters_vo.md#stirge
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Stirge
ParentName: Monsters, NPC and Animals
AltName: [Strige](monsters_hd.md#strige)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: beast
Size: Tiny
Alignment: unaligned
Monster_ArmorClass: 14 (natural armor)
HitPoints: 2 (1d4)
Monster_Speed: 10 ft., fly 40 ft.
Monster_Strength: 4 (-3)
Dexterity: 16 (+3)
Constitution: 11 (+0)
Intelligence: 2 (-4)
Wisdom: 8 (-1)
Charisma: 6 (-2)
Senses: darkvision 60 ft., passive Perception 9
Languages: -
Challenge: 1/8 (25 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Stirge<!--/Name-->

- CEO: <!--AltName-->[Strige](monsters_hd.md#strige)<!--/AltName-->
-  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->2 (1d4)<!--/HitPoints-->
- **Speed** <!--Speed-->10 ft., fly 40 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength--> 4 (-3)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom--> 8 (-1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->|

- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 9<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge-->

## Special Features

**_Blood Drain_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.

_Hit_: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.


Id: monsters_vo.md#triceratops
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Triceratops
ParentName: Monsters, NPC and Animals
AltName: [Tricératops](monsters_hd.md#tricératops)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: beast
Size: Huge
Alignment: unaligned
Monster_ArmorClass: 13 (natural armor)
HitPoints: 95 (10d12 + 30)
Monster_Speed: 50 ft.
Monster_Strength: 22 (+6)
Dexterity: 9 (-1)
Constitution: 17 (+3)
Intelligence: 2 (-4)
Wisdom: 11 (+0)
Charisma: 5 (-3)
Senses: passive Perception 10
Languages: -
Challenge: 5 (1800 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Triceratops<!--/Name-->

- CEO: <!--AltName-->[Tricératops](monsters_hd.md#tricératops)<!--/AltName-->
-  <!--Size-->Huge<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->95 (10d12 + 30)<!--/HitPoints-->
- **Speed** <!--Speed-->50 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->22 (+6)<!--/Strength-->|<!--Dexterity--> 9 (-1)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->|

- **Senses** <!--Senses-->passive Perception 10<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge-->

## Special Features

**_Trampling Charge_**. If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.

## Actions

**_Gore_**. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

_Hit_: 24 (4d8 + 6) piercing damage.

**_Stomp_**. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature.

_Hit_: 22 (3d10 + 6) bludgeoning damage


Id: monsters_vo.md#zombie
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Zombie
ParentName: Monsters, NPC and Animals
AltName: [Zombi](monsters_hd.md#zombi)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: undead
Size: Medium
Alignment: neutral evil
Monster_ArmorClass: 8
HitPoints: 22 (3d8 + 9)
Monster_Speed: 20 ft.
Monster_Strength: 13 (+1)
Dexterity: 6 (-2)
Constitution: 16 (+3)
Intelligence: 3 (-4)
Wisdom: 6 (-2)
Charisma: 5 (-3)
SavingThrows: Wis +0
DamageImmunities: poison
ConditionImmunities: poisoned
Senses: darkvision 60 ft., passive Perception 8
Languages: understands the languages it knew in life but can't speak
Challenge: 1/4 (50 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Zombie<!--/Name-->

- CEO: <!--AltName-->[Zombi](monsters_hd.md#zombi)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->8<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->22 (3d8 + 9)<!--/HitPoints-->
- **Speed** <!--Speed-->20 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->13 (+1)<!--/Strength-->|<!--Dexterity--> 6 (-2)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom--> 6 (-2)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->|

- **Saving Throws** <!--SavingThrows-->Wis +0<!--/SavingThrows-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 8<!--/Senses-->
- **Languages** <!--Languages-->understands the languages it knew in life but can't speak<!--/Languages-->
- **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities-->
- **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities-->

## Special Features

**_Undead Fortitude_**. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

## Actions

**_Slam_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

_Hit_: 4 (1d6 + 1) bludgeoning damage.


Id: monsters_vo.md#ogre-zombie
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Ogre Zombie
ParentName: Monsters, NPC and Animals
AltName: [Zombi ogre](monsters_hd.md#zombi-ogre)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: undead
Size: Large
Alignment: neutral evil
Monster_ArmorClass: 8
HitPoints: 85 (9d10 + 36)
Monster_Speed: 30 ft.
Monster_Strength: 19 (+4)
Dexterity: 6 (-2)
Constitution: 18 (+4)
Intelligence: 3 (-4)
Wisdom: 6 (-2)
Charisma: 5 (-3)
SavingThrows: Wis +0
DamageImmunities: poison
ConditionImmunities: poisoned
Senses: darkvision 60 ft., passive Perception 8
Languages: understands Common and Giant but can't speak
Challenge: 2 (450 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Ogre Zombie<!--/Name-->

- CEO: <!--AltName-->[Zombi ogre](monsters_hd.md#zombi-ogre)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->8<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->85 (9d10 + 36)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity--> 6 (-2)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom--> 6 (-2)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->|

- **Saving Throws** <!--SavingThrows-->Wis +0<!--/SavingThrows-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 8<!--/Senses-->
- **Languages** <!--Languages-->understands Common and Giant but can't speak<!--/Languages-->
- **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities-->
- **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities-->

## Special Features

**_Undead Fortitude_**. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

## Actions

**_Morningstar_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

_Hit_: 13 (2d8 + 4) bludgeoning damage.


Id: monsters_vo.md#wraith
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Wraith
ParentName: Monsters, NPC and Animals
AltName: [Âme en peine](monsters_hd.md#Âme-en-peine)
Discriminator: MonsterVO
MonstersVOId: monsters_vo.md#monsters-npc-and-animals
Monster_Type: undead
Size: Medium
Alignment: neutral evil
Monster_ArmorClass: 13
HitPoints: 67 (9d8 + 27)
Monster_Speed: 0 ft., fly 60 ft. (hover)
Monster_Strength: 6 (-2)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 15 (+2)
DamageImmunities: necrotic, poison
ConditionImmunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: the languages it knew in life
Challenge: 5 (1800 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Wraith<!--/Name-->

- CEO: <!--AltName-->[Âme en peine](monsters_hd.md#Âme-en-peine)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->13<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->67 (9d8 + 27)<!--/HitPoints-->
- **Speed** <!--Speed-->0 ft., fly 60 ft. (hover)<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength--> 6 (-2)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->|

- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 12<!--/Senses-->
- **Languages** <!--Languages-->the languages it knew in life<!--/Languages-->
- **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->necrotic, poison<!--/DamageImmunities-->
- **Damage Resistances** <!--DamageResistances-->acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<!--/DamageResistances-->
- **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained<!--/ConditionImmunities-->

## Special Features

**_Incorporeal Movement_**. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

**_Sunlight Sensitivity_**. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

## Actions

**_Life Drain_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.

_Hit_: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

**_Create Specter_**. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.

DamageResistances:
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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

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

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

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

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

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

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


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

---

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

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

### Description

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

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

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

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

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

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

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

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

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

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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

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

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

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

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

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


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

---

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

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

### Description

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

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

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

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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

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

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

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


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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

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


