# Items

Id: spells_hd.md#mur-prismatique
ParentLink: spells_hd.md#sorts
Name: Mur prismatique
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Prismatic Wall](spells_vo.md#prismatic-wall)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Family: SpellHD
Level: 9
SpellItem_Type: Abjuration
CastingTime: 1 action
Range: 18 mètres
Components: V, S
Duration: 10 minutes
Classes: [Magicien](wizard_hd.md)
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Mur prismatique<!--/Name-->

- SRD: <!--AltName-->[Prismatic Wall](spells_vo.md#prismatic-wall)<!--/AltName-->

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

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

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

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

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

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

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

### Description

Un plan de lumière scintillante multicolore forme un mur opaque vertical centré sur un point situé à portée et dans votre champ de vision. Ce mur fait au maximum 27 mètres de long, 9 mètres de haut et 2,5 centimètres d'épaisseur. Sinon, vous pouvez façonner le mur de manière à ce qu'il forme une sphère d'au maximum 9 mètres de diamètre centrée sur un point de votre choix situé à portée. Le mur reste en place pendant toute la durée du sort. Si vous positionnez le mur de manière à ce qu'il passe par un emplacement occupé par une créature, le sort échoue : votre action et l'emplacement du sort sont gaspillés.

Le mur émet une lumière vive dans un rayon de 30 mètres et une lumière faible dans un rayon de 30 mètres de plus. Vous et les créatures que vous désignez au moment de l'incantation pouvez traverser le mur et rester à côté sans conséquence. Si une créature qui voit le mur s'en approche à 6 mètres ou moins, ou qu'elle démarre son tour dans ce périmètre, elle doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md) ou être [aveuglée](conditions_hd.md#aveuglé) pendant 1 minute.

Le mur se compose de sept couches, chacune d'une couleur différente. Quand une créature tente de franchir le mur ou d'y enfoncer la main, elle avance d'une couche à la fois, jusqu'à les franchir toutes. À chaque fois qu'elle traverse ou touche une couche, elle doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md), sans quoi elle est affectée par les propriétés de la couche indiquées plus bas.

On peut détruire le mur, également couche par couche, du rouge au violet, en appliquant une méthode spécifique à chaque couche. Une fois une couche détruite, elle ne se répare pas jusqu'à la fin du sort. Un sceptre d'annulation détruit un mur prismatique, mais un champ d'antimagie en est incapable.

**_1. Rouge._** La cible subit 10d6 dégâts de feu si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit.

Tant que cette couche est en place, les attaques à distance non magiques ne peuvent pas traverser le mur. On peut la détruire en lui infligeant 25 dégâts de froid.

**_2. Orange._** La cible subit 10d6 dégâts d'acide si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit. Tant que cette couche est en place, les attaques à distance magiques ne peuvent pas traverser le mur. On peut détruire cette couche avec un vent fort.

**_3. Jaune._** La cible subit 10d6 dégâts de foudre si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit. On peut détruire cette couche en lui infligeant au moins 60 dégâts de force.

**_4. Vert._** La cible subit 10d6 dégâts de poison si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit. On peut détruire cette couche grâce à un sort de _[passe-muraille](spells_hd.md#passe-muraille)_ ou un autre sort d'un niveau égal ou supérieur capable d'ouvrir un portail dans une surface solide.

**_5. Bleu._** La cible subit 10d6 dégâts de froid si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit. On peut détruire cette couche en lui infligeant 25 dégâts de feu.

**_6. Indigo._** Si la cible rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), elle est [entravée](conditions_hd.md#entravé) et doit alors faire un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md) à la fin de chacun de ses tours. Si elle en réussit trois, cet effet se termine ; si elle en rate trois, elle se change définitivement en pierre et elle est [pétrifiée](conditions_hd.md#pétrifié).

Les succès et les échecs n'ont pas à être consécutifs : tenez le compte dans chaque catégorie jusqu'à ce que l'une d'elles arrive à trois.

Tant que cette couche est en place, il est impossible de lancer un sort à travers le mur. On peut détruire la couche grâce à la vive lumière d'un sort de _[lumière du jour](spells_hd.md#lumière-du-jour)_ ou d'un sort similaire de niveau égal ou supérieur.

**_7. Violet._** La cible est [aveuglée](conditions_hd.md#aveuglé) si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde). Elle doit alors faire un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Sagesse](abilities_wisdom_hd.md) au début de votre prochain tour. Si elle le réussit, elle recouvre la vue, si elle le rate, elle est emportée sur un autre plan d'existence choisi par le MJ et recouvre aussi la vue. (En général, une créature qui ne se trouve pas sur son propre plan d'existence est bannie là-bas, tandis que les autres créatures sont envoyées sur le plan astral ou éthéré.) On peut détruire cette couche avec une _[dissipation de la magie](spells_hd.md#dissipation-de-la-magie)_ ou un sort similaire de niveau identique ou supérieur, capable de mettre un terme à un sort ou à un effet magique.

AttributesDictionary:
Name: Mur prismatique
Markdown: >+
  # <!--Name-->Mur prismatique<!--/Name-->


  - SRD: <!--AltName-->[Prismatic Wall](spells_vo.md#prismatic-wall)<!--/AltName-->


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


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


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


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


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


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


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


  ### Description


  Un plan de lumière scintillante multicolore forme un mur opaque vertical centré sur un point situé à portée et dans votre champ de vision. Ce mur fait au maximum 27 mètres de long, 9 mètres de haut et 2,5 centimètres d'épaisseur. Sinon, vous pouvez façonner le mur de manière à ce qu'il forme une sphère d'au maximum 9 mètres de diamètre centrée sur un point de votre choix situé à portée. Le mur reste en place pendant toute la durée du sort. Si vous positionnez le mur de manière à ce qu'il passe par un emplacement occupé par une créature, le sort échoue : votre action et l'emplacement du sort sont gaspillés.


  Le mur émet une lumière vive dans un rayon de 30 mètres et une lumière faible dans un rayon de 30 mètres de plus. Vous et les créatures que vous désignez au moment de l'incantation pouvez traverser le mur et rester à côté sans conséquence. Si une créature qui voit le mur s'en approche à 6 mètres ou moins, ou qu'elle démarre son tour dans ce périmètre, elle doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md) ou être [aveuglée](conditions_hd.md#aveuglé) pendant 1 minute.


  Le mur se compose de sept couches, chacune d'une couleur différente. Quand une créature tente de franchir le mur ou d'y enfoncer la main, elle avance d'une couche à la fois, jusqu'à les franchir toutes. À chaque fois qu'elle traverse ou touche une couche, elle doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md), sans quoi elle est affectée par les propriétés de la couche indiquées plus bas.


  On peut détruire le mur, également couche par couche, du rouge au violet, en appliquant une méthode spécifique à chaque couche. Une fois une couche détruite, elle ne se répare pas jusqu'à la fin du sort. Un sceptre d'annulation détruit un mur prismatique, mais un champ d'antimagie en est incapable.


  **_1. Rouge._** La cible subit 10d6 dégâts de feu si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit.


  Tant que cette couche est en place, les attaques à distance non magiques ne peuvent pas traverser le mur. On peut la détruire en lui infligeant 25 dégâts de froid.


  **_2. Orange._** La cible subit 10d6 dégâts d'acide si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit. Tant que cette couche est en place, les attaques à distance magiques ne peuvent pas traverser le mur. On peut détruire cette couche avec un vent fort.


  **_3. Jaune._** La cible subit 10d6 dégâts de foudre si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit. On peut détruire cette couche en lui infligeant au moins 60 dégâts de force.


  **_4. Vert._** La cible subit 10d6 dégâts de poison si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit. On peut détruire cette couche grâce à un sort de _[passe-muraille](spells_hd.md#passe-muraille)_ ou un autre sort d'un niveau égal ou supérieur capable d'ouvrir un portail dans une surface solide.


  **_5. Bleu._** La cible subit 10d6 dégâts de froid si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit. On peut détruire cette couche en lui infligeant 25 dégâts de feu.


  **_6. Indigo._** Si la cible rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), elle est [entravée](conditions_hd.md#entravé) et doit alors faire un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md) à la fin de chacun de ses tours. Si elle en réussit trois, cet effet se termine ; si elle en rate trois, elle se change définitivement en pierre et elle est [pétrifiée](conditions_hd.md#pétrifié).


  Les succès et les échecs n'ont pas à être consécutifs : tenez le compte dans chaque catégorie jusqu'à ce que l'une d'elles arrive à trois.


  Tant que cette couche est en place, il est impossible de lancer un sort à travers le mur. On peut détruire la couche grâce à la vive lumière d'un sort de _[lumière du jour](spells_hd.md#lumière-du-jour)_ ou d'un sort similaire de niveau égal ou supérieur.


  **_7. Violet._** La cible est [aveuglée](conditions_hd.md#aveuglé) si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde). Elle doit alors faire un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Sagesse](abilities_wisdom_hd.md) au début de votre prochain tour. Si elle le réussit, elle recouvre la vue, si elle le rate, elle est emportée sur un autre plan d'existence choisi par le MJ et recouvre aussi la vue. (En général, une créature qui ne se trouve pas sur son propre plan d'existence est bannie là-bas, tandis que les autres créatures sont envoyées sur le plan astral ou éthéré.) On peut détruire cette couche avec une _[dissipation de la magie](spells_hd.md#dissipation-de-la-magie)_ ou un sort similaire de niveau identique ou supérieur, capable de mettre un terme à un sort ou à un effet magique.

AltName: '[Prismatic Wall](spells_vo.md#prismatic-wall)'
Type: Abjuration
Level: 9
CastingTime: 1 action
Range: 18 mètres
Components: V, S
Duration: 10 minutes
Classes: '[Magicien](wizard_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Un plan de lumière scintillante multicolore forme un mur opaque vertical centré sur un point situé à portée et dans votre champ de vision. Ce mur fait au maximum 27 mètres de long, 9 mètres de haut et 2,5 centimètres d'épaisseur. Sinon, vous pouvez façonner le mur de manière à ce qu'il forme une sphère d'au maximum 9 mètres de diamètre centrée sur un point de votre choix situé à portée. Le mur reste en place pendant toute la durée du sort. Si vous positionnez le mur de manière à ce qu'il passe par un emplacement occupé par une créature, le sort échoue : votre action et l'emplacement du sort sont gaspillés.


  Le mur émet une lumière vive dans un rayon de 30 mètres et une lumière faible dans un rayon de 30 mètres de plus. Vous et les créatures que vous désignez au moment de l'incantation pouvez traverser le mur et rester à côté sans conséquence. Si une créature qui voit le mur s'en approche à 6 mètres ou moins, ou qu'elle démarre son tour dans ce périmètre, elle doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md) ou être [aveuglée](conditions_hd.md#aveuglé) pendant 1 minute.


  Le mur se compose de sept couches, chacune d'une couleur différente. Quand une créature tente de franchir le mur ou d'y enfoncer la main, elle avance d'une couche à la fois, jusqu'à les franchir toutes. À chaque fois qu'elle traverse ou touche une couche, elle doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md), sans quoi elle est affectée par les propriétés de la couche indiquées plus bas.


  On peut détruire le mur, également couche par couche, du rouge au violet, en appliquant une méthode spécifique à chaque couche. Une fois une couche détruite, elle ne se répare pas jusqu'à la fin du sort. Un sceptre d'annulation détruit un mur prismatique, mais un champ d'antimagie en est incapable.


  **_1. Rouge._** La cible subit 10d6 dégâts de feu si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit.


  Tant que cette couche est en place, les attaques à distance non magiques ne peuvent pas traverser le mur. On peut la détruire en lui infligeant 25 dégâts de froid.


  **_2. Orange._** La cible subit 10d6 dégâts d'acide si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit. Tant que cette couche est en place, les attaques à distance magiques ne peuvent pas traverser le mur. On peut détruire cette couche avec un vent fort.


  **_3. Jaune._** La cible subit 10d6 dégâts de foudre si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit. On peut détruire cette couche en lui infligeant au moins 60 dégâts de force.


  **_4. Vert._** La cible subit 10d6 dégâts de poison si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit. On peut détruire cette couche grâce à un sort de _[passe-muraille](spells_hd.md#passe-muraille)_ ou un autre sort d'un niveau égal ou supérieur capable d'ouvrir un portail dans une surface solide.


  **_5. Bleu._** La cible subit 10d6 dégâts de froid si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit. On peut détruire cette couche en lui infligeant 25 dégâts de feu.


  **_6. Indigo._** Si la cible rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), elle est [entravée](conditions_hd.md#entravé) et doit alors faire un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md) à la fin de chacun de ses tours. Si elle en réussit trois, cet effet se termine ; si elle en rate trois, elle se change définitivement en pierre et elle est [pétrifiée](conditions_hd.md#pétrifié).


  Les succès et les échecs n'ont pas à être consécutifs : tenez le compte dans chaque catégorie jusqu'à ce que l'une d'elles arrive à trois.


  Tant que cette couche est en place, il est impossible de lancer un sort à travers le mur. On peut détruire la couche grâce à la vive lumière d'un sort de _[lumière du jour](spells_hd.md#lumière-du-jour)_ ou d'un sort similaire de niveau égal ou supérieur.


  **_7. Violet._** La cible est [aveuglée](conditions_hd.md#aveuglé) si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde). Elle doit alors faire un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Sagesse](abilities_wisdom_hd.md) au début de votre prochain tour. Si elle le réussit, elle recouvre la vue, si elle le rate, elle est emportée sur un autre plan d'existence choisi par le MJ et recouvre aussi la vue. (En général, une créature qui ne se trouve pas sur son propre plan d'existence est bannie là-bas, tandis que les autres créatures sont envoyées sur le plan astral ou éthéré.) On peut détruire cette couche avec une _[dissipation de la magie](spells_hd.md#dissipation-de-la-magie)_ ou un sort similaire de niveau identique ou supérieur, capable de mettre un terme à un sort ou à un effet magique.


Description:
Un plan de lumière scintillante multicolore forme un mur opaque vertical centré sur un point situé à portée et dans votre champ de vision. Ce mur fait au maximum 27 mètres de long, 9 mètres de haut et 2,5 centimètres d'épaisseur. Sinon, vous pouvez façonner le mur de manière à ce qu'il forme une sphère d'au maximum 9 mètres de diamètre centrée sur un point de votre choix situé à portée. Le mur reste en place pendant toute la durée du sort. Si vous positionnez le mur de manière à ce qu'il passe par un emplacement occupé par une créature, le sort échoue : votre action et l'emplacement du sort sont gaspillés.

Le mur émet une lumière vive dans un rayon de 30 mètres et une lumière faible dans un rayon de 30 mètres de plus. Vous et les créatures que vous désignez au moment de l'incantation pouvez traverser le mur et rester à côté sans conséquence. Si une créature qui voit le mur s'en approche à 6 mètres ou moins, ou qu'elle démarre son tour dans ce périmètre, elle doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md) ou être [aveuglée](conditions_hd.md#aveuglé) pendant 1 minute.

Le mur se compose de sept couches, chacune d'une couleur différente. Quand une créature tente de franchir le mur ou d'y enfoncer la main, elle avance d'une couche à la fois, jusqu'à les franchir toutes. À chaque fois qu'elle traverse ou touche une couche, elle doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md), sans quoi elle est affectée par les propriétés de la couche indiquées plus bas.

On peut détruire le mur, également couche par couche, du rouge au violet, en appliquant une méthode spécifique à chaque couche. Une fois une couche détruite, elle ne se répare pas jusqu'à la fin du sort. Un sceptre d'annulation détruit un mur prismatique, mais un champ d'antimagie en est incapable.

**_1. Rouge._** La cible subit 10d6 dégâts de feu si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit.

Tant que cette couche est en place, les attaques à distance non magiques ne peuvent pas traverser le mur. On peut la détruire en lui infligeant 25 dégâts de froid.

**_2. Orange._** La cible subit 10d6 dégâts d'acide si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit. Tant que cette couche est en place, les attaques à distance magiques ne peuvent pas traverser le mur. On peut détruire cette couche avec un vent fort.

**_3. Jaune._** La cible subit 10d6 dégâts de foudre si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit. On peut détruire cette couche en lui infligeant au moins 60 dégâts de force.

**_4. Vert._** La cible subit 10d6 dégâts de poison si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit. On peut détruire cette couche grâce à un sort de _[passe-muraille](spells_hd.md#passe-muraille)_ ou un autre sort d'un niveau égal ou supérieur capable d'ouvrir un portail dans une surface solide.

**_5. Bleu._** La cible subit 10d6 dégâts de froid si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), la moitié seulement si elle le réussit. On peut détruire cette couche en lui infligeant 25 dégâts de feu.

**_6. Indigo._** Si la cible rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), elle est [entravée](conditions_hd.md#entravé) et doit alors faire un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md) à la fin de chacun de ses tours. Si elle en réussit trois, cet effet se termine ; si elle en rate trois, elle se change définitivement en pierre et elle est [pétrifiée](conditions_hd.md#pétrifié).

Les succès et les échecs n'ont pas à être consécutifs : tenez le compte dans chaque catégorie jusqu'à ce que l'une d'elles arrive à trois.

Tant que cette couche est en place, il est impossible de lancer un sort à travers le mur. On peut détruire la couche grâce à la vive lumière d'un sort de _[lumière du jour](spells_hd.md#lumière-du-jour)_ ou d'un sort similaire de niveau égal ou supérieur.

**_7. Violet._** La cible est [aveuglée](conditions_hd.md#aveuglé) si elle rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde). Elle doit alors faire un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Sagesse](abilities_wisdom_hd.md) au début de votre prochain tour. Si elle le réussit, elle recouvre la vue, si elle le rate, elle est emportée sur un autre plan d'existence choisi par le MJ et recouvre aussi la vue. (En général, une créature qui ne se trouve pas sur son propre plan d'existence est bannie là-bas, tandis que les autres créatures sont envoyées sur le plan astral ou éthéré.) On peut détruire cette couche avec une _[dissipation de la magie](spells_hd.md#dissipation-de-la-magie)_ ou un sort similaire de niveau identique ou supérieur, capable de mettre un terme à un sort ou à un effet magique.


Id: spells_hd.md#nappe-de-brouillard
ParentLink: spells_hd.md#sorts
Name: Nappe de brouillard
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Fog Cloud](spells_vo.md#fog-cloud)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Family: SpellHD
Level: 1
SpellItem_Type: Invocation
CastingTime: 1 action
Range: 36 mètres
Components: V, S
Concentration: concentration
Duration: jusqu'à 1 heure
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Nappe de brouillard<!--/Name-->

- SRD: <!--AltName-->[Fog Cloud](spells_vo.md#fog-cloud)<!--/AltName-->

-  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->1<!--/Level-->

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

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

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

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

- Classes: <!--Classes-->[Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md), [Rôdeur](ranger_hd.md)<!--/Classes-->

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

### Description

Vous créez une sphère de brouillard de 6 mètres de rayon centrée sur un point à portée. La sphère s'étend en contournant les angles et, dans la zone qu'elle occupe, la visibilité est nulle. Le brouillard persiste pendant toute la durée du sort ou jusqu'à ce qu'un vent modéré ou plus violent (soufflant au moins à 15 kilomètres par heure) le disperse.

**_À plus haut niveau._** Si vous lancez ce sort en utilisant un emplacement de niveau 2 ou supérieur, le rayon de la sphère augmente de 6 mètres par niveau au-delà du niveau 1.

AttributesDictionary:
Name: Nappe de brouillard
Markdown: >+
  # <!--Name-->Nappe de brouillard<!--/Name-->


  - SRD: <!--AltName-->[Fog Cloud](spells_vo.md#fog-cloud)<!--/AltName-->


  -  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->1<!--/Level-->


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


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


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


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


  - Classes: <!--Classes-->[Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md), [Rôdeur](ranger_hd.md)<!--/Classes-->


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


  ### Description


  Vous créez une sphère de brouillard de 6 mètres de rayon centrée sur un point à portée. La sphère s'étend en contournant les angles et, dans la zone qu'elle occupe, la visibilité est nulle. Le brouillard persiste pendant toute la durée du sort ou jusqu'à ce qu'un vent modéré ou plus violent (soufflant au moins à 15 kilomètres par heure) le disperse.


  **_À plus haut niveau._** Si vous lancez ce sort en utilisant un emplacement de niveau 2 ou supérieur, le rayon de la sphère augmente de 6 mètres par niveau au-delà du niveau 1.

AltName: '[Fog Cloud](spells_vo.md#fog-cloud)'
Type: Invocation
Level: 1
CastingTime: 1 action
Range: 36 mètres
Components: V, S
Concentration: concentration
Duration: jusqu'à 1 heure
Classes: '[Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md), [Rôdeur](ranger_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Vous créez une sphère de brouillard de 6 mètres de rayon centrée sur un point à portée. La sphère s'étend en contournant les angles et, dans la zone qu'elle occupe, la visibilité est nulle. Le brouillard persiste pendant toute la durée du sort ou jusqu'à ce qu'un vent modéré ou plus violent (soufflant au moins à 15 kilomètres par heure) le disperse.


  **_À plus haut niveau._** Si vous lancez ce sort en utilisant un emplacement de niveau 2 ou supérieur, le rayon de la sphère augmente de 6 mètres par niveau au-delà du niveau 1.


Description:
Vous créez une sphère de brouillard de 6 mètres de rayon centrée sur un point à portée. La sphère s'étend en contournant les angles et, dans la zone qu'elle occupe, la visibilité est nulle. Le brouillard persiste pendant toute la durée du sort ou jusqu'à ce qu'un vent modéré ou plus violent (soufflant au moins à 15 kilomètres par heure) le disperse.

**_À plus haut niveau._** Si vous lancez ce sort en utilisant un emplacement de niveau 2 ou supérieur, le rayon de la sphère augmente de 6 mètres par niveau au-delà du niveau 1.

Classes:
[Druide](druid_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md), [Rôdeur](ranger_hd.md)


Id: spells_hd.md#nimbe-de-bienfaisance
ParentLink: spells_hd.md#sorts
Name: Nimbe de bienfaisance
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Family: SpellHD
Level: 4
SpellItem_Type: Abjuration
CastingTime: 1 action
Range: personnelle
Components: V
Concentration: concentration
Duration: jusqu'à 10 minutes
Classes: [Paladin](paladin_hd.md)
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Nimbe de bienfaisance<!--/Name-->

-  <!--Type-->Abjuration<!--/Type--> de niveau <!--Level-->4<!--/Level-->
- **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Portée :** <!--Range-->personnelle<!--/Range-->
- **Composantes :** <!--Components-->V<!--/Components-->
- **Durée :** <!--Concentration-->concentration<!--/Concentration-->, <!--Duration-->jusqu'à 10 minutes<!--/Duration-->
- Classes: <!--Classes-->[Paladin](paladin_hd.md)<!--/Classes-->
- Source: <!--Source-->(MDR p)<!--/Source-->

### Description

Un nimbe blanc et scintillant d'énergie sacrée vous entoure pour la durée du sort. Au moment de l'incantation, les créatures vivantes situées à 3 mètres ou moins de vous récupèrent autant de points de vie que leur bonus de maîtrise, sans dépasser leur maximum. De plus, toutes bénéficient d'une résistance aux dégâts nécrotiques pour toute la durée du sort. Les morts-vivants présents dans cette zone au début de leur tour subissent 1d6 points de dégâts radiants.

**_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sorts de niveau 5 ou supérieur, les dégâts augmentent de 1d6 par niveau au-delà du niveau 4.

AttributesDictionary:
Name: Nimbe de bienfaisance
Markdown: >+
  # <!--Name-->Nimbe de bienfaisance<!--/Name-->


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

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

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

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

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

  - Classes: <!--Classes-->[Paladin](paladin_hd.md)<!--/Classes-->

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


  ### Description


  Un nimbe blanc et scintillant d'énergie sacrée vous entoure pour la durée du sort. Au moment de l'incantation, les créatures vivantes situées à 3 mètres ou moins de vous récupèrent autant de points de vie que leur bonus de maîtrise, sans dépasser leur maximum. De plus, toutes bénéficient d'une résistance aux dégâts nécrotiques pour toute la durée du sort. Les morts-vivants présents dans cette zone au début de leur tour subissent 1d6 points de dégâts radiants.


  **_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sorts de niveau 5 ou supérieur, les dégâts augmentent de 1d6 par niveau au-delà du niveau 4.

Type: Abjuration
Level: 4
CastingTime: 1 action
Range: personnelle
Components: V
Concentration: concentration
Duration: jusqu'à 10 minutes
Classes: '[Paladin](paladin_hd.md)'
Source: (MDR p)
Description: >+
  Un nimbe blanc et scintillant d'énergie sacrée vous entoure pour la durée du sort. Au moment de l'incantation, les créatures vivantes situées à 3 mètres ou moins de vous récupèrent autant de points de vie que leur bonus de maîtrise, sans dépasser leur maximum. De plus, toutes bénéficient d'une résistance aux dégâts nécrotiques pour toute la durée du sort. Les morts-vivants présents dans cette zone au début de leur tour subissent 1d6 points de dégâts radiants.


  **_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sorts de niveau 5 ou supérieur, les dégâts augmentent de 1d6 par niveau au-delà du niveau 4.


Description:
Un nimbe blanc et scintillant d'énergie sacrée vous entoure pour la durée du sort. Au moment de l'incantation, les créatures vivantes situées à 3 mètres ou moins de vous récupèrent autant de points de vie que leur bonus de maîtrise, sans dépasser leur maximum. De plus, toutes bénéficient d'une résistance aux dégâts nécrotiques pour toute la durée du sort. Les morts-vivants présents dans cette zone au début de leur tour subissent 1d6 points de dégâts radiants.

**_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sorts de niveau 5 ou supérieur, les dégâts augmentent de 1d6 par niveau au-delà du niveau 4.


Id: spells_hd.md#non-détection
ParentLink: spells_hd.md#sorts
Name: Non-détection
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Nondetection](spells_vo.md#nondetection)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Family: SpellHD
Level: 3
SpellItem_Type: Abjuration
CastingTime: 1 action
Range: contact
Duration: 8 heures
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Non-détection<!--/Name-->

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

-  <!--Type-->Abjuration<!--/Type--> de niveau <!--Level-->3<!--/Level-->

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

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

- **Composantes :** <!--Components-->V, S, M (une pincée de poussière de diamant d'une valeur de 25 po, que le sort consume une fois saupoudrée sur la cible)<!--/Components-->

- **Durée :** <!--Duration-->8 heures<!--/Duration-->

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

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

### Description

Pour toute la durée du sort, vous dissimulez la cible que vous touchez aux yeux de la magie de divination.

Vous pouvez prendre pour cible une créature consentante, un endroit ou un objet ne mesurant pas plus de 3 mètres dans chaque dimension. La magie de divination ne peut plus viser votre cible et les organes de scrutation magiques ne la perçoivent plus.

AttributesDictionary:
Name: Non-détection
Markdown: >+
  # <!--Name-->Non-détection<!--/Name-->


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


  -  <!--Type-->Abjuration<!--/Type--> de niveau <!--Level-->3<!--/Level-->


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


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


  - **Composantes :** <!--Components-->V, S, M (une pincée de poussière de diamant d'une valeur de 25 po, que le sort consume une fois saupoudrée sur la cible)<!--/Components-->


  - **Durée :** <!--Duration-->8 heures<!--/Duration-->


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


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


  ### Description


  Pour toute la durée du sort, vous dissimulez la cible que vous touchez aux yeux de la magie de divination.


  Vous pouvez prendre pour cible une créature consentante, un endroit ou un objet ne mesurant pas plus de 3 mètres dans chaque dimension. La magie de divination ne peut plus viser votre cible et les organes de scrutation magiques ne la perçoivent plus.

AltName: '[Nondetection](spells_vo.md#nondetection)'
Type: Abjuration
Level: 3
CastingTime: 1 action
Range: contact
Components: V, S, M (une pincée de poussière de diamant d'une valeur de 25 po, que le sort consume une fois saupoudrée sur la cible)
Duration: 8 heures
Classes: '[Barde](bard_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md), [Rôdeur](ranger_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Pour toute la durée du sort, vous dissimulez la cible que vous touchez aux yeux de la magie de divination.


  Vous pouvez prendre pour cible une créature consentante, un endroit ou un objet ne mesurant pas plus de 3 mètres dans chaque dimension. La magie de divination ne peut plus viser votre cible et les organes de scrutation magiques ne la perçoivent plus.


Description:
Pour toute la durée du sort, vous dissimulez la cible que vous touchez aux yeux de la magie de divination.

Vous pouvez prendre pour cible une créature consentante, un endroit ou un objet ne mesurant pas plus de 3 mètres dans chaque dimension. La magie de divination ne peut plus viser votre cible et les organes de scrutation magiques ne la perçoivent plus.

Components:
V, S, M (une pincée de poussière de diamant d'une valeur de 25 po, que le sort consume une fois saupoudrée sur la cible)

Classes:
[Barde](bard_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md), [Rôdeur](ranger_hd.md)


Id: spells_hd.md#parole-divine
ParentLink: spells_hd.md#sorts
Name: Parole divine
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Divine Word](spells_vo.md#divine-word)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Family: SpellHD
Level: 7
SpellItem_Type: Évocation
CastingTime: 1 action bonus
Range: 9 mètres
Components: V
Duration: instantanée
Classes: [Clerc](cleric_hd.md)
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Parole divine<!--/Name-->

- SRD: <!--AltName-->[Divine Word](spells_vo.md#divine-word)<!--/AltName-->

-  <!--Type-->Évocation<!--/Type--> de niveau <!--Level-->7<!--/Level-->

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

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

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

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

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

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

### Description

Vous prononcez une parole divine, empreinte de la puissance qui a façonné le monde à l'aube de la création.

Choisissez autant de créatures situées à portée et dans votre champ de vision que vous le désirez. Chacune de celles qui vous entendent doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Charisme](abilities_charisma_hd.md), ou souffrir d'un des effets suivants, selon son total actuel de points de vie.

* 50 points de vie ou moins : [assourdie](conditions_hd.md#assourdi) pour 1 minute.

* 40 points de vie ou moins : [aveuglée](conditions_hd.md#aveuglé) et [assourdie](conditions_hd.md#assourdi) pour 10 minutes.

* 30 points de vie ou moins : [aveuglée](conditions_hd.md#aveuglé), [assourdie](conditions_hd.md#assourdi) et [étourdie](conditions_hd.md#Étourdi) pour 1 heure.

* 20 points de vie ou moins : morte sur-le-champ.

Quels que soient ses points de vie, si un céleste, un élémentaire, une fée ou un fiélon rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), il est immédiatement renvoyé sur son plan natal (s'il ne s'y trouve pas déjà). Il ne peut pas revenir sur votre propre plan pendant les 24 heures qui suivent, à moins d'user d'un _[souhait](spells_hd.md#souhait)_.

AttributesDictionary:
Name: Parole divine
Markdown: >+
  # <!--Name-->Parole divine<!--/Name-->


  - SRD: <!--AltName-->[Divine Word](spells_vo.md#divine-word)<!--/AltName-->


  -  <!--Type-->Évocation<!--/Type--> de niveau <!--Level-->7<!--/Level-->


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


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


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


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


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


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


  ### Description


  Vous prononcez une parole divine, empreinte de la puissance qui a façonné le monde à l'aube de la création.


  Choisissez autant de créatures situées à portée et dans votre champ de vision que vous le désirez. Chacune de celles qui vous entendent doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Charisme](abilities_charisma_hd.md), ou souffrir d'un des effets suivants, selon son total actuel de points de vie.


  * 50 points de vie ou moins : [assourdie](conditions_hd.md#assourdi) pour 1 minute.


  * 40 points de vie ou moins : [aveuglée](conditions_hd.md#aveuglé) et [assourdie](conditions_hd.md#assourdi) pour 10 minutes.


  * 30 points de vie ou moins : [aveuglée](conditions_hd.md#aveuglé), [assourdie](conditions_hd.md#assourdi) et [étourdie](conditions_hd.md#Étourdi) pour 1 heure.


  * 20 points de vie ou moins : morte sur-le-champ.


  Quels que soient ses points de vie, si un céleste, un élémentaire, une fée ou un fiélon rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), il est immédiatement renvoyé sur son plan natal (s'il ne s'y trouve pas déjà). Il ne peut pas revenir sur votre propre plan pendant les 24 heures qui suivent, à moins d'user d'un _[souhait](spells_hd.md#souhait)_.

AltName: '[Divine Word](spells_vo.md#divine-word)'
Type: Évocation
Level: 7
CastingTime: 1 action bonus
Range: 9 mètres
Components: V
Duration: instantanée
Classes: '[Clerc](cleric_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Vous prononcez une parole divine, empreinte de la puissance qui a façonné le monde à l'aube de la création.


  Choisissez autant de créatures situées à portée et dans votre champ de vision que vous le désirez. Chacune de celles qui vous entendent doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Charisme](abilities_charisma_hd.md), ou souffrir d'un des effets suivants, selon son total actuel de points de vie.


  * 50 points de vie ou moins : [assourdie](conditions_hd.md#assourdi) pour 1 minute.


  * 40 points de vie ou moins : [aveuglée](conditions_hd.md#aveuglé) et [assourdie](conditions_hd.md#assourdi) pour 10 minutes.


  * 30 points de vie ou moins : [aveuglée](conditions_hd.md#aveuglé), [assourdie](conditions_hd.md#assourdi) et [étourdie](conditions_hd.md#Étourdi) pour 1 heure.


  * 20 points de vie ou moins : morte sur-le-champ.


  Quels que soient ses points de vie, si un céleste, un élémentaire, une fée ou un fiélon rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), il est immédiatement renvoyé sur son plan natal (s'il ne s'y trouve pas déjà). Il ne peut pas revenir sur votre propre plan pendant les 24 heures qui suivent, à moins d'user d'un _[souhait](spells_hd.md#souhait)_.


Description:
Vous prononcez une parole divine, empreinte de la puissance qui a façonné le monde à l'aube de la création.

Choisissez autant de créatures situées à portée et dans votre champ de vision que vous le désirez. Chacune de celles qui vous entendent doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Charisme](abilities_charisma_hd.md), ou souffrir d'un des effets suivants, selon son total actuel de points de vie.

* 50 points de vie ou moins : [assourdie](conditions_hd.md#assourdi) pour 1 minute.

* 40 points de vie ou moins : [aveuglée](conditions_hd.md#aveuglé) et [assourdie](conditions_hd.md#assourdi) pour 10 minutes.

* 30 points de vie ou moins : [aveuglée](conditions_hd.md#aveuglé), [assourdie](conditions_hd.md#assourdi) et [étourdie](conditions_hd.md#Étourdi) pour 1 heure.

* 20 points de vie ou moins : morte sur-le-champ.

Quels que soient ses points de vie, si un céleste, un élémentaire, une fée ou un fiélon rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde), il est immédiatement renvoyé sur son plan natal (s'il ne s'y trouve pas déjà). Il ne peut pas revenir sur votre propre plan pendant les 24 heures qui suivent, à moins d'user d'un _[souhait](spells_hd.md#souhait)_.


Id: spells_hd.md#nuage-incendiaire
ParentLink: spells_hd.md#sorts
Name: Nuage incendiaire
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Incendiary Cloud](spells_vo.md#incendiary-cloud)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Family: SpellHD
Level: 8
SpellItem_Type: Invocation
CastingTime: 1 action
Range: 45 mètres
Components: V, S
Concentration: concentration
Duration: jusqu'à 1 minute
Classes: [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Nuage incendiaire<!--/Name-->

- SRD: <!--AltName-->[Incendiary Cloud](spells_vo.md#incendiary-cloud)<!--/AltName-->

-  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->8<!--/Level-->

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

- **Portée :** <!--Range-->45 mètres<!--/Range-->

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

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

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

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

### Description

Un nuage de fumée ondoyant constellé de braises rougeoyantes apparaît sous la forme d'une sphère de 6 mètres de rayon centrée sur un point à portée. Le nuage se répand en contournant les angles si nécessaire et la visibilité est nulle à l'intérieur. Le nuage persiste pendant toute la durée du sort ou jusqu'à ce qu'un vent fort ou modéré (au moins 15 km/h) le disperse.

Quand le nuage apparaît, chaque créature se trouvant à l'intérieur doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md).

Celles qui échouent subissent 10d8 dégâts de feu, les autres la moitié seulement. Une créature doit aussi effectuer ce jet quand elle entre dans la zone affectée pour la première fois du tour ou lorsqu'elle y finit son tour.

Le nuage s'éloigne de vous sur 3 mètres dans la direction de votre choix au début de chacun de vos tours.

AttributesDictionary:
Name: Nuage incendiaire
Markdown: >+
  # <!--Name-->Nuage incendiaire<!--/Name-->


  - SRD: <!--AltName-->[Incendiary Cloud](spells_vo.md#incendiary-cloud)<!--/AltName-->


  -  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->8<!--/Level-->


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


  - **Portée :** <!--Range-->45 mètres<!--/Range-->


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


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


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


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


  ### Description


  Un nuage de fumée ondoyant constellé de braises rougeoyantes apparaît sous la forme d'une sphère de 6 mètres de rayon centrée sur un point à portée. Le nuage se répand en contournant les angles si nécessaire et la visibilité est nulle à l'intérieur. Le nuage persiste pendant toute la durée du sort ou jusqu'à ce qu'un vent fort ou modéré (au moins 15 km/h) le disperse.


  Quand le nuage apparaît, chaque créature se trouvant à l'intérieur doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md).


  Celles qui échouent subissent 10d8 dégâts de feu, les autres la moitié seulement. Une créature doit aussi effectuer ce jet quand elle entre dans la zone affectée pour la première fois du tour ou lorsqu'elle y finit son tour.


  Le nuage s'éloigne de vous sur 3 mètres dans la direction de votre choix au début de chacun de vos tours.

AltName: '[Incendiary Cloud](spells_vo.md#incendiary-cloud)'
Type: Invocation
Level: 8
CastingTime: 1 action
Range: 45 mètres
Components: V, S
Concentration: concentration
Duration: jusqu'à 1 minute
Classes: '[Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Un nuage de fumée ondoyant constellé de braises rougeoyantes apparaît sous la forme d'une sphère de 6 mètres de rayon centrée sur un point à portée. Le nuage se répand en contournant les angles si nécessaire et la visibilité est nulle à l'intérieur. Le nuage persiste pendant toute la durée du sort ou jusqu'à ce qu'un vent fort ou modéré (au moins 15 km/h) le disperse.


  Quand le nuage apparaît, chaque créature se trouvant à l'intérieur doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md).


  Celles qui échouent subissent 10d8 dégâts de feu, les autres la moitié seulement. Une créature doit aussi effectuer ce jet quand elle entre dans la zone affectée pour la première fois du tour ou lorsqu'elle y finit son tour.


  Le nuage s'éloigne de vous sur 3 mètres dans la direction de votre choix au début de chacun de vos tours.


Description:
Un nuage de fumée ondoyant constellé de braises rougeoyantes apparaît sous la forme d'une sphère de 6 mètres de rayon centrée sur un point à portée. Le nuage se répand en contournant les angles si nécessaire et la visibilité est nulle à l'intérieur. Le nuage persiste pendant toute la durée du sort ou jusqu'à ce qu'un vent fort ou modéré (au moins 15 km/h) le disperse.

Quand le nuage apparaît, chaque créature se trouvant à l'intérieur doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md).

Celles qui échouent subissent 10d8 dégâts de feu, les autres la moitié seulement. Une créature doit aussi effectuer ce jet quand elle entre dans la zone affectée pour la première fois du tour ou lorsqu'elle y finit son tour.

Le nuage s'éloigne de vous sur 3 mètres dans la direction de votre choix au début de chacun de vos tours.


Id: spells_hd.md#nuage-puant
ParentLink: spells_hd.md#sorts
Name: Nuage puant
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Stinking Cloud](spells_vo.md#stinking-cloud)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Family: SpellHD
Level: 3
SpellItem_Type: Invocation
CastingTime: 1 action
Range: 27 mètres
Components: V, S, M (un oeuf pourri ou des feuilles de chou pourri)
Concentration: concentration
Duration: jusqu'à 1 minute
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Nuage puant<!--/Name-->

- SRD: <!--AltName-->[Stinking Cloud](spells_vo.md#stinking-cloud)<!--/AltName-->

-  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->3<!--/Level-->

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

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

- **Composantes :** <!--Components-->V, S, M (un oeuf pourri ou des feuilles de chou pourri)<!--/Components-->

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

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

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

### Description

Vous créez une sphère d'un gaz jaunâtre et nauséabond de 6 mètres de rayon centrée sur un point à portée. Le nuage se répand en contournant les angles et la visibilité est nulle dans toute sa zone. Le nuage persiste dans la zone affectée pendant toute la durée du sort.

Chaque créature entièrement englobée dans le nuage au début de son tour doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md) contre le poison. Celles qui échouent passent toutes leurs actions du tour à vomir. Les créatures qui ne respirent pas et celles qui sont immunisées contre le poison réussissent automatiquement ce jet.

Un vent modéré (au moins 15 km/h) disperse le nuage après 4 rounds. Un vent fort (au moins 30 km/h) le disperse au bout de seulement 1 round.

AttributesDictionary:
Name: Nuage puant
Markdown: >+
  # <!--Name-->Nuage puant<!--/Name-->


  - SRD: <!--AltName-->[Stinking Cloud](spells_vo.md#stinking-cloud)<!--/AltName-->


  -  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->3<!--/Level-->


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


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


  - **Composantes :** <!--Components-->V, S, M (un oeuf pourri ou des feuilles de chou pourri)<!--/Components-->


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


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


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


  ### Description


  Vous créez une sphère d'un gaz jaunâtre et nauséabond de 6 mètres de rayon centrée sur un point à portée. Le nuage se répand en contournant les angles et la visibilité est nulle dans toute sa zone. Le nuage persiste dans la zone affectée pendant toute la durée du sort.


  Chaque créature entièrement englobée dans le nuage au début de son tour doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md) contre le poison. Celles qui échouent passent toutes leurs actions du tour à vomir. Les créatures qui ne respirent pas et celles qui sont immunisées contre le poison réussissent automatiquement ce jet.


  Un vent modéré (au moins 15 km/h) disperse le nuage après 4 rounds. Un vent fort (au moins 30 km/h) le disperse au bout de seulement 1 round.

AltName: '[Stinking Cloud](spells_vo.md#stinking-cloud)'
Type: Invocation
Level: 3
CastingTime: 1 action
Range: 27 mètres
Components: V, S, M (un oeuf pourri ou des feuilles de chou pourri)
Concentration: concentration
Duration: jusqu'à 1 minute
Classes: '[Barde](bard_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Vous créez une sphère d'un gaz jaunâtre et nauséabond de 6 mètres de rayon centrée sur un point à portée. Le nuage se répand en contournant les angles et la visibilité est nulle dans toute sa zone. Le nuage persiste dans la zone affectée pendant toute la durée du sort.


  Chaque créature entièrement englobée dans le nuage au début de son tour doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md) contre le poison. Celles qui échouent passent toutes leurs actions du tour à vomir. Les créatures qui ne respirent pas et celles qui sont immunisées contre le poison réussissent automatiquement ce jet.


  Un vent modéré (au moins 15 km/h) disperse le nuage après 4 rounds. Un vent fort (au moins 30 km/h) le disperse au bout de seulement 1 round.


Description:
Vous créez une sphère d'un gaz jaunâtre et nauséabond de 6 mètres de rayon centrée sur un point à portée. Le nuage se répand en contournant les angles et la visibilité est nulle dans toute sa zone. Le nuage persiste dans la zone affectée pendant toute la durée du sort.

Chaque créature entièrement englobée dans le nuage au début de son tour doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md) contre le poison. Celles qui échouent passent toutes leurs actions du tour à vomir. Les créatures qui ne respirent pas et celles qui sont immunisées contre le poison réussissent automatiquement ce jet.

Un vent modéré (au moins 15 km/h) disperse le nuage après 4 rounds. Un vent fort (au moins 30 km/h) le disperse au bout de seulement 1 round.

Classes:
[Barde](bard_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md)


Id: spells_hd.md#nuée-de-météores
ParentLink: spells_hd.md#sorts
Name: Nuée de météores
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Meteor Swarm](spells_vo.md#meteor-swarm)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Family: SpellHD
Level: 9
SpellItem_Type: Évocation
CastingTime: 1 action
Range: 1,5 kilomètre
Components: V, S
Duration: instantanée
Classes: [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Nuée de météores<!--/Name-->

- SRD: <!--AltName-->[Meteor Swarm](spells_vo.md#meteor-swarm)<!--/AltName-->

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

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

- **Portée :** <!--Range-->1,5 kilomètre<!--/Range-->

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

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

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

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

### Description

Des orbes de feu flamboyants s'abattent au sol en quatre points de votre choix situés à portée et dans votre champ de vision. Chaque créature située dans la sphère de 12 mètres de rayon centrée sur chacun de ces points doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md).

Les sphères s'étendent en contournant les angles. Une créature qui rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) subit 20d6 dégâts de feu et 20d6 dégâts contondants, les autres la moitié seulement. Une créature qui se trouve prise dans deux sphères à la fois ne subit qu'une seule fois les dégâts des météores.

Le sort abîme et embrase les objets inflammables de la zone s'ils ne sont pas portés ou transportés.

AttributesDictionary:
Name: Nuée de météores
Markdown: >+
  # <!--Name-->Nuée de météores<!--/Name-->


  - SRD: <!--AltName-->[Meteor Swarm](spells_vo.md#meteor-swarm)<!--/AltName-->


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


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


  - **Portée :** <!--Range-->1,5 kilomètre<!--/Range-->


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


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


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


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


  ### Description


  Des orbes de feu flamboyants s'abattent au sol en quatre points de votre choix situés à portée et dans votre champ de vision. Chaque créature située dans la sphère de 12 mètres de rayon centrée sur chacun de ces points doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md).


  Les sphères s'étendent en contournant les angles. Une créature qui rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) subit 20d6 dégâts de feu et 20d6 dégâts contondants, les autres la moitié seulement. Une créature qui se trouve prise dans deux sphères à la fois ne subit qu'une seule fois les dégâts des météores.


  Le sort abîme et embrase les objets inflammables de la zone s'ils ne sont pas portés ou transportés.

AltName: '[Meteor Swarm](spells_vo.md#meteor-swarm)'
Type: Évocation
Level: 9
CastingTime: 1 action
Range: 1,5 kilomètre
Components: V, S
Duration: instantanée
Classes: '[Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Des orbes de feu flamboyants s'abattent au sol en quatre points de votre choix situés à portée et dans votre champ de vision. Chaque créature située dans la sphère de 12 mètres de rayon centrée sur chacun de ces points doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md).


  Les sphères s'étendent en contournant les angles. Une créature qui rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) subit 20d6 dégâts de feu et 20d6 dégâts contondants, les autres la moitié seulement. Une créature qui se trouve prise dans deux sphères à la fois ne subit qu'une seule fois les dégâts des météores.


  Le sort abîme et embrase les objets inflammables de la zone s'ils ne sont pas portés ou transportés.


Description:
Des orbes de feu flamboyants s'abattent au sol en quatre points de votre choix situés à portée et dans votre champ de vision. Chaque créature située dans la sphère de 12 mètres de rayon centrée sur chacun de ces points doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md).

Les sphères s'étendent en contournant les angles. Une créature qui rate son [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) subit 20d6 dégâts de feu et 20d6 dégâts contondants, les autres la moitié seulement. Une créature qui se trouve prise dans deux sphères à la fois ne subit qu'une seule fois les dégâts des météores.

Le sort abîme et embrase les objets inflammables de la zone s'ils ne sont pas portés ou transportés.


Id: spells_hd.md#nuée-de-projectiles
ParentLink: spells_hd.md#sorts
Name: Nuée de projectiles
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Family: SpellHD
Level: 5
SpellItem_Type: Invocation
CastingTime: 1 action bonus
Range: selon l'arme utilisée
Components: V, S, M (un projectile)
Duration: instantané
Classes: [Rôdeur](ranger_hd.md)
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Nuée de projectiles<!--/Name-->

-  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->5<!--/Level-->
- **Temps d'incantation :** <!--CastingTime-->1 action bonus<!--/CastingTime-->
- **Portée :** <!--Range-->selon l'arme utilisée<!--/Range-->
- **Composantes :** <!--Components-->V, S, M (un projectile)<!--/Components-->
- **Durée :** <!--Duration-->instantané<!--/Duration-->
- Classes: <!--Classes-->[Rôdeur](ranger_hd.md)<!--/Classes-->
- Source: <!--Source-->(MDR p)<!--/Source-->

### Description

Vous utilisez votre action pour lancer une arme ou tirer un projectile et une action bonus pour lancer le sort. Le projectile se dédouble de nombreuses fois et affecte toutes les créatures dans une zone de 6 mètres de rayon autour de votre cible initiale, dans la limite de la portée habituelle de l'arme utilisée. Faites un seul jet d'attaque à distance, chaque créature dans la zone subit automatiquement les dégâts habituels de l'arme. Celles dont votre attaque permet d'atteindre ou de dépasser la CA subissent le double des dégâts. Vous ajoutez normalement votre modificateur de [Dextérité](abilities_dexterity_hd.md) aux dégâts et de magie si votre arc ou vos flèches sont magiques. Dans tous les cas, les dégât sont magiques (du type approprié aux projectiles).

AttributesDictionary:
Name: Nuée de projectiles
Markdown: >+
  # <!--Name-->Nuée de projectiles<!--/Name-->


  -  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->5<!--/Level-->

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

  - **Portée :** <!--Range-->selon l'arme utilisée<!--/Range-->

  - **Composantes :** <!--Components-->V, S, M (un projectile)<!--/Components-->

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

  - Classes: <!--Classes-->[Rôdeur](ranger_hd.md)<!--/Classes-->

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


  ### Description


  Vous utilisez votre action pour lancer une arme ou tirer un projectile et une action bonus pour lancer le sort. Le projectile se dédouble de nombreuses fois et affecte toutes les créatures dans une zone de 6 mètres de rayon autour de votre cible initiale, dans la limite de la portée habituelle de l'arme utilisée. Faites un seul jet d'attaque à distance, chaque créature dans la zone subit automatiquement les dégâts habituels de l'arme. Celles dont votre attaque permet d'atteindre ou de dépasser la CA subissent le double des dégâts. Vous ajoutez normalement votre modificateur de [Dextérité](abilities_dexterity_hd.md) aux dégâts et de magie si votre arc ou vos flèches sont magiques. Dans tous les cas, les dégât sont magiques (du type approprié aux projectiles).

Type: Invocation
Level: 5
CastingTime: 1 action bonus
Range: selon l'arme utilisée
Components: V, S, M (un projectile)
Duration: instantané
Classes: '[Rôdeur](ranger_hd.md)'
Source: (MDR p)
Description: >+
  Vous utilisez votre action pour lancer une arme ou tirer un projectile et une action bonus pour lancer le sort. Le projectile se dédouble de nombreuses fois et affecte toutes les créatures dans une zone de 6 mètres de rayon autour de votre cible initiale, dans la limite de la portée habituelle de l'arme utilisée. Faites un seul jet d'attaque à distance, chaque créature dans la zone subit automatiquement les dégâts habituels de l'arme. Celles dont votre attaque permet d'atteindre ou de dépasser la CA subissent le double des dégâts. Vous ajoutez normalement votre modificateur de [Dextérité](abilities_dexterity_hd.md) aux dégâts et de magie si votre arc ou vos flèches sont magiques. Dans tous les cas, les dégât sont magiques (du type approprié aux projectiles).


Description:
Vous utilisez votre action pour lancer une arme ou tirer un projectile et une action bonus pour lancer le sort. Le projectile se dédouble de nombreuses fois et affecte toutes les créatures dans une zone de 6 mètres de rayon autour de votre cible initiale, dans la limite de la portée habituelle de l'arme utilisée. Faites un seul jet d'attaque à distance, chaque créature dans la zone subit automatiquement les dégâts habituels de l'arme. Celles dont votre attaque permet d'atteindre ou de dépasser la CA subissent le double des dégâts. Vous ajoutez normalement votre modificateur de [Dextérité](abilities_dexterity_hd.md) aux dégâts et de magie si votre arc ou vos flèches sont magiques. Dans tous les cas, les dégât sont magiques (du type approprié aux projectiles).


Id: spells_hd.md#oeil-magique
ParentLink: spells_hd.md#sorts
Name: Oeil magique
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Arcane Eye](spells_vo.md#arcane-eye)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Family: SpellHD
Level: 4
SpellItem_Type: Divination
CastingTime: 1 action
Range: 9 mètres
Components: V, S, M (des poils de chauve-souris)
Concentration: concentration
Duration: jusqu'à 1 heure
Classes: [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md)
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Oeil magique<!--/Name-->

- SRD: <!--AltName-->[Arcane Eye](spells_vo.md#arcane-eye)<!--/AltName-->

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

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

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

- **Composantes :** <!--Components-->V, S, M (des poils de chauve-souris)<!--/Components-->

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

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

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

### Description

Vous créez un oeil magique [invisible](conditions_hd.md#invisible) à portée, qui flotte dans les airs pendant toute la durée du sort. Il vous envoie mentalement des informations visuelles grâce à sa vision normale et dans le noir dans un rayon de 9 mètres. Il peut regarder dans toutes les directions.

Par une action, vous pouvez déplacer l'oeil d'un maximum de 9 mètres dans la direction de votre choix. Il peut s'éloigner de vous sur une distance illimitée, mais il ne peut pas entrer dans un autre plan d'existence. Une barrière solide l'empêche de passer, mais il peut se glisser à travers une ouverture d'au minimum 2,5 centimètres de diamètre.

AttributesDictionary:
Name: Oeil magique
Markdown: >+
  # <!--Name-->Oeil magique<!--/Name-->


  - SRD: <!--AltName-->[Arcane Eye](spells_vo.md#arcane-eye)<!--/AltName-->


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


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


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


  - **Composantes :** <!--Components-->V, S, M (des poils de chauve-souris)<!--/Components-->


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


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


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


  ### Description


  Vous créez un oeil magique [invisible](conditions_hd.md#invisible) à portée, qui flotte dans les airs pendant toute la durée du sort. Il vous envoie mentalement des informations visuelles grâce à sa vision normale et dans le noir dans un rayon de 9 mètres. Il peut regarder dans toutes les directions.


  Par une action, vous pouvez déplacer l'oeil d'un maximum de 9 mètres dans la direction de votre choix. Il peut s'éloigner de vous sur une distance illimitée, mais il ne peut pas entrer dans un autre plan d'existence. Une barrière solide l'empêche de passer, mais il peut se glisser à travers une ouverture d'au minimum 2,5 centimètres de diamètre.

AltName: '[Arcane Eye](spells_vo.md#arcane-eye)'
Type: Divination
Level: 4
CastingTime: 1 action
Range: 9 mètres
Components: V, S, M (des poils de chauve-souris)
Concentration: concentration
Duration: jusqu'à 1 heure
Classes: '[Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Vous créez un oeil magique [invisible](conditions_hd.md#invisible) à portée, qui flotte dans les airs pendant toute la durée du sort. Il vous envoie mentalement des informations visuelles grâce à sa vision normale et dans le noir dans un rayon de 9 mètres. Il peut regarder dans toutes les directions.


  Par une action, vous pouvez déplacer l'oeil d'un maximum de 9 mètres dans la direction de votre choix. Il peut s'éloigner de vous sur une distance illimitée, mais il ne peut pas entrer dans un autre plan d'existence. Une barrière solide l'empêche de passer, mais il peut se glisser à travers une ouverture d'au minimum 2,5 centimètres de diamètre.


Description:
Vous créez un oeil magique [invisible](conditions_hd.md#invisible) à portée, qui flotte dans les airs pendant toute la durée du sort. Il vous envoie mentalement des informations visuelles grâce à sa vision normale et dans le noir dans un rayon de 9 mètres. Il peut regarder dans toutes les directions.

Par une action, vous pouvez déplacer l'oeil d'un maximum de 9 mètres dans la direction de votre choix. Il peut s'éloigner de vous sur une distance illimitée, mais il ne peut pas entrer dans un autre plan d'existence. Une barrière solide l'empêche de passer, mais il peut se glisser à travers une ouverture d'au minimum 2,5 centimètres de diamètre.


Id: spells_hd.md#offrande-inéluctable
ParentLink: spells_hd.md#sorts
Name: Offrande inéluctable
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Family: SpellHD
Level: 2
SpellItem_Type: Enchantement
CastingTime: 1 action
Range: 36 mètres
Components: V, S
Concentration: concentration
Duration: jusqu'à 1 minute
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Offrande inéluctable<!--/Name-->

-  <!--Type-->Enchantement<!--/Type--> de niveau <!--Level-->2<!--/Level-->
- **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Portée :** <!--Range-->36 mètres<!--/Range-->
- **Composantes :** <!--Components-->V, S<!--/Components-->
- **Durée :** <!--Concentration-->concentration<!--/Concentration-->, <!--Duration-->jusqu'à 1 minute<!--/Duration-->
- Classes: <!--Classes-->[Barde](bard_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Sorcier](warlock_hd.md)<!--/Classes-->
- Source: <!--Source-->(MDR p)<!--/Source-->

### Description

Une créature vivante à portée et dans votre champ de vision doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Sagesse](abilities_wisdom_hd.md) sous peine de se sentir soudainement obligée de vous donner ce qu'elle tient au moment où vous lancez le sort. Dès son tour, la cible se rapproche aussi près que possible de vous et vous tend l'objet.

Pour toute la durée du sort, la cible fait en sorte de protéger l'objet qu'elle doit vous donner et ne peut donc pas s'en servir pour attaquer ni pour se défendre et subit par ailleurs d'un désavantage sur ses jets d'attaques Le sort prend fin si vous ou vos alliés blessez la cible ou lui lancez un sort néfaste, ou si vous vous trouvez au-delà de la portée du sort.

AttributesDictionary:
Name: Offrande inéluctable
Markdown: >+
  # <!--Name-->Offrande inéluctable<!--/Name-->


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

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

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

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

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

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

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


  ### Description


  Une créature vivante à portée et dans votre champ de vision doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Sagesse](abilities_wisdom_hd.md) sous peine de se sentir soudainement obligée de vous donner ce qu'elle tient au moment où vous lancez le sort. Dès son tour, la cible se rapproche aussi près que possible de vous et vous tend l'objet.


  Pour toute la durée du sort, la cible fait en sorte de protéger l'objet qu'elle doit vous donner et ne peut donc pas s'en servir pour attaquer ni pour se défendre et subit par ailleurs d'un désavantage sur ses jets d'attaques Le sort prend fin si vous ou vos alliés blessez la cible ou lui lancez un sort néfaste, ou si vous vous trouvez au-delà de la portée du sort.

Type: Enchantement
Level: 2
CastingTime: 1 action
Range: 36 mètres
Components: V, S
Concentration: concentration
Duration: jusqu'à 1 minute
Classes: '[Barde](bard_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Sorcier](warlock_hd.md)'
Source: (MDR p)
Description: >+
  Une créature vivante à portée et dans votre champ de vision doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Sagesse](abilities_wisdom_hd.md) sous peine de se sentir soudainement obligée de vous donner ce qu'elle tient au moment où vous lancez le sort. Dès son tour, la cible se rapproche aussi près que possible de vous et vous tend l'objet.


  Pour toute la durée du sort, la cible fait en sorte de protéger l'objet qu'elle doit vous donner et ne peut donc pas s'en servir pour attaquer ni pour se défendre et subit par ailleurs d'un désavantage sur ses jets d'attaques Le sort prend fin si vous ou vos alliés blessez la cible ou lui lancez un sort néfaste, ou si vous vous trouvez au-delà de la portée du sort.


Description:
Une créature vivante à portée et dans votre champ de vision doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Sagesse](abilities_wisdom_hd.md) sous peine de se sentir soudainement obligée de vous donner ce qu'elle tient au moment où vous lancez le sort. Dès son tour, la cible se rapproche aussi près que possible de vous et vous tend l'objet.

Pour toute la durée du sort, la cible fait en sorte de protéger l'objet qu'elle doit vous donner et ne peut donc pas s'en servir pour attaquer ni pour se défendre et subit par ailleurs d'un désavantage sur ses jets d'attaques Le sort prend fin si vous ou vos alliés blessez la cible ou lui lancez un sort néfaste, ou si vous vous trouvez au-delà de la portée du sort.


Id: spells_hd.md#ombres-imaginaires
ParentLink: spells_hd.md#sorts
Name: Ombres imaginaires
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
Source: (MDR p)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Family: SpellHD
Level: 2
SpellItem_Type: Illusion
CastingTime: 1 action
Range: 18 mètres
Components: V, S, M (un morceau de charbon)
Concentration: concentration
Duration: jusqu'à 1 minute
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Ombres imaginaires<!--/Name-->

-  <!--Type-->Illusion<!--/Type--> de niveau <!--Level-->2<!--/Level-->
- **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Portée :** <!--Range-->18 mètres<!--/Range-->
- **Composantes :** <!--Components-->V, S, M (un morceau de charbon)<!--/Components-->
- **Durée :** <!--Concentration-->concentration<!--/Concentration-->, <!--Duration-->jusqu'à 1 minute<!--/Duration-->
- Classes: <!--Classes-->[Barde](bard_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md)<!--/Classes-->
- Source: <!--Source-->(MDR p)<!--/Source-->

### Description

Vous désignez une cible à portée et dans votre champ de vision. Vous créez des images fantasmagoriques cauchemardesques dans son esprit. La victime doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) d'[Intelligence](abilities_intelligence_hd.md). En cas d'échec, elle perçoit des silhouettes d'ombres qui l'assaillent, ce qui lui inflige un désavantage à toutes ses actions pendant la durée du sort.

**_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 5 ou supérieur, le sort persiste jusqu'à la fin de sa durée normale sans nécessiter de concentration.

AttributesDictionary:
Name: Ombres imaginaires
Markdown: >+
  # <!--Name-->Ombres imaginaires<!--/Name-->


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

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

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

  - **Composantes :** <!--Components-->V, S, M (un morceau de charbon)<!--/Components-->

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

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

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


  ### Description


  Vous désignez une cible à portée et dans votre champ de vision. Vous créez des images fantasmagoriques cauchemardesques dans son esprit. La victime doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) d'[Intelligence](abilities_intelligence_hd.md). En cas d'échec, elle perçoit des silhouettes d'ombres qui l'assaillent, ce qui lui inflige un désavantage à toutes ses actions pendant la durée du sort.


  **_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 5 ou supérieur, le sort persiste jusqu'à la fin de sa durée normale sans nécessiter de concentration.

Type: Illusion
Level: 2
CastingTime: 1 action
Range: 18 mètres
Components: V, S, M (un morceau de charbon)
Concentration: concentration
Duration: jusqu'à 1 minute
Classes: '[Barde](bard_hd.md), [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md), [Ombrelame](rogue_ombrelame_hd.md)'
Source: (MDR p)
Description: >+
  Vous désignez une cible à portée et dans votre champ de vision. Vous créez des images fantasmagoriques cauchemardesques dans son esprit. La victime doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) d'[Intelligence](abilities_intelligence_hd.md). En cas d'échec, elle perçoit des silhouettes d'ombres qui l'assaillent, ce qui lui inflige un désavantage à toutes ses actions pendant la durée du sort.


  **_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 5 ou supérieur, le sort persiste jusqu'à la fin de sa durée normale sans nécessiter de concentration.


Description:
Vous désignez une cible à portée et dans votre champ de vision. Vous créez des images fantasmagoriques cauchemardesques dans son esprit. La victime doit réussir un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) d'[Intelligence](abilities_intelligence_hd.md). En cas d'échec, elle perçoit des silhouettes d'ombres qui l'assaillent, ce qui lui inflige un désavantage à toutes ses actions pendant la durée du sort.

**_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 5 ou supérieur, le sort persiste jusqu'à la fin de sa durée normale sans nécessiter de concentration.


Id: spells_hd.md#nuage-mortel
ParentLink: spells_hd.md#sorts
Name: Nuage mortel
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Cloudkill](spells_vo.md#cloudkill)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Family: SpellHD
Level: 5
SpellItem_Type: Invocation
CastingTime: 1 action
Range: 36 mètres
Components: V, S
Concentration: concentration
Duration: jusqu'à 10 minutes
Classes: [Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Nuage mortel<!--/Name-->

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

-  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->5<!--/Level-->

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

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

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

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

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

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

### Description

Vous créez une sphère de 6 mètres de rayon faite d'un brouillard verdâtre toxique. Il est centré sur un point de votre choix situé à portée. Le brouillard s'étend en contournant les coins au besoin. Il persiste pendant toute la durée du sort ou jusqu'à ce qu'un vent fort le disperse et mette un terme au sort. La visibilité est nulle dans sa zone d'effet.

Quand une créature entre dans la zone du sort pour la première fois de son tour ou qu'elle y débute son tour, elle doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md).

Elle subit 5d8 dégâts de poison si elle rate son jet et seulement la moitié si elle le réussit. Le brouillard affecte même les créatures qui retiennent leur souffle ou qui n'ont pas besoin de respirer.

Le brouillard s'éloigne de vous sur une distance de 3 mètres au début de chacun de vos tours, rampant à la surface du sol. Comme ses vapeurs sont plus lourdes que l'air, il s'enfonce dans les replis du terrain et s'infiltre même dans les ouvertures.

**_À plus haut niveau._** Si vous lancez ce sort en utilisant un emplacement de niveau 6 ou supérieur, les dégâts augmentent de 1d8 par niveau au-delà du niveau 5.

AttributesDictionary:
Name: Nuage mortel
Markdown: >+
  # <!--Name-->Nuage mortel<!--/Name-->


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


  -  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->5<!--/Level-->


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


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


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


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


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


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


  ### Description


  Vous créez une sphère de 6 mètres de rayon faite d'un brouillard verdâtre toxique. Il est centré sur un point de votre choix situé à portée. Le brouillard s'étend en contournant les coins au besoin. Il persiste pendant toute la durée du sort ou jusqu'à ce qu'un vent fort le disperse et mette un terme au sort. La visibilité est nulle dans sa zone d'effet.


  Quand une créature entre dans la zone du sort pour la première fois de son tour ou qu'elle y débute son tour, elle doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md).


  Elle subit 5d8 dégâts de poison si elle rate son jet et seulement la moitié si elle le réussit. Le brouillard affecte même les créatures qui retiennent leur souffle ou qui n'ont pas besoin de respirer.


  Le brouillard s'éloigne de vous sur une distance de 3 mètres au début de chacun de vos tours, rampant à la surface du sol. Comme ses vapeurs sont plus lourdes que l'air, il s'enfonce dans les replis du terrain et s'infiltre même dans les ouvertures.


  **_À plus haut niveau._** Si vous lancez ce sort en utilisant un emplacement de niveau 6 ou supérieur, les dégâts augmentent de 1d8 par niveau au-delà du niveau 5.

AltName: '[Cloudkill](spells_vo.md#cloudkill)'
Type: Invocation
Level: 5
CastingTime: 1 action
Range: 36 mètres
Components: V, S
Concentration: concentration
Duration: jusqu'à 10 minutes
Classes: '[Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Vous créez une sphère de 6 mètres de rayon faite d'un brouillard verdâtre toxique. Il est centré sur un point de votre choix situé à portée. Le brouillard s'étend en contournant les coins au besoin. Il persiste pendant toute la durée du sort ou jusqu'à ce qu'un vent fort le disperse et mette un terme au sort. La visibilité est nulle dans sa zone d'effet.


  Quand une créature entre dans la zone du sort pour la première fois de son tour ou qu'elle y débute son tour, elle doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md).


  Elle subit 5d8 dégâts de poison si elle rate son jet et seulement la moitié si elle le réussit. Le brouillard affecte même les créatures qui retiennent leur souffle ou qui n'ont pas besoin de respirer.


  Le brouillard s'éloigne de vous sur une distance de 3 mètres au début de chacun de vos tours, rampant à la surface du sol. Comme ses vapeurs sont plus lourdes que l'air, il s'enfonce dans les replis du terrain et s'infiltre même dans les ouvertures.


  **_À plus haut niveau._** Si vous lancez ce sort en utilisant un emplacement de niveau 6 ou supérieur, les dégâts augmentent de 1d8 par niveau au-delà du niveau 5.


Description:
Vous créez une sphère de 6 mètres de rayon faite d'un brouillard verdâtre toxique. Il est centré sur un point de votre choix situé à portée. Le brouillard s'étend en contournant les coins au besoin. Il persiste pendant toute la durée du sort ou jusqu'à ce qu'un vent fort le disperse et mette un terme au sort. La visibilité est nulle dans sa zone d'effet.

Quand une créature entre dans la zone du sort pour la première fois de son tour ou qu'elle y débute son tour, elle doit effectuer un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Constitution](abilities_constitution_hd.md).

Elle subit 5d8 dégâts de poison si elle rate son jet et seulement la moitié si elle le réussit. Le brouillard affecte même les créatures qui retiennent leur souffle ou qui n'ont pas besoin de respirer.

Le brouillard s'éloigne de vous sur une distance de 3 mètres au début de chacun de vos tours, rampant à la surface du sol. Comme ses vapeurs sont plus lourdes que l'air, il s'enfonce dans les replis du terrain et s'infiltre même dans les ouvertures.

**_À plus haut niveau._** Si vous lancez ce sort en utilisant un emplacement de niveau 6 ou supérieur, les dégâts augmentent de 1d8 par niveau au-delà du niveau 5.


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

---

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

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

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

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

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

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

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

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

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

### Description

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

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

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


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


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


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


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


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


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


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


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


  ### Description


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


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

AltName: '[Fire Bolt](spells_vo.md#fire-bolt)'
Type: Évocation
Level: tour de magie
CastingTime: 1 action
Range: 36 mètres
Components: V, S
Duration: instantanée
Classes: '[Ensorceleur](sorcerer_hd.md), [Magicien](wizard_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Vous lancez un trait enflammé sur une créature ou un objet à portée. Faites une attaque de sort à distance contre la cible. Si vous touchez, elle subit 1d10 dégâts de feu. Si le sort touche un objet inflammable qui n'est ni porté ni transporté, il s'embrase.


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


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

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


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

---

# <!--Name-->Transpercer<!--/Name-->

-  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->1<!--/Level-->
- **Temps d'incantation :** <!--CastingTime-->1 action bonus<!--/CastingTime-->
- **Portée :** <!--Range-->personnelle<!--/Range-->
- **Composantes :** <!--Components-->V<!--/Components-->
- **Durée :** <!--Concentration-->concentration<!--/Concentration-->, <!--Duration-->jusqu'à 1 minute<!--/Duration-->
- Classes: <!--Classes-->[Rôdeur](ranger_hd.md)<!--/Classes-->
- Source: <!--Source-->(MDR p)<!--/Source-->

### Description

La prochaine fois que vous blessez une créature avec une arme à distance qui inflige des dégâts perçants ou tranchants, l'arme reste fichée dans le corps de votre cible. Elle lui inflige 1d4 dégâts supplémentaires à chacun de vos tours suivants jusqu'à la fin du sort, ou jusqu'à ce qu'elle utilise son action pour retirer l'arme.

Retirer l'arme lui inflige 2d4 dégâts, ou la moitié si elle réussit un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md).

**_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2, remplacez les d4 par des d6. Pour chaque niveau de sort supérieur augmentez le dé utilisé, jusqu'au d12 pour un emplacement de niveau 5.

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


  -  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->1<!--/Level-->

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

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

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

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

  - Classes: <!--Classes-->[Rôdeur](ranger_hd.md)<!--/Classes-->

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


  ### Description


  La prochaine fois que vous blessez une créature avec une arme à distance qui inflige des dégâts perçants ou tranchants, l'arme reste fichée dans le corps de votre cible. Elle lui inflige 1d4 dégâts supplémentaires à chacun de vos tours suivants jusqu'à la fin du sort, ou jusqu'à ce qu'elle utilise son action pour retirer l'arme.


  Retirer l'arme lui inflige 2d4 dégâts, ou la moitié si elle réussit un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md).


  **_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2, remplacez les d4 par des d6. Pour chaque niveau de sort supérieur augmentez le dé utilisé, jusqu'au d12 pour un emplacement de niveau 5.

Type: Invocation
Level: 1
CastingTime: 1 action bonus
Range: personnelle
Components: V
Concentration: concentration
Duration: jusqu'à 1 minute
Classes: '[Rôdeur](ranger_hd.md)'
Source: (MDR p)
Description: >+
  La prochaine fois que vous blessez une créature avec une arme à distance qui inflige des dégâts perçants ou tranchants, l'arme reste fichée dans le corps de votre cible. Elle lui inflige 1d4 dégâts supplémentaires à chacun de vos tours suivants jusqu'à la fin du sort, ou jusqu'à ce qu'elle utilise son action pour retirer l'arme.


  Retirer l'arme lui inflige 2d4 dégâts, ou la moitié si elle réussit un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md).


  **_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2, remplacez les d4 par des d6. Pour chaque niveau de sort supérieur augmentez le dé utilisé, jusqu'au d12 pour un emplacement de niveau 5.


Description:
La prochaine fois que vous blessez une créature avec une arme à distance qui inflige des dégâts perçants ou tranchants, l'arme reste fichée dans le corps de votre cible. Elle lui inflige 1d4 dégâts supplémentaires à chacun de vos tours suivants jusqu'à la fin du sort, ou jusqu'à ce qu'elle utilise son action pour retirer l'arme.

Retirer l'arme lui inflige 2d4 dégâts, ou la moitié si elle réussit un [jet de sauvegarde](abilities_hd.md#jets-de-sauvegarde) de [Dextérité](abilities_dexterity_hd.md).

**_À plus haut niveau._** Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2, remplacez les d4 par des d6. Pour chaque niveau de sort supérieur augmentez le dé utilisé, jusqu'au d12 pour un emplacement de niveau 5.


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

---

# <!--Name-->Transport végétal<!--/Name-->

- SRD: <!--AltName-->[Transport via Plants](spells_vo.md#transport-via-plants)<!--/AltName-->

-  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->6<!--/Level-->

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

- **Portée :** <!--Range-->3 mètres<!--/Range-->

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

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

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

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

### Description

Ce sort crée un lien magique entre une plante inanimée de taille G ou supérieure située à portée et une autre plante de mêmes dimensions, située à n'importe quelle distance mais sur le même plan d'existence. Vous devez impérativement avoir vu ou touché la plante de destination au moins une fois auparavant. Pendant toute la durée du sort, n'importe quelle créature peut entrer par la plante de départ et ressortir par celle d'arrivée en dépensant 1,50 mètre de déplacement.

AttributesDictionary:
Name: Transport végétal
Markdown: >+
  # <!--Name-->Transport végétal<!--/Name-->


  - SRD: <!--AltName-->[Transport via Plants](spells_vo.md#transport-via-plants)<!--/AltName-->


  -  <!--Type-->Invocation<!--/Type--> de niveau <!--Level-->6<!--/Level-->


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


  - **Portée :** <!--Range-->3 mètres<!--/Range-->


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


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


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


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


  ### Description


  Ce sort crée un lien magique entre une plante inanimée de taille G ou supérieure située à portée et une autre plante de mêmes dimensions, située à n'importe quelle distance mais sur le même plan d'existence. Vous devez impérativement avoir vu ou touché la plante de destination au moins une fois auparavant. Pendant toute la durée du sort, n'importe quelle créature peut entrer par la plante de départ et ressortir par celle d'arrivée en dépensant 1,50 mètre de déplacement.

AltName: '[Transport via Plants](spells_vo.md#transport-via-plants)'
Type: Invocation
Level: 6
CastingTime: 1 action
Range: 3 mètres
Components: V, S
Duration: 1 round
Classes: '[Druide](druid_hd.md)'
Source: (MDR p)(SRD)
Description: >+
  Ce sort crée un lien magique entre une plante inanimée de taille G ou supérieure située à portée et une autre plante de mêmes dimensions, située à n'importe quelle distance mais sur le même plan d'existence. Vous devez impérativement avoir vu ou touché la plante de destination au moins une fois auparavant. Pendant toute la durée du sort, n'importe quelle créature peut entrer par la plante de départ et ressortir par celle d'arrivée en dépensant 1,50 mètre de déplacement.


Description:
Ce sort crée un lien magique entre une plante inanimée de taille G ou supérieure située à portée et une autre plante de mêmes dimensions, située à n'importe quelle distance mais sur le même plan d'existence. Vous devez impérativement avoir vu ou touché la plante de destination au moins une fois auparavant. Pendant toute la durée du sort, n'importe quelle créature peut entrer par la plante de départ et ressortir par celle d'arrivée en dépensant 1,50 mètre de déplacement.


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

---

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

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

### Description

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

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

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

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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


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


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


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

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


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

---

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

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

### Description

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

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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


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

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


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

---

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

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

### Description

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

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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


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

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


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

---

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

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

### Description

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

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

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

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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


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


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


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

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


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

---

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

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

### Description

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

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

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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


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


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

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


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

---

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

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

### Description

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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

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


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

---

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

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

### Description

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

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

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


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

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

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

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

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

  - **Components :** <!--Components-->V, S, M (a yew leaf)<!--/Components-->

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

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


  ### Description


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


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

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


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

---

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

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

### Description

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

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

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


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

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

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

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

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

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

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

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


  ### Description


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


  The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.


  If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

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

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


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

---

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

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

### Description

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

* 50 hit points or fewer: deafened for 1 minute

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

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

* 20 hit points or fewer: killed instantly

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

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


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

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

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

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

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

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

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

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


  ### Description


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


  * 50 hit points or fewer: deafened for 1 minute


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


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


  * 20 hit points or fewer: killed instantly


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

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


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

---

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

- MDR: <!--AltName-->[Dominer une bête](spells_hd.md#dominer-une-bête)<!--/AltName-->
- Source: <!--Source-->(SRD p137)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid, Sorcerer<!--/Classes-->

### Description

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

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

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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


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


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

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


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

---

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

- MDR: <!--AltName-->[Dominer un monstre](spells_hd.md#dominer-un-monstre)<!--/AltName-->
- Source: <!--Source-->(SRD p137)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

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

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

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

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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


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


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


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

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


Id: spells_vo.md#dominate-person
ParentLink: spells_vo.md#spells-srd-p
Name: Dominate Person
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Dominer un humanoïde](spells_hd.md#dominer-un-humanoïde)
Source: (SRD p138)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 5
SpellItem_Type: enchantment
CastingTime: 1 action
Range: 60 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-->Dominate Person<!--/Name-->

- MDR: <!--AltName-->[Dominer un humanoïde](spells_hd.md#dominer-un-humanoïde)<!--/AltName-->
- Source: <!--Source-->(SRD p138)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

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

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

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

Each time the target takes damage, it makes a new

Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

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

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


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

  - Source: <!--Source-->(SRD p138)<!--/Source-->

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

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

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

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

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

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


  ### Description


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


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


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


  Each time the target takes damage, it makes a new


  Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.


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

AltName: '[Dominer un humanoïde](spells_hd.md#dominer-un-humanoïde)'
Source: (SRD p138)
Level: 5
Type: enchantment
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Wizard


Id: spells_vo.md#instant-summons
ParentLink: spells_vo.md#spells-srd-p
Name: Instant Summons
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Convocations instantanées](spells_hd.md#convocations-instantanées)
Source: (SRD p157)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 6
SpellItem_Type: conjuration
Ritual: ritual
CastingTime: 1 minute
Range: Touch
Components: V, S, M (a sapphire worth 1,000 gp)
Duration: Until dispelled
Classes: Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Instant Summons<!--/Name-->

- MDR: <!--AltName-->[Convocations instantanées](spells_hd.md#convocations-instantanées)<!--/AltName-->
- Source: <!--Source-->(SRD p157)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->conjuration<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a sapphire worth 1,000 gp)<!--/Components-->
- **Duration :** <!--Duration-->Until dispelled<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.

At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

_[dispel magic](spells_vo.hd#dispel-magic)_ or a similar effect successfully applied to the sapphire ends this spell's effect.

AttributesDictionary:
Name: Instant Summons
Markdown: >+
  # <!--Name-->Instant Summons<!--/Name-->


  - MDR: <!--AltName-->[Convocations instantanées](spells_hd.md#convocations-instantanées)<!--/AltName-->

  - Source: <!--Source-->(SRD p157)<!--/Source-->

  -  <!--Level-->6<!--/Level-->th-level <!--Type-->conjuration<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)

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

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

  - **Components :** <!--Components-->V, S, M (a sapphire worth 1,000 gp)<!--/Components-->

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

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


  ### Description


  You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.


  At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.


  If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.


  _[dispel magic](spells_vo.hd#dispel-magic)_ or a similar effect successfully applied to the sapphire ends this spell's effect.

AltName: '[Convocations instantanées](spells_hd.md#convocations-instantanées)'
Source: (SRD p157)
Level: 6
Type: conjuration
Ritual: ritual
CastingTime: 1 minute
Range: Touch
Components: V, S, M (a sapphire worth 1,000 gp)
Duration: Until dispelled
Classes: Wizard


Id: spells_vo.md#dream
ParentLink: spells_vo.md#spells-srd-p
Name: Dream
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Rêve](spells_hd.md#rêve)
Source: (SRD p138)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 5
SpellItem_Type: illusion
CastingTime: 1 minute
Range: Special
Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
Duration: 8 hours
Classes: Bard, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Dream<!--/Name-->

- MDR: <!--AltName-->[Rêve](spells_hd.md#rêve)<!--/AltName-->
- Source: <!--Source-->(SRD p138)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Special<!--/Range-->
- **Components :** <!--Components-->V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)<!--/Components-->
- **Duration :** <!--Duration-->8 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Warlock, Wizard<!--/Classes-->

### Description

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

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


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

  - Source: <!--Source-->(SRD p138)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)<!--/Components-->

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

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


  ### Description


  This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.


  If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.


  You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.


  If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

AltName: '[Rêve](spells_hd.md#rêve)'
Source: (SRD p138)
Level: 5
Type: illusion
CastingTime: 1 minute
Range: Special
Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
Duration: 8 hours
Classes: Bard, Warlock, Wizard


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

---

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

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

### Description

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

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


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

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

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

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

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

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

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

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


  ### Description


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

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


Id: spells_vo.md#druidcraft
ParentLink: spells_vo.md#spells-srd-p
Name: Druidcraft
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Druidisme](spells_hd.md#druidisme)
Source: (SRD p138)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: cantrip
SpellItem_Type: Transmutation
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Druid
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Druidcraft<!--/Name-->

- MDR: <!--AltName-->[Druidisme](spells_hd.md#druidisme)<!--/AltName-->
- Source: <!--Source-->(SRD p138)<!--/Source-->
-  <!--Type-->Transmutation<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Druid<!--/Classes-->

### Description

Whispering to the spirits of nature, you create one of the following effects within range:

* You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

* You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

* You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.

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

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


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

  - Source: <!--Source-->(SRD p138)<!--/Source-->

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

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

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

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

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

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


  ### Description


  Whispering to the spirits of nature, you create one of the following effects within range:


  * You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.


  * You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.


  * You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.


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

AltName: '[Druidisme](spells_hd.md#druidisme)'
Source: (SRD p138)
Type: Transmutation
Level: cantrip
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Druid


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

---

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

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

### Description

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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

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


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

---

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

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

### Description

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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

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


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

---

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

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

### Description

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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


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


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


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


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


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

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


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

---

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

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

### Description

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

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

Precipitation

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

Temperature

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

Wind

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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


  Precipitation


  |Stage|Condition|

  |---|---|

  |1|Clear|

  |2|Light clouds|

  |3|Overcast or ground fog|

  |4|Rain, hail, or snow|

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


  Temperature


  |Stage|Condition|

  |---|---|

  |1|Unbearable heat|

  |2|Hot|

  |3|Warm|

  |4|Cool|

  |5|Cold|

  |6|Arctic cold|


  Wind


  |Stage|Condition|

  |---|---|

  |1|Calm|

  |2|Moderate wind|

  |3|Strong wind|

  |4|Gale|

  |5|Storm|

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


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

---

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

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

### Description

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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

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


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

---

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

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

### Description

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

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


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

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

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

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

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

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

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

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


  ### Description


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

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


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

---

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

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

### Description

You either create or destroy water.

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

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

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

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


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

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

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

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

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

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

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

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


  ### Description


  You either create or destroy water.


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


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


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

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


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

---

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

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

### Description

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

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

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

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


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

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

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

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

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

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

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

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


  ### Description


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


  As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.


  The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.


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

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

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


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

---

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

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

### Description

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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

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


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

---

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

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

### Description

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

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

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

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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


  |Material|Duration|

  |---|---|

  |Vegetable matter|1 day|

  |Stone or crystal|12 hours|

  |Precious metals|1 hour|

  |Gems|10 minutes|

  |Adamantine or mithral|1 minute|


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


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

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


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

---

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

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

### Description

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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

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


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

---

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

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

### Description

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

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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


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

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


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

---

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

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

### Description

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

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


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

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

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

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

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

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

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

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


  ### Description


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

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


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

---

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

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

### Description

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

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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


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

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


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

---

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

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

### Description

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

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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


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

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


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

---

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

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

### Description

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

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

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

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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


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


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


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

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


Id: spells_vo.md#cure-wounds
ParentLink: spells_vo.md#spells-srd-p
Name: Cure Wounds
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Soin des blessures](spells_hd.md#soin-des-blessures)
Source: (SRD p132)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 1
SpellItem_Type: evocation
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-->Cure Wounds<!--/Name-->

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

### Description

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

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

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


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

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

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

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

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

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

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

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


  ### Description


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


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

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


Id: spells_vo.md#continual-flame
ParentLink: spells_vo.md#spells-srd-p
Name: Continual Flame
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Flamme éternelle](spells_hd.md#flamme-éternelle)
Source: (SRD p130)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 2
SpellItem_Type: evocation
CastingTime: 1 action
Range: Touch
Components: V, S, M (ruby dust worth 50 gp, which the spell consumes)
Duration: Until dispelled
Classes: Cleric, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Flamme éternelle](spells_hd.md#flamme-éternelle)<!--/AltName-->
- Source: <!--Source-->(SRD p130)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (ruby dust worth 50 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Until dispelled<!--/Duration-->
- Classes: <!--Classes-->Cleric, Wizard<!--/Classes-->

### Description

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

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


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

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

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

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

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

  - **Components :** <!--Components-->V, S, M (ruby dust worth 50 gp, which the spell consumes)<!--/Components-->

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

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


  ### Description


  A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

AltName: '[Flamme éternelle](spells_hd.md#flamme-éternelle)'
Source: (SRD p130)
Level: 2
Type: evocation
CastingTime: 1 action
Range: Touch
Components: V, S, M (ruby dust worth 50 gp, which the spell consumes)
Duration: Until dispelled
Classes: Cleric, Wizard


Id: spells_vo.md#earthquake
ParentLink: spells_vo.md#spells-srd-p
Name: Earthquake
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Tremblement de terre](spells_hd.md#tremblement-de-terre)
Source: (SRD p139)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 8
SpellItem_Type: evocation
CastingTime: 1 action
Range: 500 feet
Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid, Sorcerer
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Earthquake<!--/Name-->

- MDR: <!--AltName-->[Tremblement de terre](spells_hd.md#tremblement-de-terre)<!--/AltName-->
- Source: <!--Source-->(SRD p139)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->500 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid, Sorcerer<!--/Classes-->

### Description

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the DM.

**_Fissures_**. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

**_Structures_**. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

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


  - MDR: <!--AltName-->[Tremblement de terre](spells_hd.md#tremblement-de-terre)<!--/AltName-->

  - Source: <!--Source-->(SRD p139)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)<!--/Components-->

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

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


  ### Description


  You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.


  The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.


  When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.


  This spell can have additional effects depending on the terrain in the area, as determined by the DM.


  **_Fissures_**. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.


  A fissure that opens beneath a structure causes it to automatically collapse (see below).


  **_Structures_**. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

AltName: '[Tremblement de terre](spells_hd.md#tremblement-de-terre)'
Source: (SRD p139)
Level: 8
Type: evocation
CastingTime: 1 action
Range: 500 feet
Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid, Sorcerer


Id: spells_vo.md#enhance-ability
ParentLink: spells_vo.md#spells-srd-p
Name: Enhance Ability
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Amélioration de caractéristique](spells_hd.md#amélioration-de-caractéristique)
Source: (SRD p139)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 2
SpellItem_Type: transmutation
CastingTime: 1 action
Range: Touch
Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour
Classes: Bard, Cleric, Druid, Sorcerer
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Enhance Ability<!--/Name-->

- MDR: <!--AltName-->[Amélioration de caractéristique](spells_hd.md#amélioration-de-caractéristique)<!--/AltName-->
- Source: <!--Source-->(SRD p139)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (fur or a feather from a beast)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid, Sorcerer<!--/Classes-->

### Description

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

**Bear's Endurance**. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

**Bull's Strength**. The target has advantage on Strength checks, and his or her carrying capacity doubles.

**Cat's Grace**. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

**Eagle's Splendor**. The target has advantage on Charisma checks.

**Fox's Cunning**. The target has advantage on Intelligence checks.

**Owl's Wisdom**. The target has advantage on Wisdom checks.

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

AttributesDictionary:
Name: Enhance Ability
Markdown: >+
  # <!--Name-->Enhance Ability<!--/Name-->


  - MDR: <!--AltName-->[Amélioration de caractéristique](spells_hd.md#amélioration-de-caractéristique)<!--/AltName-->

  - Source: <!--Source-->(SRD p139)<!--/Source-->

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

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

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

  - **Components :** <!--Components-->V, S, M (fur or a feather from a beast)<!--/Components-->

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

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


  ### Description


  You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.


  **Bear's Endurance**. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.


  **Bull's Strength**. The target has advantage on Strength checks, and his or her carrying capacity doubles.


  **Cat's Grace**. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.


  **Eagle's Splendor**. The target has advantage on Charisma checks.


  **Fox's Cunning**. The target has advantage on Intelligence checks.


  **Owl's Wisdom**. The target has advantage on Wisdom checks.


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

AltName: '[Amélioration de caractéristique](spells_hd.md#amélioration-de-caractéristique)'
Source: (SRD p139)
Level: 2
Type: transmutation
CastingTime: 1 action
Range: Touch
Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour
Classes: Bard, Cleric, Druid, Sorcerer


Id: spells_vo.md#fire-bolt
ParentLink: spells_vo.md#spells-srd-p
Name: Fire Bolt
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Trait de feu](spells_hd.md#trait-de-feu)
Source: (SRD p144)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: cantrip
SpellItem_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-->Fire Bolt<!--/Name-->

- MDR: <!--AltName-->[Trait de feu](spells_hd.md#trait-de-feu)<!--/AltName-->
- Source: <!--Source-->(SRD p144)<!--/Source-->
-  <!--Type-->Evocation<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **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 hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

AttributesDictionary:
Name: Fire Bolt
Markdown: >+
  # <!--Name-->Fire Bolt<!--/Name-->


  - MDR: <!--AltName-->[Trait de feu](spells_hd.md#trait-de-feu)<!--/AltName-->

  - Source: <!--Source-->(SRD p144)<!--/Source-->

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

  - **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 hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.


  This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

AltName: '[Trait de feu](spells_hd.md#trait-de-feu)'
Source: (SRD p144)
Type: Evocation
Level: cantrip
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard


Id: spells_vo.md#fire-shield
ParentLink: spells_vo.md#spells-srd-p
Name: Fire Shield
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Bouclier de feu](spells_hd.md#bouclier-de-feu)
Source: (SRD p144)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 4
SpellItem_Type: evocation
CastingTime: 1 action
Range: Self
Components: V, S, M (a bit of phosphorus or a firefly)
Duration: 10 minutes
Classes: Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Bouclier de feu](spells_hd.md#bouclier-de-feu)<!--/AltName-->
- Source: <!--Source-->(SRD p144)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (a bit of phosphorus or a firefly)<!--/Components-->
- **Duration :** <!--Duration-->10 minutes<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

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


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

  - Source: <!--Source-->(SRD p144)<!--/Source-->

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

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

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

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

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

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


  ### Description


  Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.


  The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.


  In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

AltName: '[Bouclier de feu](spells_hd.md#bouclier-de-feu)'
Source: (SRD p144)
Level: 4
Type: evocation
CastingTime: 1 action
Range: Self
Components: V, S, M (a bit of phosphorus or a firefly)
Duration: 10 minutes
Classes: Wizard


Id: spells_vo.md#fire-storm
ParentLink: spells_vo.md#spells-srd-p
Name: Fire Storm
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Tempête de feu](spells_hd.md#tempête-de-feu)
Source: (SRD p145)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 7
SpellItem_Type: evocation
CastingTime: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Druid, Sorcerer
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Tempête de feu](spells_hd.md#tempête-de-feu)<!--/AltName-->
- Source: <!--Source-->(SRD p145)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->150 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid, Sorcerer<!--/Classes-->

### Description

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.

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


  - MDR: <!--AltName-->[Tempête de feu](spells_hd.md#tempête-de-feu)<!--/AltName-->

  - Source: <!--Source-->(SRD p145)<!--/Source-->

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

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

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

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

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

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


  ### Description


  A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.


  The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.

AltName: '[Tempête de feu](spells_hd.md#tempête-de-feu)'
Source: (SRD p145)
Level: 7
Type: evocation
CastingTime: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Druid, Sorcerer


Id: spells_vo.md#fireball
ParentLink: spells_vo.md#spells-srd-p
Name: Fireball
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Boule de feu](spells_hd.md#boule-de-feu)
Source: (SRD p144)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 3
SpellItem_Type: evocation
CastingTime: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous
Classes: Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Boule de feu](spells_hd.md#boule-de-feu)<!--/AltName-->
- Source: <!--Source-->(SRD p144)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->150 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a tiny ball of bat guano and sulfur)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

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

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


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

  - Source: <!--Source-->(SRD p144)<!--/Source-->

  -  <!--Level-->3<!--/Level-->th-level <!--Type-->evocation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->150 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a tiny ball of bat guano and sulfur)<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->


  ### Description


  A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.


  The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

AltName: '[Boule de feu](spells_hd.md#boule-de-feu)'
Source: (SRD p144)
Level: 3
Type: evocation
CastingTime: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous
Classes: Sorcerer, Wizard


Id: spells_vo.md#flame-blade
ParentLink: spells_vo.md#spells-srd-p
Name: Flame Blade
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Lame de feu](spells_hd.md#lame-de-feu)
Source: (SRD p145)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 2
SpellItem_Type: evocation
CastingTime: 1 bonus action
Range: Self
Components: V, S, M (leaf of sumac)
Duration: Concentration, up to 10 minutes
Classes: Druid
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Flame Blade<!--/Name-->

- MDR: <!--AltName-->[Lame de feu](spells_hd.md#lame-de-feu)<!--/AltName-->
- Source: <!--Source-->(SRD p145)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (leaf of sumac)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Druid<!--/Classes-->

### Description

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

AttributesDictionary:
Name: Flame Blade
Markdown: >+
  # <!--Name-->Flame Blade<!--/Name-->


  - MDR: <!--AltName-->[Lame de feu](spells_hd.md#lame-de-feu)<!--/AltName-->

  - Source: <!--Source-->(SRD p145)<!--/Source-->

  -  <!--Level-->2<!--/Level-->nd-level <!--Type-->evocation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V, S, M (leaf of sumac)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->

  - Classes: <!--Classes-->Druid<!--/Classes-->


  ### Description


  You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.


  You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.


  The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

AltName: '[Lame de feu](spells_hd.md#lame-de-feu)'
Source: (SRD p145)
Level: 2
Type: evocation
CastingTime: 1 bonus action
Range: Self
Components: V, S, M (leaf of sumac)
Duration: Concentration, up to 10 minutes
Classes: Druid


Id: spells_vo.md#flame-strike
ParentLink: spells_vo.md#spells-srd-p
Name: Flame Strike
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Colonne de flamme](spells_hd.md#colonne-de-flamme)
Source: (SRD p145)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 5
SpellItem_Type: evocation
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (pinch of sulfur)
Duration: Instantaneous
Classes: Cleric
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Flame Strike<!--/Name-->

- MDR: <!--AltName-->[Colonne de flamme](spells_hd.md#colonne-de-flamme)<!--/AltName-->
- Source: <!--Source-->(SRD p145)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (pinch of sulfur)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

AttributesDictionary:
Name: Flame Strike
Markdown: >+
  # <!--Name-->Flame Strike<!--/Name-->


  - MDR: <!--AltName-->[Colonne de flamme](spells_hd.md#colonne-de-flamme)<!--/AltName-->

  - Source: <!--Source-->(SRD p145)<!--/Source-->

  -  <!--Level-->5<!--/Level-->th-level <!--Type-->evocation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->60 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (pinch of sulfur)<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Cleric<!--/Classes-->


  ### Description


  A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

AltName: '[Colonne de flamme](spells_hd.md#colonne-de-flamme)'
Source: (SRD p145)
Level: 5
Type: evocation
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (pinch of sulfur)
Duration: Instantaneous
Classes: Cleric


Id: spells_vo.md#finger-of-death
ParentLink: spells_vo.md#spells-srd-p
Name: Finger of Death
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Doigt de mort](spells_hd.md#doigt-de-mort)
Source: (SRD p144)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 7
SpellItem_Type: necromancy
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Finger of Death<!--/Name-->

- MDR: <!--AltName-->[Doigt de mort](spells_hd.md#doigt-de-mort)<!--/AltName-->
- Source: <!--Source-->(SRD p144)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

AttributesDictionary:
Name: Finger of Death
Markdown: >+
  # <!--Name-->Finger of Death<!--/Name-->


  - MDR: <!--AltName-->[Doigt de mort](spells_hd.md#doigt-de-mort)<!--/AltName-->

  - Source: <!--Source-->(SRD p144)<!--/Source-->

  -  <!--Level-->7<!--/Level-->th-level <!--Type-->necromancy<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->60 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->


  ### Description


  You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.


  A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

AltName: '[Doigt de mort](spells_hd.md#doigt-de-mort)'
Source: (SRD p144)
Level: 7
Type: necromancy
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard


Id: spells_vo.md#flaming-sphere
ParentLink: spells_vo.md#spells-srd-p
Name: Flaming Sphere
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Sphère de feu](spells_hd.md#sphère-de-feu)
Source: (SRD p145)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 2
SpellItem_Type: conjuration
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Duration: Concentration, up to 1 minute
Classes: Druid, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Flaming Sphere<!--/Name-->

- MDR: <!--AltName-->[Sphère de feu](spells_hd.md#sphère-de-feu)<!--/AltName-->
- Source: <!--Source-->(SRD p145)<!--/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 tallow, a pinch of brimstone, and a dusting of powdered iron)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid, Wizard<!--/Classes-->

### Description

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

AttributesDictionary:
Name: Flaming Sphere
Markdown: >+
  # <!--Name-->Flaming Sphere<!--/Name-->


  - MDR: <!--AltName-->[Sphère de feu](spells_hd.md#sphère-de-feu)<!--/AltName-->

  - Source: <!--Source-->(SRD p145)<!--/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 tallow, a pinch of brimstone, and a dusting of powdered iron)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Druid, Wizard<!--/Classes-->


  ### Description


  A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.


  As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.


  When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

AltName: '[Sphère de feu](spells_hd.md#sphère-de-feu)'
Source: (SRD p145)
Level: 2
Type: conjuration
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Duration: Concentration, up to 1 minute
Classes: Druid, Wizard


Id: spells_vo.md#fly
ParentLink: spells_vo.md#spells-srd-p
Name: Fly
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Vol](spells_hd.md#vol)
Source: (SRD p146)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 3
SpellItem_Type: transmutation
CastingTime: 1 action
Range: Touch
Components: V, S, M (a wing feather from any bird)
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Fly<!--/Name-->

- MDR: <!--AltName-->[Vol](spells_hd.md#vol)<!--/AltName-->
- Source: <!--Source-->(SRD p146)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a wing feather from any bird)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

AttributesDictionary:
Name: Fly
Markdown: >+
  # <!--Name-->Fly<!--/Name-->


  - MDR: <!--AltName-->[Vol](spells_hd.md#vol)<!--/AltName-->

  - Source: <!--Source-->(SRD p146)<!--/Source-->

  -  <!--Level-->3<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Touch<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a wing feather from any bird)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->

  - Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->


  ### Description


  You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

AltName: '[Vol](spells_hd.md#vol)'
Source: (SRD p146)
Level: 3
Type: transmutation
CastingTime: 1 action
Range: Touch
Components: V, S, M (a wing feather from any bird)
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard


Id: spells_vo.md#fog-cloud
ParentLink: spells_vo.md#spells-srd-p
Name: Fog Cloud
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Nappe de brouillard](spells_hd.md#nappe-de-brouillard)
Source: (SRD p146)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 1
SpellItem_Type: conjuration
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Druid, Ranger, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Fog Cloud<!--/Name-->

- MDR: <!--AltName-->[Nappe de brouillard](spells_hd.md#nappe-de-brouillard)<!--/AltName-->
- Source: <!--Source-->(SRD p146)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Druid, Ranger, Sorcerer, Wizard<!--/Classes-->

### Description

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

AttributesDictionary:
Name: Fog Cloud
Markdown: >+
  # <!--Name-->Fog Cloud<!--/Name-->


  - MDR: <!--AltName-->[Nappe de brouillard](spells_hd.md#nappe-de-brouillard)<!--/AltName-->

  - Source: <!--Source-->(SRD p146)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->conjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->120 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->

  - Classes: <!--Classes-->Druid, Ranger, Sorcerer, Wizard<!--/Classes-->


  ### Description


  You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

AltName: '[Nappe de brouillard](spells_hd.md#nappe-de-brouillard)'
Source: (SRD p146)
Level: 1
Type: conjuration
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Druid, Ranger, Sorcerer, Wizard


Id: spells_vo.md#forbiddance
ParentLink: spells_vo.md#spells-srd-p
Name: Forbiddance
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Interdiction](spells_hd.md#interdiction)
Source: (SRD p146)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 6
SpellItem_Type: abjuration
Ritual: ritual
CastingTime: 10 minutes
Range: Touch
Components: V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)
Duration: 1 day
Classes: Cleric
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Forbiddance<!--/Name-->

- MDR: <!--AltName-->[Interdiction](spells_hd.md#interdiction)<!--/AltName-->
- Source: <!--Source-->(SRD p146)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->abjuration<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)<!--/Components-->
- **Duration :** <!--Duration-->1 day<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the _gate_ spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the _[plane shift](spells_vo.hd#plane-shift)_ spell.

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

AttributesDictionary:
Name: Forbiddance
Markdown: >+
  # <!--Name-->Forbiddance<!--/Name-->


  - MDR: <!--AltName-->[Interdiction](spells_hd.md#interdiction)<!--/AltName-->

  - Source: <!--Source-->(SRD p146)<!--/Source-->

  -  <!--Level-->6<!--/Level-->th-level <!--Type-->abjuration<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)

  - **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->

  - **Range :** <!--Range-->Touch<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)<!--/Components-->

  - **Duration :** <!--Duration-->1 day<!--/Duration-->

  - Classes: <!--Classes-->Cleric<!--/Classes-->


  ### Description


  You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the _gate_ spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the _[plane shift](spells_vo.hd#plane-shift)_ spell.


  In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).


  When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.


  The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

AltName: '[Interdiction](spells_hd.md#interdiction)'
Source: (SRD p146)
Level: 6
Type: abjuration
Ritual: ritual
CastingTime: 10 minutes
Range: Touch
Components: V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)
Duration: 1 day
Classes: Cleric


Id: spells_vo.md#forcecage
ParentLink: spells_vo.md#spells-srd-p
Name: Forcecage
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Cage de force](spells_hd.md#cage-de-force)
Source: (SRD p147)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 7
SpellItem_Type: evocation
CastingTime: 1 action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500 gp)
Duration: 1 hour
Classes: Bard, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Forcecage<!--/Name-->

- MDR: <!--AltName-->[Cage de force](spells_hd.md#cage-de-force)<!--/AltName-->
- Source: <!--Source-->(SRD p147)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->100 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (ruby dust worth 1,500 gp)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Warlock, Wizard<!--/Classes-->

### Description

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

* A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

* A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can't be dispelled by _[dispel magic](spells_vo.hd#dispel-magic)_.

AttributesDictionary:
Name: Forcecage
Markdown: >+
  # <!--Name-->Forcecage<!--/Name-->


  - MDR: <!--AltName-->[Cage de force](spells_hd.md#cage-de-force)<!--/AltName-->

  - Source: <!--Source-->(SRD p147)<!--/Source-->

  -  <!--Level-->7<!--/Level-->th-level <!--Type-->evocation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->100 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (ruby dust worth 1,500 gp)<!--/Components-->

  - **Duration :** <!--Duration-->1 hour<!--/Duration-->

  - Classes: <!--Classes-->Bard, Warlock, Wizard<!--/Classes-->


  ### Description


  An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.


  * A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.


  * A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.


  When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.


  A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.


  This spell can't be dispelled by _[dispel magic](spells_vo.hd#dispel-magic)_.

AltName: '[Cage de force](spells_hd.md#cage-de-force)'
Source: (SRD p147)
Level: 7
Type: evocation
CastingTime: 1 action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500 gp)
Duration: 1 hour
Classes: Bard, Warlock, Wizard


Id: spells_vo.md#foresight
ParentLink: spells_vo.md#spells-srd-p
Name: Foresight
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Prémonition](spells_hd.md#prémonition)
Source: (SRD p147)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 9
SpellItem_Type: divination
CastingTime: 1 minute
Range: Touch
Components: V, S, M (a hummingbird feather)
Duration: 8 hours
Classes: Bard, Druid, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Foresight<!--/Name-->

- MDR: <!--AltName-->[Prémonition](spells_hd.md#prémonition)<!--/AltName-->
- Source: <!--Source-->(SRD p147)<!--/Source-->
-  <!--Level-->9<!--/Level-->th-level <!--Type-->divination<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a hummingbird feather)<!--/Components-->
- **Duration :** <!--Duration-->8 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Warlock, Wizard<!--/Classes-->

### Description

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

This spell immediately ends if you cast it again before its duration ends.

AttributesDictionary:
Name: Foresight
Markdown: >+
  # <!--Name-->Foresight<!--/Name-->


  - MDR: <!--AltName-->[Prémonition](spells_hd.md#prémonition)<!--/AltName-->

  - Source: <!--Source-->(SRD p147)<!--/Source-->

  -  <!--Level-->9<!--/Level-->th-level <!--Type-->divination<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->

  - **Range :** <!--Range-->Touch<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a hummingbird feather)<!--/Components-->

  - **Duration :** <!--Duration-->8 hours<!--/Duration-->

  - Classes: <!--Classes-->Bard, Druid, Warlock, Wizard<!--/Classes-->


  ### Description


  You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.


  This spell immediately ends if you cast it again before its duration ends.

AltName: '[Prémonition](spells_hd.md#prémonition)'
Source: (SRD p147)
Level: 9
Type: divination
CastingTime: 1 minute
Range: Touch
Components: V, S, M (a hummingbird feather)
Duration: 8 hours
Classes: Bard, Druid, Warlock, Wizard


Id: spells_vo.md#freedom-of-movement
ParentLink: spells_vo.md#spells-srd-p
Name: Freedom of Movement
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Liberté de mouvement](spells_hd.md#liberté-de-mouvement)
Source: (SRD p147)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 4
SpellItem_Type: abjuration
CastingTime: 1 action
Range: Touch
Components: V, S, M (a leather strap, bound around the arm or a similar appendage)
Duration: 1 hour
Classes: Bard, Cleric, Druid, Ranger
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Freedom of Movement<!--/Name-->

- MDR: <!--AltName-->[Liberté de mouvement](spells_hd.md#liberté-de-mouvement)<!--/AltName-->
- Source: <!--Source-->(SRD p147)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a leather strap, bound around the arm or a similar appendage)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid, Ranger<!--/Classes-->

### Description

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

AttributesDictionary:
Name: Freedom of Movement
Markdown: >+
  # <!--Name-->Freedom of Movement<!--/Name-->


  - MDR: <!--AltName-->[Liberté de mouvement](spells_hd.md#liberté-de-mouvement)<!--/AltName-->

  - Source: <!--Source-->(SRD p147)<!--/Source-->

  -  <!--Level-->4<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Touch<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a leather strap, bound around the arm or a similar appendage)<!--/Components-->

  - **Duration :** <!--Duration-->1 hour<!--/Duration-->

  - Classes: <!--Classes-->Bard, Cleric, Druid, Ranger<!--/Classes-->


  ### Description


  You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.


  The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

AltName: '[Liberté de mouvement](spells_hd.md#liberté-de-mouvement)'
Source: (SRD p147)
Level: 4
Type: abjuration
CastingTime: 1 action
Range: Touch
Components: V, S, M (a leather strap, bound around the arm or a similar appendage)
Duration: 1 hour
Classes: Bard, Cleric, Druid, Ranger


Id: spells_vo.md#flesh-to-stone
ParentLink: spells_vo.md#spells-srd-p
Name: Flesh to Stone
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Pétrification](spells_hd.md#pétrification)
Source: (SRD p145)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 6
SpellItem_Type: transmutation
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a pinch of lime, water, and earth)
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Flesh to Stone<!--/Name-->

- MDR: <!--AltName-->[Pétrification](spells_hd.md#pétrification)<!--/AltName-->
- Source: <!--Source-->(SRD p145)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of lime, water, and earth)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Warlock, Wizard<!--/Classes-->

### Description

You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

AttributesDictionary:
Name: Flesh to Stone
Markdown: >+
  # <!--Name-->Flesh to Stone<!--/Name-->


  - MDR: <!--AltName-->[Pétrification](spells_hd.md#pétrification)<!--/AltName-->

  - Source: <!--Source-->(SRD p145)<!--/Source-->

  -  <!--Level-->6<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->60 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a pinch of lime, water, and earth)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Warlock, Wizard<!--/Classes-->


  ### Description


  You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.


  A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.


  If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.


  If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

AltName: '[Pétrification](spells_hd.md#pétrification)'
Source: (SRD p145)
Level: 6
Type: transmutation
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a pinch of lime, water, and earth)
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard


Id: spells_vo.md#eldritch-blast
ParentLink: spells_vo.md#spells-srd-p
Name: Eldritch Blast
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Explosion occulte](spells_hd.md#explosion-occulte)
Source: (SRD p139)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: cantrip
SpellItem_Type: Evocation
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Eldritch Blast<!--/Name-->

- MDR: <!--AltName-->[Explosion occulte](spells_hd.md#explosion-occulte)<!--/AltName-->
- Source: <!--Source-->(SRD p139)<!--/Source-->
-  <!--Type-->Evocation<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Warlock<!--/Classes-->

### Description

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

AttributesDictionary:
Name: Eldritch Blast
Markdown: >+
  # <!--Name-->Eldritch Blast<!--/Name-->


  - MDR: <!--AltName-->[Explosion occulte](spells_hd.md#explosion-occulte)<!--/AltName-->

  - Source: <!--Source-->(SRD p139)<!--/Source-->

  -  <!--Type-->Evocation<!--/Type--> <!--Level-->cantrip<!--/Level-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->120 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Warlock<!--/Classes-->


  ### Description


  A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.


  The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

AltName: '[Explosion occulte](spells_hd.md#explosion-occulte)'
Source: (SRD p139)
Type: Evocation
Level: cantrip
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock


Id: spells_vo.md#find-traps
ParentLink: spells_vo.md#spells-srd-p
Name: Find Traps
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Trouver les pièges](spells_hd.md#trouver-les-pièges)
Source: (SRD p144)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 2
SpellItem_Type: divination
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Druid, Ranger
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Find Traps<!--/Name-->

- MDR: <!--AltName-->[Trouver les pièges](spells_hd.md#trouver-les-pièges)<!--/AltName-->
- Source: <!--Source-->(SRD p144)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->divination<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid, Ranger<!--/Classes-->

### Description

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the _alarm_ spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

AttributesDictionary:
Name: Find Traps
Markdown: >+
  # <!--Name-->Find Traps<!--/Name-->


  - MDR: <!--AltName-->[Trouver les pièges](spells_hd.md#trouver-les-pièges)<!--/AltName-->

  - Source: <!--Source-->(SRD p144)<!--/Source-->

  -  <!--Level-->2<!--/Level-->nd-level <!--Type-->divination<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->120 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Cleric, Druid, Ranger<!--/Classes-->


  ### Description


  You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the _alarm_ spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.


  This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

AltName: '[Trouver les pièges](spells_hd.md#trouver-les-pièges)'
Source: (SRD p144)
Level: 2
Type: divination
CastingTime: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Druid, Ranger


Id: spells_vo.md#find-steed
ParentLink: spells_vo.md#spells-srd-p
Name: Find Steed
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Trouver une monture](spells_hd.md#trouver-une-monture)
Source: (SRD p143)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 2
SpellItem_Type: conjuration
CastingTime: 10 minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Paladin
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Find Steed<!--/Name-->

- MDR: <!--AltName-->[Trouver une monture](spells_hd.md#trouver-une-monture)<!--/AltName-->
- Source: <!--Source-->(SRD p143)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Paladin<!--/Classes-->

### Description

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with it telepathically.

You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

AttributesDictionary:
Name: Find Steed
Markdown: >+
  # <!--Name-->Find Steed<!--/Name-->


  - MDR: <!--AltName-->[Trouver une monture](spells_hd.md#trouver-une-monture)<!--/AltName-->

  - Source: <!--Source-->(SRD p143)<!--/Source-->

  -  <!--Level-->2<!--/Level-->nd-level <!--Type-->conjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->

  - **Range :** <!--Range-->30 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Paladin<!--/Classes-->


  ### Description


  You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.


  Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.


  When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.


  While your steed is within 1 mile of you, you can communicate with it telepathically.


  You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

AltName: '[Trouver une monture](spells_hd.md#trouver-une-monture)'
Source: (SRD p143)
Level: 2
Type: conjuration
CastingTime: 10 minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Paladin


Id: spells_vo.md#enlargereduce
ParentLink: spells_vo.md#spells-srd-p
Name: Enlarge/Reduce
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Agrandir/Rétrécir](spells_hd.md#agrandirrétrécir)
Source: (SRD p140)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 2
SpellItem_Type: transmutation
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Enlarge/Reduce<!--/Name-->

- MDR: <!--AltName-->[Agrandir/Rétrécir](spells_hd.md#agrandirrétrécir)<!--/AltName-->
- Source: <!--Source-->(SRD p140)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of powdered iron)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

**Enlarge**. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.

**Reduce**. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

AttributesDictionary:
Name: Enlarge/Reduce
Markdown: >+
  # <!--Name-->Enlarge/Reduce<!--/Name-->


  - MDR: <!--AltName-->[Agrandir/Rétrécir](spells_hd.md#agrandirrétrécir)<!--/AltName-->

  - Source: <!--Source-->(SRD p140)<!--/Source-->

  -  <!--Level-->2<!--/Level-->nd-level <!--Type-->transmutation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->30 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a pinch of powdered iron)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->


  ### Description


  You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.


  If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.


  **Enlarge**. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.


  **Reduce**. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

AltName: '[Agrandir/Rétrécir](spells_hd.md#agrandirrétrécir)'
Source: (SRD p140)
Level: 2
Type: transmutation
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard


Id: spells_vo.md#entangle
ParentLink: spells_vo.md#spells-srd-p
Name: Entangle
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Enchevêtrement](spells_hd.md#enchevêtrement)
Source: (SRD p140)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 1
SpellItem_Type: conjuration
CastingTime: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Entangle<!--/Name-->

- MDR: <!--AltName-->[Enchevêtrement](spells_hd.md#enchevêtrement)<!--/AltName-->
- Source: <!--Source-->(SRD p140)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->90 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Druid<!--/Classes-->

### Description

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

AttributesDictionary:
Name: Entangle
Markdown: >+
  # <!--Name-->Entangle<!--/Name-->


  - MDR: <!--AltName-->[Enchevêtrement](spells_hd.md#enchevêtrement)<!--/AltName-->

  - Source: <!--Source-->(SRD p140)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->conjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->90 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Druid<!--/Classes-->


  ### Description


  Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.


  A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.


  When the spell ends, the conjured plants wilt away.

AltName: '[Enchevêtrement](spells_hd.md#enchevêtrement)'
Source: (SRD p140)
Level: 1
Type: conjuration
CastingTime: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid


Id: spells_vo.md#enthrall
ParentLink: spells_vo.md#spells-srd-p
Name: Enthrall
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Envoûtement](spells_hd.md#envoûtement)
Source: (SRD p140)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 2
SpellItem_Type: enchantment
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute
Classes: Bard, Warlock
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Enthrall<!--/Name-->

- MDR: <!--AltName-->[Envoûtement](spells_hd.md#envoûtement)<!--/AltName-->
- Source: <!--Source-->(SRD p140)<!--/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-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Warlock<!--/Classes-->

### Description

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

AttributesDictionary:
Name: Enthrall
Markdown: >+
  # <!--Name-->Enthrall<!--/Name-->


  - MDR: <!--AltName-->[Envoûtement](spells_hd.md#envoûtement)<!--/AltName-->

  - Source: <!--Source-->(SRD p140)<!--/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-->1 minute<!--/Duration-->

  - Classes: <!--Classes-->Bard, Warlock<!--/Classes-->


  ### Description


  You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

AltName: '[Envoûtement](spells_hd.md#envoûtement)'
Source: (SRD p140)
Level: 2
Type: enchantment
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute
Classes: Bard, Warlock


Id: spells_vo.md#etherealness
ParentLink: spells_vo.md#spells-srd-p
Name: Etherealness
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Forme éthérée](spells_hd.md#forme-éthérée)
Source: (SRD p140)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 7
SpellItem_Type: transmutation
CastingTime: 1 action
Range: Self
Components: V, S
Duration: Up to 8 hours
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Etherealness<!--/Name-->

- MDR: <!--AltName-->[Forme éthérée](spells_hd.md#forme-éthérée)<!--/AltName-->
- Source: <!--Source-->(SRD p140)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Up to 8 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.

**_At Higher Levels_**. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

AttributesDictionary:
Name: Etherealness
Markdown: >+
  # <!--Name-->Etherealness<!--/Name-->


  - MDR: <!--AltName-->[Forme éthérée](spells_hd.md#forme-éthérée)<!--/AltName-->

  - Source: <!--Source-->(SRD p140)<!--/Source-->

  -  <!--Level-->7<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Up to 8 hours<!--/Duration-->

  - Classes: <!--Classes-->Bard, Cleric, Sorcerer, Warlock, Wizard<!--/Classes-->


  ### Description


  You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.


  While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.


  You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.


  When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.


  This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

AltName: '[Forme éthérée](spells_hd.md#forme-éthérée)'
Source: (SRD p140)
Level: 7
Type: transmutation
CastingTime: 1 action
Range: Self
Components: V, S
Duration: Up to 8 hours
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard


Id: spells_vo.md#black-tentacles
ParentLink: spells_vo.md#spells-srd-p
Name: Black Tentacles
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Tentacules noirs](spells_hd.md#tentacules-noirs)
Source: (SRD p121)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 4
SpellItem_Type: conjuration
CastingTime: 1 action
Range: 90 feet
Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)
Duration: Concentration, up to 1 minute
Classes: Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Black Tentacles<!--/Name-->

- MDR: <!--AltName-->[Tentacules noirs](spells_hd.md#tentacules-noirs)<!--/AltName-->
- Source: <!--Source-->(SRD p121)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->90 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a piece of tentacle from a giant octopus or a giant squid)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

AttributesDictionary:
Name: Black Tentacles
Markdown: >+
  # <!--Name-->Black Tentacles<!--/Name-->


  - MDR: <!--AltName-->[Tentacules noirs](spells_hd.md#tentacules-noirs)<!--/AltName-->

  - Source: <!--Source-->(SRD p121)<!--/Source-->

  -  <!--Level-->4<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->90 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a piece of tentacle from a giant octopus or a giant squid)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Wizard<!--/Classes-->


  ### Description


  Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.


  When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.


  A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

AltName: '[Tentacules noirs](spells_hd.md#tentacules-noirs)'
Source: (SRD p121)
Level: 4
Type: conjuration
CastingTime: 1 action
Range: 90 feet
Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)
Duration: Concentration, up to 1 minute
Classes: Wizard


Id: spells_vo.md#expeditious-retreat
ParentLink: spells_vo.md#spells-srd-p
Name: Expeditious Retreat
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Repli expéditif](spells_hd.md#repli-expéditif)
Source: (SRD p141)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 1
SpellItem_Type: transmutation
CastingTime: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Expeditious Retreat<!--/Name-->

- MDR: <!--AltName-->[Repli expéditif](spells_hd.md#repli-expéditif)<!--/AltName-->
- Source: <!--Source-->(SRD p141)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

AttributesDictionary:
Name: Expeditious Retreat
Markdown: >+
  # <!--Name-->Expeditious Retreat<!--/Name-->


  - MDR: <!--AltName-->[Repli expéditif](spells_hd.md#repli-expéditif)<!--/AltName-->

  - Source: <!--Source-->(SRD p141)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->transmutation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->

  - Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->


  ### Description


  This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

AltName: '[Repli expéditif](spells_hd.md#repli-expéditif)'
Source: (SRD p141)
Level: 1
Type: transmutation
CastingTime: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard


Id: spells_vo.md#find-the-path
ParentLink: spells_vo.md#spells-srd-p
Name: Find the Path
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Trouver un chemin](spells_hd.md#trouver-un-chemin)
Source: (SRD p143)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 6
SpellItem_Type: divination
CastingTime: 1 minute
Range: Self
Duration: Concentration, up to 1 day
Classes: Bard, Cleric, Druid
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Find the Path<!--/Name-->

- MDR: <!--AltName-->[Trouver un chemin](spells_hd.md#trouver-un-chemin)<!--/AltName-->
- Source: <!--Source-->(SRD p143)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->divination<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object from the location you wish to find)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 day<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid<!--/Classes-->

### Description

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

AttributesDictionary:
Name: Find the Path
Markdown: >+
  # <!--Name-->Find the Path<!--/Name-->


  - MDR: <!--AltName-->[Trouver un chemin](spells_hd.md#trouver-un-chemin)<!--/AltName-->

  - Source: <!--Source-->(SRD p143)<!--/Source-->

  -  <!--Level-->6<!--/Level-->th-level <!--Type-->divination<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object from the location you wish to find)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 day<!--/Duration-->

  - Classes: <!--Classes-->Bard, Cleric, Druid<!--/Classes-->


  ### Description


  This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails.


  For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

AltName: '[Trouver un chemin](spells_hd.md#trouver-un-chemin)'
Source: (SRD p143)
Level: 6
Type: divination
CastingTime: 1 minute
Range: Self
Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object from the location you wish to find)
Duration: Concentration, up to 1 day
Classes: Bard, Cleric, Druid

Components:
V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object from the location you wish to find)


Id: spells_vo.md#eyebite
ParentLink: spells_vo.md#spells-srd-p
Name: Eyebite
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Mauvais oeil](spells_hd.md#mauvais-oeil)
Source: (SRD p141)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 6
SpellItem_Type: necromancy
CastingTime: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Eyebite<!--/Name-->

- MDR: <!--AltName-->[Mauvais oeil](spells_hd.md#mauvais-oeil)<!--/AltName-->
- Source: <!--Source-->(SRD p141)<!--/Source-->
-  <!--Level-->6<!--/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-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.

**Asleep**. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

**Panicked**. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

**Sickened**. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

AttributesDictionary:
Name: Eyebite
Markdown: >+
  # <!--Name-->Eyebite<!--/Name-->


  - MDR: <!--AltName-->[Mauvais oeil](spells_hd.md#mauvais-oeil)<!--/AltName-->

  - Source: <!--Source-->(SRD p141)<!--/Source-->

  -  <!--Level-->6<!--/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-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->


  ### Description


  For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.


  **Asleep**. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.


  **Panicked**. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.


  **Sickened**. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

AltName: '[Mauvais oeil](spells_hd.md#mauvais-oeil)'
Source: (SRD p141)
Level: 6
Type: necromancy
CastingTime: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard


Id: spells_vo.md#faerie-fire
ParentLink: spells_vo.md#spells-srd-p
Name: Faerie Fire
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Lueurs féeriques](spells_hd.md#lueurs-féeriques)
Source: (SRD p141)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 1
SpellItem_Type: evocation
CastingTime: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Classes: Bard, Druid
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Faerie Fire<!--/Name-->

- MDR: <!--AltName-->[Lueurs féeriques](spells_hd.md#lueurs-féeriques)<!--/AltName-->
- Source: <!--Source-->(SRD p141)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid<!--/Classes-->

### Description

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

AttributesDictionary:
Name: Faerie Fire
Markdown: >+
  # <!--Name-->Faerie Fire<!--/Name-->


  - MDR: <!--AltName-->[Lueurs féeriques](spells_hd.md#lueurs-féeriques)<!--/AltName-->

  - Source: <!--Source-->(SRD p141)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->evocation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->60 feet<!--/Range-->

  - **Components :** <!--Components-->V<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Bard, Druid<!--/Classes-->


  ### Description


  Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.


  Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

AltName: '[Lueurs féeriques](spells_hd.md#lueurs-féeriques)'
Source: (SRD p141)
Level: 1
Type: evocation
CastingTime: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Classes: Bard, Druid


Id: spells_vo.md#false-life
ParentLink: spells_vo.md#spells-srd-p
Name: False Life
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Simulacre de vie](spells_hd.md#simulacre-de-vie)
Source: (SRD p142)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 1
SpellItem_Type: necromancy
CastingTime: 1 action
Range: Self
Components: V, S, M (a small amount of alcohol or distilled spirits)
Duration: 1 hour
Classes: Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->False Life<!--/Name-->

- MDR: <!--AltName-->[Simulacre de vie](spells_hd.md#simulacre-de-vie)<!--/AltName-->
- Source: <!--Source-->(SRD p142)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->necromancy<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small amount of alcohol or distilled spirits)<!--/Components-->
- **Duration :** <!--Duration-->1 hour<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

AttributesDictionary:
Name: False Life
Markdown: >+
  # <!--Name-->False Life<!--/Name-->


  - MDR: <!--AltName-->[Simulacre de vie](spells_hd.md#simulacre-de-vie)<!--/AltName-->

  - Source: <!--Source-->(SRD p142)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->necromancy<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a small amount of alcohol or distilled spirits)<!--/Components-->

  - **Duration :** <!--Duration-->1 hour<!--/Duration-->

  - Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->


  ### Description


  Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

AltName: '[Simulacre de vie](spells_hd.md#simulacre-de-vie)'
Source: (SRD p142)
Level: 1
Type: necromancy
CastingTime: 1 action
Range: Self
Components: V, S, M (a small amount of alcohol or distilled spirits)
Duration: 1 hour
Classes: Sorcerer, Wizard


Id: spells_vo.md#fear
ParentLink: spells_vo.md#spells-srd-p
Name: Fear
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Peur](spells_hd.md#peur)
Source: (SRD p142)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 3
SpellItem_Type: illusion
CastingTime: 1 action
Range: Self (30-foot cone)
Components: V, S, M (a white feather or the heart of a hen)
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Fear<!--/Name-->

- MDR: <!--AltName-->[Peur](spells_hd.md#peur)<!--/AltName-->
- Source: <!--Source-->(SRD p142)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self (30-foot cone)<!--/Range-->
- **Components :** <!--Components-->V, S, M (a white feather or the heart of a hen)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

AttributesDictionary:
Name: Fear
Markdown: >+
  # <!--Name-->Fear<!--/Name-->


  - MDR: <!--AltName-->[Peur](spells_hd.md#peur)<!--/AltName-->

  - Source: <!--Source-->(SRD p142)<!--/Source-->

  -  <!--Level-->3<!--/Level-->th-level <!--Type-->illusion<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->Self (30-foot cone)<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a white feather or the heart of a hen)<!--/Components-->

  - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->

  - Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->


  ### Description


  You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

AltName: '[Peur](spells_hd.md#peur)'
Source: (SRD p142)
Level: 3
Type: illusion
CastingTime: 1 action
Range: Self (30-foot cone)
Components: V, S, M (a white feather or the heart of a hen)
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard


Id: spells_vo.md#feather-fall
ParentLink: spells_vo.md#spells-srd-p
Name: Feather Fall
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Léger comme une plume](spells_hd.md#léger-comme-une-plume)
Source: (SRD p142)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 1
SpellItem_Type: transmutation
CastingTime: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or piece of down)
Duration: 1 minute
Classes: Bard, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Feather Fall<!--/Name-->

- MDR: <!--AltName-->[Léger comme une plume](spells_hd.md#léger-comme-une-plume)<!--/AltName-->
- Source: <!--Source-->(SRD p142)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 reaction, which you take when you or a creature within 60 feet of you falls<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, M (a small feather or piece of down)<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

AttributesDictionary:
Name: Feather Fall
Markdown: >+
  # <!--Name-->Feather Fall<!--/Name-->


  - MDR: <!--AltName-->[Léger comme une plume](spells_hd.md#léger-comme-une-plume)<!--/AltName-->

  - Source: <!--Source-->(SRD p142)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->transmutation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 reaction, which you take when you or a creature within 60 feet of you falls<!--/CastingTime-->

  - **Range :** <!--Range-->60 feet<!--/Range-->

  - **Components :** <!--Components-->V, M (a small feather or piece of down)<!--/Components-->

  - **Duration :** <!--Duration-->1 minute<!--/Duration-->

  - Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->


  ### Description


  Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

AltName: '[Léger comme une plume](spells_hd.md#léger-comme-une-plume)'
Source: (SRD p142)
Level: 1
Type: transmutation
CastingTime: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or piece of down)
Duration: 1 minute
Classes: Bard, Sorcerer, Wizard


Id: spells_vo.md#feeblemind
ParentLink: spells_vo.md#spells-srd-p
Name: Feeblemind
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Esprit faible](spells_hd.md#esprit-faible)
Source: (SRD p142)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 8
SpellItem_Type: enchantment
CastingTime: 1 action
Range: 150 feet
Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres)
Duration: Instantaneous
Classes: Bard, Druid, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Feeblemind<!--/Name-->

- MDR: <!--AltName-->[Esprit faible](spells_hd.md#esprit-faible)<!--/AltName-->
- Source: <!--Source-->(SRD p142)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->150 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a handful of clay, crystal, glass, or mineral spheres)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Warlock, Wizard<!--/Classes-->

### Description

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by _[greater restoration](spells_vo.hd#greater-restoration), [heal](spells_vo.hd#heal)_, or _[wish](spells_vo.hd#wish)_.

AttributesDictionary:
Name: Feeblemind
Markdown: >+
  # <!--Name-->Feeblemind<!--/Name-->


  - MDR: <!--AltName-->[Esprit faible](spells_hd.md#esprit-faible)<!--/AltName-->

  - Source: <!--Source-->(SRD p142)<!--/Source-->

  -  <!--Level-->8<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->150 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a handful of clay, crystal, glass, or mineral spheres)<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Bard, Druid, Warlock, Wizard<!--/Classes-->


  ### Description


  You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.


  On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.


  At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.


  The spell can also be ended by _[greater restoration](spells_vo.hd#greater-restoration), [heal](spells_vo.hd#heal)_, or _[wish](spells_vo.hd#wish)_.

AltName: '[Esprit faible](spells_hd.md#esprit-faible)'
Source: (SRD p142)
Level: 8
Type: enchantment
CastingTime: 1 action
Range: 150 feet
Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres)
Duration: Instantaneous
Classes: Bard, Druid, Warlock, Wizard


Id: spells_vo.md#find-familiar
ParentLink: spells_vo.md#spells-srd-p
Name: Find Familiar
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Appel de familier](spells_hd.md#appel-de-familier)
Source: (SRD p143)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 1
SpellItem_Type: conjuration
Ritual: ritual
CastingTime: 1 hour
Range: 10 feet
Duration: Instantaneous
Classes: Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Find Familiar<!--/Name-->

- MDR: <!--AltName-->[Appel de familier](spells_hd.md#appel-de-familier)<!--/AltName-->
- Source: <!--Source-->(SRD p143)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->conjuration<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 hour<!--/CastingTime-->
- **Range :** <!--Range-->10 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and [blind](conditions_vo.md#blinded) with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

AttributesDictionary:
Name: Find Familiar
Markdown: >+
  # <!--Name-->Find Familiar<!--/Name-->


  - MDR: <!--AltName-->[Appel de familier](spells_hd.md#appel-de-familier)<!--/AltName-->

  - Source: <!--Source-->(SRD p143)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->conjuration<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)

  - **Casting Time :** <!--CastingTime-->1 hour<!--/CastingTime-->

  - **Range :** <!--Range-->10 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Wizard<!--/Classes-->


  ### Description


  You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.


  Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.


  When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.


  While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and [blind](conditions_vo.md#blinded) with regard to your own senses.


  As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.


  You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.


  Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

AltName: '[Appel de familier](spells_hd.md#appel-de-familier)'
Source: (SRD p143)
Level: 1
Type: conjuration
Ritual: ritual
CastingTime: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous
Classes: Wizard

Components:
V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)


Id: spells_vo.md#fabricate
ParentLink: spells_vo.md#spells-srd-p
Name: Fabricate
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Fabrication](spells_hd.md#fabrication)
Source: (SRD p141)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 4
SpellItem_Type: transmutation
CastingTime: 10 minutes
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Fabricate<!--/Name-->

- MDR: <!--AltName-->[Fabrication](spells_hd.md#fabrication)<!--/AltName-->
- Source: <!--Source-->(SRD p141)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

AttributesDictionary:
Name: Fabricate
Markdown: >+
  # <!--Name-->Fabricate<!--/Name-->


  - MDR: <!--AltName-->[Fabrication](spells_hd.md#fabrication)<!--/AltName-->

  - Source: <!--Source-->(SRD p141)<!--/Source-->

  -  <!--Level-->4<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->

  - **Range :** <!--Range-->120 feet<!--/Range-->

  - **Components :** <!--Components-->V, S<!--/Components-->

  - **Duration :** <!--Duration-->Instantaneous<!--/Duration-->

  - Classes: <!--Classes-->Wizard<!--/Classes-->


  ### Description


  You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.


  Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.


  Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

AltName: '[Fabrication](spells_hd.md#fabrication)'
Source: (SRD p141)
Level: 4
Type: transmutation
CastingTime: 10 minutes
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Wizard


Id: spells_hd.md#lien-télépathique
ParentLink: spells_hd.md#sorts
Name: Lien télépathique
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Telepathic Bond](spells_vo.md#telepathic-bond)
Source: (MDR p)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Family: SpellHD
Level: 5
SpellItem_Type: Divination
Ritual: rituel
CastingTime: 1 action
Range: 9 mètres
Components: V, S, M (bouts de coquille d'oeuf issus de deux espèces de créatures différentes)
Duration: 1 heure
Classes: [Magicien](wizard_hd.md)
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Lien télépathique<!--/Name-->

- SRD: <!--AltName-->[Telepathic Bond](spells_vo.md#telepathic-bond)<!--/AltName-->

-  <!--Type-->Divination<!--/Type--> de niveau <!--Level-->5<!--/Level--> (<!--Ritual-->rituel<!--/Ritual-->)

- **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->

- **Portée :** <!--Range-->9 mètres<!--/Range-->

- **Composantes :** <!--Components-->V, S, M (bouts de coquille d'oeuf issus de deux espèces de créatures différentes)<!--/Components-->

- **Durée :** <!--Duration-->1 heure<!--/Duration-->

- Classes: <!--Classes-->[Magicien](wizard_hd.md)<!--/Classes-->

- Source: <!--Source-->(MDR p)<!--/Source-->

### Description

Vous forgez un lien télépathique entre un maximum de huit créatures consentantes situées à portée. Elles sont alors psychiquement liées les unes aux autres pendant la durée du sort. Ce sort n'affecte pas les créatures dotées d'une [Intelligence](abilities_intelligence_hd.md) de 2 ou moins.

Jusqu'à la fin du sort, les cibles peuvent communiquer entre elles par télépathie via le lien créé, qu'elles partagent un même langage ou non. Cette communication fonctionne quelle que soit la distance qui les sépare, mais ne s'étend pas aux autres plans d'existence.

**_À plus haut niveau._** Lorsque vous lancez ce sort en dépensant un emplacement de sort de niveau 6, la durée passe à 12 heures. Au niveau 7, vous pouvez transmettre des images, sons et autres perceptions sensorielles aux créatures ciblées. Enfin, au niveau 8, la portée devient illimitée tant que vous êtes sur le même plan et que vous connaissez les créatures ciblées.

AttributesDictionary:
Name: Lien télépathique
Markdown: >+
  # <!--Name-->Lien télépathique<!--/Name-->


  - SRD: <!--AltName-->[Telepathic Bond](spells_vo.md#telepathic-bond)<!--/AltName-->


  -  <!--Type-->Divination<!--/Type--> de niveau <!--Level-->5<!--/Level--> (<!--Ritual-->rituel<!--/Ritual-->)


  - **Temps d'incantation :** <!--CastingTime-->1 action<!--/CastingTime-->


  - **Portée :** <!--Range-->9 mètres<!--/Range-->


  - **Composantes :** <!--Components-->V, S, M (bouts de coquille d'oeuf issus de deux espèces de créatures différentes)<!--/Components-->


  - **Durée :** <!--Duration-->1 heure<!--/Duration-->


  - Classes: <!--Classes-->[Magicien](wizard_hd.md)<!--/Classes-->


  - Source: <!--Source-->(MDR p)<!--/Source-->


  ### Description


  Vous forgez un lien télépathique entre un maximum de huit créatures consentantes situées à portée. Elles sont alors psychiquement liées les unes aux autres pendant la durée du sort. Ce sort n'affecte pas les créatures dotées d'une [Intelligence](abilities_intelligence_hd.md) de 2 ou moins.


  Jusqu'à la fin du sort, les cibles peuvent communiquer entre elles par télépathie via le lien créé, qu'elles partagent un même langage ou non. Cette communication fonctionne quelle que soit la distance qui les sépare, mais ne s'étend pas aux autres plans d'existence.


  **_À plus haut niveau._** Lorsque vous lancez ce sort en dépensant un emplacement de sort de niveau 6, la durée passe à 12 heures. Au niveau 7, vous pouvez transmettre des images, sons et autres perceptions sensorielles aux créatures ciblées. Enfin, au niveau 8, la portée devient illimitée tant que vous êtes sur le même plan et que vous connaissez les créatures ciblées.

AltName: '[Telepathic Bond](spells_vo.md#telepathic-bond)'
Type: Divination
Level: 5
Ritual: rituel
CastingTime: 1 action
Range: 9 mètres
Components: V, S, M (bouts de coquille d'oeuf issus de deux espèces de créatures différentes)
Duration: 1 heure
Classes: '[Magicien](wizard_hd.md)'
Source: (MDR p)
Description: >+
  Vous forgez un lien télépathique entre un maximum de huit créatures consentantes situées à portée. Elles sont alors psychiquement liées les unes aux autres pendant la durée du sort. Ce sort n'affecte pas les créatures dotées d'une [Intelligence](abilities_intelligence_hd.md) de 2 ou moins.


  Jusqu'à la fin du sort, les cibles peuvent communiquer entre elles par télépathie via le lien créé, qu'elles partagent un même langage ou non. Cette communication fonctionne quelle que soit la distance qui les sépare, mais ne s'étend pas aux autres plans d'existence.


  **_À plus haut niveau._** Lorsque vous lancez ce sort en dépensant un emplacement de sort de niveau 6, la durée passe à 12 heures. Au niveau 7, vous pouvez transmettre des images, sons et autres perceptions sensorielles aux créatures ciblées. Enfin, au niveau 8, la portée devient illimitée tant que vous êtes sur le même plan et que vous connaissez les créatures ciblées.


Description:
Vous forgez un lien télépathique entre un maximum de huit créatures consentantes situées à portée. Elles sont alors psychiquement liées les unes aux autres pendant la durée du sort. Ce sort n'affecte pas les créatures dotées d'une [Intelligence](abilities_intelligence_hd.md) de 2 ou moins.

Jusqu'à la fin du sort, les cibles peuvent communiquer entre elles par télépathie via le lien créé, qu'elles partagent un même langage ou non. Cette communication fonctionne quelle que soit la distance qui les sépare, mais ne s'étend pas aux autres plans d'existence.

**_À plus haut niveau._** Lorsque vous lancez ce sort en dépensant un emplacement de sort de niveau 6, la durée passe à 12 heures. Au niveau 7, vous pouvez transmettre des images, sons et autres perceptions sensorielles aux créatures ciblées. Enfin, au niveau 8, la portée devient illimitée tant que vous êtes sur le même plan et que vous connaissez les créatures ciblées.


Id: spells_vo.md#contingency
ParentLink: spells_vo.md#spells-srd-p
Name: Contingency
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Contingence](spells_hd.md#contingence)
Source: (SRD p130)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 6
SpellItem_Type: evocation
CastingTime: 10 minutes
Range: Self
Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)
Duration: 10 days
Classes: Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Contingency<!--/Name-->

- MDR: <!--AltName-->[Contingence](spells_hd.md#contingence)<!--/AltName-->
- Source: <!--Source-->(SRD p130)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)<!--/Components-->
- **Duration :** <!--Duration-->10 days<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting _contingency_, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a _contingency_ cast with _water breathing_ might stipulate that _water breathing_ comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then _contingency_ ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one _contingency_ spell at a time. If you cast this spell again, the effect of another _contingency_ spell on you ends. Also, _contingency_ ends on you if its material component is ever not on your person.

AttributesDictionary:
Name: Contingency
Markdown: >+
  # <!--Name-->Contingency<!--/Name-->


  - MDR: <!--AltName-->[Contingence](spells_hd.md#contingence)<!--/AltName-->

  - Source: <!--Source-->(SRD p130)<!--/Source-->

  -  <!--Level-->6<!--/Level-->th-level <!--Type-->evocation<!--/Type-->

  - **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)<!--/Components-->

  - **Duration :** <!--Duration-->10 days<!--/Duration-->

  - Classes: <!--Classes-->Wizard<!--/Classes-->


  ### Description


  Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting _contingency_, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a _contingency_ cast with _water breathing_ might stipulate that _water breathing_ comes into effect when you are engulfed in water or a similar liquid.


  The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then _contingency_ ends.


  The contingent spell takes effect only on you, even if it can normally target others. You can use only one _contingency_ spell at a time. If you cast this spell again, the effect of another _contingency_ spell on you ends. Also, _contingency_ ends on you if its material component is ever not on your person.

AltName: '[Contingence](spells_hd.md#contingence)'
Source: (SRD p130)
Level: 6
Type: evocation
CastingTime: 10 minutes
Range: Self
Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)
Duration: 10 days
Classes: Wizard


Id: spells_vo.md#contact-other-plane
ParentLink: spells_vo.md#spells-srd-p
Name: Contact Other Plane
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Contacter un autre plan](spells_hd.md#contacter-un-autre-plan)
Source: (SRD p129)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 5
SpellItem_Type: divination
Ritual: ritual
CastingTime: 1 minute
Range: Self
Components: V
Duration: 1 minute
Classes: Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Contact Other Plane<!--/Name-->

- MDR: <!--AltName-->[Contacter un autre plan](spells_hd.md#contacter-un-autre-plan)<!--/AltName-->
- Source: <!--Source-->(SRD p129)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Warlock, Wizard<!--/Classes-->

### Description

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A _[greater restoration](spells_vo.hd#greater-restoration)_ spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

AttributesDictionary:
Name: Contact Other Plane
Markdown: >+
  # <!--Name-->Contact Other Plane<!--/Name-->


  - MDR: <!--AltName-->[Contacter un autre plan](spells_hd.md#contacter-un-autre-plan)<!--/AltName-->

  - Source: <!--Source-->(SRD p129)<!--/Source-->

  -  <!--Level-->5<!--/Level-->th-level <!--Type-->divination<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)

  - **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->

  - **Range :** <!--Range-->Self<!--/Range-->

  - **Components :** <!--Components-->V<!--/Components-->

  - **Duration :** <!--Duration-->1 minute<!--/Duration-->

  - Classes: <!--Classes-->Warlock, Wizard<!--/Classes-->


  ### Description


  You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A _[greater restoration](spells_vo.hd#greater-restoration)_ spell cast on you ends this effect.


  On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

AltName: '[Contacter un autre plan](spells_hd.md#contacter-un-autre-plan)'
Source: (SRD p129)
Level: 5
Type: divination
Ritual: ritual
CastingTime: 1 minute
Range: Self
Components: V
Duration: 1 minute
Classes: Warlock, Wizard


Id: spells_vo.md#animal-friendship
ParentLink: spells_vo.md#spells-srd-p
Name: Animal Friendship
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Amitié avec les animaux](spells_hd.md#amitié-avec-les-animaux)
Source: (SRD p115)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 1
SpellItem_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.

AttributesDictionary:
Name: Animal Friendship
Markdown: >+
  # <!--Name-->Animal Friendship<!--/Name-->


  - MDR: <!--AltName-->[Amitié avec les animaux](spells_hd.md#amitié-avec-les-animaux)<!--/AltName-->

  - Source: <!--Source-->(SRD p115)<!--/Source-->

  -  <!--Level-->1<!--/Level-->st-level <!--Type-->enchantment<!--/Type-->

  - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->

  - **Range :** <!--Range-->30 feet<!--/Range-->

  - **Components :** <!--Components-->V, S, M (a morsel of food)<!--/Components-->

  - **Duration :** <!--Duration-->24 hours<!--/Duration-->

  - Classes: <!--Classes-->Bard, Druid, Ranger<!--/Classes-->


  ### Description


  This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.


  **_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

AltName: '[Amitié avec les animaux](spells_hd.md#amitié-avec-les-animaux)'
Source: (SRD p115)
Level: 1
Type: enchantment
CastingTime: 1 action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
Classes: Bard, Druid, Ranger


Id: spells_vo.md#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: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 2
SpellItem_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.

AttributesDictionary:
Name: Animal Messenger
Markdown: >+
  # <!--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.

AltName: '[Messager animal](spells_hd.md#messager-animal)'
Source: (SRD p115)
Level: 2
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


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: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 8
SpellItem_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.

AttributesDictionary:
Name: Animal Shapes
Markdown: >+
  # <!--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.

AltName: '[Formes animales](spells_hd.md#formes-animales)'
Source: (SRD p115)
Level: 8
Type: transmutation
CastingTime: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 24 hours
Classes: Druid


