# Items

Id: monsters_vo.md#mummy
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Mummy
ParentName: Monsters, NPC and Animals
AltName: [Momie](monsters_hd.md#momie)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: undead
Size: Medium
Alignment: lawful evil
MonsterItem_ArmorClass: 11 (natural armor)
HitPoints: 58 (9d8 + 18)
MonsterItem_Speed: 20 ft.
MonsterItem_Strength: 16 (+3)
Dexterity: 8 (-1)
Constitution: 15 (+2)
Intelligence: 6 (-2)
Wisdom: 10 (+0)
Charisma: 12 (+1)
MonsterItem_SavingThrows: Wis +2
DamageImmunities: necrotic, poison
ConditionImmunities: charmed, exhaustion, frightened, paralyzed, poisoned
DamageResistances: bludgeoning, piercing, and slashing from nonmagical attacks
Senses: darkvision 60 ft., passive Perception 10
Languages: the languages it knew in life
Challenge: 3 (700 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Mummy<!--/Name-->

- CEO: <!--AltName-->[Momie](monsters_hd.md#momie)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->11 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->58 (9d8 + 18)<!--/HitPoints-->
- **Speed** <!--Speed-->20 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity--> 8 (-1)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->|

- **Saving Throws** <!--SavingThrows-->Wis +2<!--/SavingThrows-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses-->
- **Languages** <!--Languages-->the languages it knew in life<!--/Languages-->
- **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->necrotic, poison<!--/DamageImmunities-->
- **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances-->
- **Damage Vulnerabilities** fire
- **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, frightened, paralyzed, poisoned<!--/ConditionImmunities-->

## Special Features

**_Multiattack_**. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

**_Rotting Fist_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the _[remove curse](spells_vo.md#remove-curse)_ spell or other magic.

**_Dreadful Glare_**. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.


Id: monsters_vo.md#hell-hound
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Hell Hound
ParentName: Monsters, NPC and Animals
AltName: [Molosse infernal](monsters_hd.md#molosse-infernal)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: fiend
Size: Medium
Alignment: lawful evil
MonsterItem_ArmorClass: 15 (natural armor)
HitPoints: 45 (7d8 + 14)
MonsterItem_Speed: 50 ft.
MonsterItem_Strength: 17 (+3)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 6 (-2)
Wisdom: 13 (+1)
Charisma: 6 (-2)
MonsterItem_Skills: Perception +5
DamageImmunities: fire
Senses: darkvision 60 ft., passive Perception 15
Languages: understands Infernal but can't speak it
Challenge: 3 (700 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

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

- CEO: <!--AltName-->[Molosse infernal](monsters_hd.md#molosse-infernal)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->fiend<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->45 (7d8 + 14)<!--/HitPoints-->
- **Speed** <!--Speed-->50 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +5<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 15<!--/Senses-->
- **Languages** <!--Languages-->understands Infernal but can't speak it<!--/Languages-->
- **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities-->

## Special Features

**_Keen Hearing and Smell_**. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

**_Pack Tactics_**. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

## Actions

**_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.

**_Fire Breath (Recharge 5-6)_**. The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Fire-breathing fiends that take the form of powerful dogs, hell hounds commonly serve evil creatures that use them as guard animals and companions.


Id: monsters_vo.md#mastiff
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Mastiff
ParentName: Monsters, NPC and Animals
AltName: [Mastiff](monsters_hd.md#mastiff)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: beast
Size: Medium
Alignment: unaligned
MonsterItem_ArmorClass: 12
HitPoints: 5 (1d8 + 1)
MonsterItem_Speed: 40 ft.
MonsterItem_Strength: 13 (+1)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 3 (-4)
Wisdom: 12 (+1)
Charisma: 7 (-2)
MonsterItem_Skills: Perception +3
Senses: passive Perception 13
Languages: -
Challenge: 1/8 (25 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Mastiff<!--/Name-->

- CEO: <!--AltName-->[Mastiff](monsters_hd.md#mastiff)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->12<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->5 (1d8 + 1)<!--/HitPoints-->
- **Speed** <!--Speed-->40 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->13 (+1)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +3<!--/Skills-->
- **Senses** <!--Senses-->passive Perception 13<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge-->

## Special Features

**_Keen Hearing and Smell_**. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

## Actions

**_Bite_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

_Hit_: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Id: monsters_vo.md#violet-fungus
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Violet Fungus
ParentName: Monsters, NPC and Animals
AltName: [Moisissure violette](monsters_hd.md#moisissure-violette)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: plant
Size: Medium
Alignment: unaligned
MonsterItem_ArmorClass: 5
HitPoints: 18 (4d8)
MonsterItem_Speed: 5 ft.
MonsterItem_Strength: 3 (-4)
Dexterity: 1 (-5)
Constitution: 10 (+0)
Intelligence: 1 (-5)
Wisdom: 3 (-4)
Charisma: 1 (-5)
ConditionImmunities: blinded, deafened, frightened
Senses: blindsight 30 ft. ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 6
Languages: -
Challenge: 1/4 (50 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Violet Fungus<!--/Name-->

- CEO: <!--AltName-->[Moisissure violette](monsters_hd.md#moisissure-violette)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->plant<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->5<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->18 (4d8)<!--/HitPoints-->
- **Speed** <!--Speed-->5 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength--> 3 (-4)<!--/Strength-->|<!--Dexterity--> 1 (-5)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 3 (-4)<!--/Wisdom-->|<!--Charisma--> 1 (-5)<!--/Charisma-->|

- **Senses** <!--Senses-->blindsight 30 ft. ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 6<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge-->
- **Condition Immunities** <!--ConditionImmunities-->blinded, deafened, frightened<!--/ConditionImmunities-->

## Special Features

**_False Appearance_**. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.

## Actions

**_Multiattack_**. The fungus makes 1d4 Rotting Touch attacks.

**_Rotting Touch_**. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature.

_Hit_: 4 (1d8) necrotic damage.


Id: monsters_vo.md#minotaur
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Minotaur
ParentName: Monsters, NPC and Animals
AltName: [Minotaure](monsters_hd.md#minotaure)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: monstrosity
Size: Large
Alignment: chaotic evil
MonsterItem_ArmorClass: 14 (natural armor)
HitPoints: 76 (9d10 + 27)
MonsterItem_Speed: 40 ft.
MonsterItem_Strength: 18 (+4)
Dexterity: 11 (+0)
Constitution: 16 (+3)
Intelligence: 6 (-2)
Wisdom: 16 (+3)
Charisma: 9 (-1)
MonsterItem_Skills: Perception +7
Senses: darkvision 60 ft., passive Perception 17
Languages: Abyssal
Challenge: 3 (700 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Minotaur<!--/Name-->

- CEO: <!--AltName-->[Minotaure](monsters_hd.md#minotaure)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->76 (9d10 + 27)<!--/HitPoints-->
- **Speed** <!--Speed-->40 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->16 (+3)<!--/Wisdom-->|<!--Charisma--> 9 (-1)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +7<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 17<!--/Senses-->
- **Languages** <!--Languages-->Abyssal<!--/Languages-->
- **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge-->

## Special Features

**_Charge_**. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

**_Labyrinthine Recall_**. The minotaur can perfectly recall any path it has traveled.

**_Reckless_**. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

## Actions

**_Greataxe_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

_Hit_: 17 (2d12 + 4) slashing damage.

**_Gore_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

_Hit_: 13 (2d8 + 4) piercing damage.


Id: monsters_vo.md#mimic
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Mimic
ParentName: Monsters, NPC and Animals
AltName: [Mimique](monsters_hd.md#mimique)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: monstrosity (shapechanger)
Size: Medium
Alignment: neutral
MonsterItem_ArmorClass: 12 (natural armor)
HitPoints: 58 (9d8 + 18)
MonsterItem_Speed: 15 ft.
MonsterItem_Strength: 17 (+3)
Dexterity: 12 (+1)
Constitution: 15 (+2)
Intelligence: 5 (-3)
Wisdom: 13 (+1)
Charisma: 8 (-1)
MonsterItem_Skills: Stealth +5
DamageImmunities: acid
ConditionImmunities: prone
Senses: darkvision 60 ft., passive Perception 11
Languages: -
Challenge: 2 (450 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Mimic<!--/Name-->

- CEO: <!--AltName-->[Mimique](monsters_hd.md#mimique)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->monstrosity (shapechanger)<!--/Type-->, <!--Alignment-->neutral<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->12 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->58 (9d8 + 18)<!--/HitPoints-->
- **Speed** <!--Speed-->15 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 5 (-3)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->|

- **Skills** <!--Skills-->Stealth +5<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 11<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->acid<!--/DamageImmunities-->
- **Condition Immunities** <!--ConditionImmunities-->prone<!--/ConditionImmunities-->

## Special Features

**_Shapechanger_**. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**_Adhesive (Object Form Only)_**. The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

**_False Appearance (Object Form Only)_**. While the mimic remains motionless, it is indistinguishable from an ordinary object.

**_Grappler_**. The mimic has advantage on attack rolls against any creature grappled by it.

## Actions

**_Pseudopod_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

**_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.


Id: monsters_vo.md#giant-centipede
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Giant Centipede
ParentName: Monsters, NPC and Animals
AltName: [Mille-pattes géant](monsters_hd.md#mille-pattes-géant)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: beast
Size: Small
Alignment: unaligned
MonsterItem_ArmorClass: 13 (natural armor)
HitPoints: 4 (1d6 + 1)
MonsterItem_Speed: 30 ft., climb 30 ft.
MonsterItem_Strength: 5 (-3)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 1 (-5)
Wisdom: 7 (-2)
Charisma: 3 (-4)
Senses: blindsight 30 ft., passive Perception 8
Languages: -
Challenge: 1/4 (50 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

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

- CEO: <!--AltName-->[Mille-pattes géant](monsters_hd.md#mille-pattes-géant)<!--/AltName-->
-  <!--Size-->Small<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->4 (1d6 + 1)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft., climb 30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength--> 5 (-3)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 7 (-2)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->|

- **Senses** <!--Senses-->blindsight 30 ft., passive Perception 8<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge-->

## Special Features

**_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.

_Hit_: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


Id: monsters_vo.md#merrow
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Merrow
ParentName: Monsters, NPC and Animals
AltName: [Merrow](monsters_hd.md#merrow)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: monstrosity
Size: Large
Alignment: chaotic evil
MonsterItem_ArmorClass: 13 (natural armor)
HitPoints: 45 (6d10 + 12)
MonsterItem_Speed: 10 ft., swim 40 ft.
MonsterItem_Strength: 18 (+4)
Dexterity: 10 (+0)
Constitution: 15 (+2)
Intelligence: 8 (-1)
Wisdom: 10 (+0)
Charisma: 9 (-1)
Senses: darkvision 60 ft., passive Perception 10
Languages: Abyssal, Aquan
Challenge: 2 (450 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Merrow<!--/Name-->

- CEO: <!--AltName-->[Merrow](monsters_hd.md#merrow)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->45 (6d10 + 12)<!--/HitPoints-->
- **Speed** <!--Speed-->10 ft., swim 40 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 8 (-1)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 9 (-1)<!--/Charisma-->|

- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses-->
- **Languages** <!--Languages-->Abyssal, Aquan<!--/Languages-->
- **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge-->

## Special Features

**_Amphibious_**. The merrow can breathe air and water.

## Actions

**_Multiattack_**. The merrow makes two attacks: one with its bite and one with its claws or harpoon.

**_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

_Hit_: 8 (1d8 + 4) piercing damage.

**_Claws_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

_Hit_: 9 (2d4 + 4) slashing damage.

**_Harpoon_**. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target.

_Hit_: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.


Id: monsters_vo.md#cultist
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Cultist
ParentName: Monsters, NPC and Animals
AltName: [Membre de secte](monsters_hd.md#membre-de-secte)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: humanoid (any race)
Size: Medium
Alignment: any non-good alignment
MonsterItem_ArmorClass: 12 (leather armor)
HitPoints: 9 (2d8)
MonsterItem_Speed: 30 ft.
MonsterItem_Strength: 11 (+0)
Dexterity: 12 (+1)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 11 (+0)
Charisma: 10 (+0)
MonsterItem_Skills: Deception +2, Religion +2
Senses: passive Perception 10
Languages: any one language (usually Common)
Challenge: 1/8 (25 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Cultist<!--/Name-->

- CEO: <!--AltName-->[Membre de secte](monsters_hd.md#membre-de-secte)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any non-good alignment<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->12 (leather armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->9 (2d8)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->11 (+0)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->|

- **Skills** <!--Skills-->Deception +2, Religion +2<!--/Skills-->
- **Senses** <!--Senses-->passive Perception 10<!--/Senses-->
- **Languages** <!--Languages-->any one language (usually Common)<!--/Languages-->
- **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge-->

## Special Features

**_Dark Devotion_**. The cultist has advantage on saving throws against being charmed or frightened.

## Actions

**_Scimitar_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.

_Hit_: 4 (1d6 + 1) slashing damage.


Id: monsters_vo.md#marilith
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Marilith
ParentName: Monsters, NPC and Animals
AltName: [Marilith](monsters_hd.md#marilith)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: fiend (demon)
Size: Large
Alignment: chaotic evil
MonsterItem_ArmorClass: 18 (natural armor)
HitPoints: 189 (18d10 + 90)
MonsterItem_Speed: 40 ft.
MonsterItem_Strength: 18 (+4)
Dexterity: 20 (+5)
Constitution: 20 (+5)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 20 (+5)
MonsterItem_SavingThrows: Str +9, Con +10, Wis +8, Cha +10
DamageImmunities: poison
ConditionImmunities: poisoned
DamageResistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Senses: truesight 120 ft., passive Perception 13
Languages: Abyssal, telepathy 120 ft.
Challenge: 16 (15000 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Marilith<!--/Name-->

- CEO: <!--AltName-->[Marilith](monsters_hd.md#marilith)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->fiend (demon)<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->189 (18d10 + 90)<!--/HitPoints-->
- **Speed** <!--Speed-->40 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->20 (+5)<!--/Dexterity-->|<!--Constitution-->20 (+5)<!--/Constitution-->|<!--Intelligence-->18 (+4)<!--/Intelligence-->|<!--Wisdom-->16 (+3)<!--/Wisdom-->|<!--Charisma-->20 (+5)<!--/Charisma-->|

- **Saving Throws** <!--SavingThrows-->Str +9, Con +10, Wis +8, Cha +10<!--/SavingThrows-->
- **Senses** <!--Senses-->truesight 120 ft., passive Perception 13<!--/Senses-->
- **Languages** <!--Languages-->Abyssal, telepathy 120 ft.<!--/Languages-->
- **Challenge** <!--Challenge-->16 (15000 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities-->
- **Damage Resistances** <!--DamageResistances-->cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances-->
- **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities-->

## Special Features

**_Magic Resistance_**. The marilith has advantage on saving throws against spells and other magical effects.

**_Magic Weapons_**. The marilith's weapon attacks are magical.

**_Reactive_**. The marilith can take one reaction on every turn in a combat.

## Actions

**_Multiattack_**. The marilith makes seven attacks: six with its longswords and one with its tail.

**_Longsword_**. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

_Hit_: 13 (2d8 + 4) slashing damage.

**_Tail_**. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.

_Hit_: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.

**_Teleport_**. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

## Reactions

**_Parry_**. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.


Id: monsters_vo.md#manticore
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Manticore
ParentName: Monsters, NPC and Animals
AltName: [Manticore](monsters_hd.md#manticore)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: monstrosity
Size: Large
Alignment: lawful evil
MonsterItem_ArmorClass: 14 (natural armor)
HitPoints: 68 (8d10 + 24)
MonsterItem_Speed: 30 ft., fly 50 ft.
MonsterItem_Strength: 17 (+3)
Dexterity: 16 (+3)
Constitution: 17 (+3)
Intelligence: 7 (-2)
Wisdom: 12 (+1)
Charisma: 8 (-1)
Senses: darkvision 60 ft., passive Perception 11
Languages: Common
Challenge: 3 (700 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Manticore<!--/Name-->

- CEO: <!--AltName-->[Manticore](monsters_hd.md#manticore)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->68 (8d10 + 24)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft., fly 50 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->|

- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 11<!--/Senses-->
- **Languages** <!--Languages-->Common<!--/Languages-->
- **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge-->

## Special Features

**_Tail Spike Regrowth_**. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

## Actions

**_Multiattack_**. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.

**_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 7 (1d8 + 3) piercing damage.

**_Claw_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 6 (1d6 + 3) slashing damage.

**_Tail Spike_**. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target.

_Hit_: 7 (1d8 + 3) piercing damage.


Id: monsters_vo.md#cloaker
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Cloaker
ParentName: Monsters, NPC and Animals
AltName: [Manteleur](monsters_hd.md#manteleur)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: aberration
Size: Large
Alignment: chaotic neutral
MonsterItem_ArmorClass: 14 (natural armor)
HitPoints: 78 (12d10 + 12)
MonsterItem_Speed: 10 ft., fly 40 ft.
MonsterItem_Strength: 17 (+3)
Dexterity: 15 (+2)
Constitution: 12 (+1)
Intelligence: 13 (+1)
Wisdom: 12 (+1)
Charisma: 14 (+2)
MonsterItem_Skills: Stealth +5
Senses: darkvision 60 ft., passive Perception 11
Languages: Deep Speech, Undercommon
Challenge: 8 (3900 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Cloaker<!--/Name-->

- CEO: <!--AltName-->[Manteleur](monsters_hd.md#manteleur)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->aberration<!--/Type-->, <!--Alignment-->chaotic neutral<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->78 (12d10 + 12)<!--/HitPoints-->
- **Speed** <!--Speed-->10 ft., fly 40 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence-->13 (+1)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->14 (+2)<!--/Charisma-->|

- **Skills** <!--Skills-->Stealth +5<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 11<!--/Senses-->
- **Languages** <!--Languages-->Deep Speech, Undercommon<!--/Languages-->
- **Challenge** <!--Challenge-->8 (3900 XP)<!--/Challenge-->

## Special Features

**_Damage Transfer_**. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.

**_False Appearance_**. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

**_Light Sensitivity_**. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

## Actions

**_Multiattack_**. The cloaker makes two attacks: one with its bite and one with its tail.

**_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.

_Hit_: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is [blinded] and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.

**_Tail_**. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.

_Hit_: 7 (1d8 + 3) slashing damage.

**_Moan_**. Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours

**_Phantasms (Recharges after a Short or Long Rest)_**. The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.


Id: monsters_vo.md#darkmantle
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Darkmantle
ParentName: Monsters, NPC and Animals
AltName: [Mante obscure](monsters_hd.md#mante-obscure)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: monstrosity
Size: Small
Alignment: unaligned
MonsterItem_ArmorClass: 11
HitPoints: 22 (5d6 + 5)
MonsterItem_Speed: 10 ft., fly 30 ft.
MonsterItem_Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 13 (+1)
Intelligence: 2 (-4)
Wisdom: 10 (+0)
Charisma: 5 (-3)
MonsterItem_Skills: Stealth +3
Senses: blindsight 60 ft., passive Perception 10
Languages: -
Challenge: 1/2 (100 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Darkmantle<!--/Name-->

- CEO: <!--AltName-->[Mante obscure](monsters_hd.md#mante-obscure)<!--/AltName-->
-  <!--Size-->Small<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->11<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->22 (5d6 + 5)<!--/HitPoints-->
- **Speed** <!--Speed-->10 ft., fly 30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->|

- **Skills** <!--Skills-->Stealth +3<!--/Skills-->
- **Senses** <!--Senses-->blindsight 60 ft., passive Perception 10<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge-->

## Special Features

**_Echolocation_**. The darkmantle can't use its blindsight while deafened.

**_False Appearance_**. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

## Actions

**_Crush_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.

_Hit_: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also [blinded](conditions_vo.md#blinded) and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.

**_Darkness Aura (1/Day)_**. A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.


Id: monsters_vo.md#swarm-of-bats
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Swarm of Bats
ParentName: Monsters, NPC and Animals
AltName: [Nuée de chauve-souris](monsters_hd.md#nuée-de-chauve-souris)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: swarm of Tiny beasts
Size: Medium
Alignment: unaligned
MonsterItem_ArmorClass: 12
HitPoints: 22 (5d8)
MonsterItem_Speed: 0 ft., fly 30 ft.
MonsterItem_Strength: 5 (-3)
Dexterity: 15 (+2)
Constitution: 10 (+0)
Intelligence: 2 (-4)
Wisdom: 12 (+1)
Charisma: 4 (-3)
ConditionImmunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
DamageResistances: bludgeoning, piercing, slashing
Senses: blindsight 60 ft., passive Perception 11
Languages: -
Challenge: 1/4 (50 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Swarm of Bats<!--/Name-->

- CEO: <!--AltName-->[Nuée de chauve-souris](monsters_hd.md#nuée-de-chauve-souris)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->swarm of Tiny beasts<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->12<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->22 (5d8)<!--/HitPoints-->
- **Speed** <!--Speed-->0 ft., fly 30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength--> 5 (-3)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 4 (-3)<!--/Charisma-->|

- **Senses** <!--Senses-->blindsight 60 ft., passive Perception 11<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge-->
- **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, slashing<!--/DamageResistances-->
- **Condition Immunities** <!--ConditionImmunities-->charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned<!--/ConditionImmunities-->

## Special Features

**_Echolocation_**. The swarm can't use its blindsight while deafened.

**_Keen Hearing_**. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

**_Swarm_**. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

## Actions

**_Bites_**. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space.

_Hit_: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.


Id: monsters_vo.md#thug
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Thug
ParentName: Monsters, NPC and Animals
AltName: [Malfrat](monsters_hd.md#malfrat)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: humanoid (any race)
Size: Medium
Alignment: any non-good alignment
MonsterItem_ArmorClass: 11 (leather armor)
HitPoints: 32 (5d8 + 10)
MonsterItem_Speed: 30 ft.
MonsterItem_Strength: 15 (+2)
Dexterity: 11 (+0)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 11 (+0)
MonsterItem_Skills: Intimidation +2
Senses: passive Perception 10
Languages: any one language (usually Common)
Challenge: 1/2 (100 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Thug<!--/Name-->

- CEO: <!--AltName-->[Malfrat](monsters_hd.md#malfrat)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any non-good alignment<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->11 (leather armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->32 (5d8 + 10)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->|

- **Skills** <!--Skills-->Intimidation +2<!--/Skills-->
- **Senses** <!--Senses-->passive Perception 10<!--/Senses-->
- **Languages** <!--Languages-->any one language (usually Common)<!--/Languages-->
- **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge-->

## Special Features

**_Pack Tactics_**. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.

## Actions

**_Multiattack_**. The thug makes two melee attacks.

**_Mace_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.

_Hit_: 5 (1d6 + 2) bludgeoning damage.

**_Heavy Crossbow_**. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target.

_Hit_: 5 (1d10) piercing damage.


Id: monsters_vo.md#swarm-of-ravens
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Swarm of Ravens
ParentName: Monsters, NPC and Animals
AltName: [Nuée de corbeaux](monsters_hd.md#nuée-de-corbeaux)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: swarm of Tiny beasts
Size: Medium
Alignment: unaligned
MonsterItem_ArmorClass: 12
HitPoints: 24 (7d8 - 7)
MonsterItem_Speed: 10 ft., fly 50 ft.
MonsterItem_Strength: 6 (-2)
Dexterity: 14 (+2)
Constitution: 8 (-1)
Intelligence: 3 (-4)
Wisdom: 12 (+1)
Charisma: 6 (-2)
MonsterItem_Skills: Perception +5
ConditionImmunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
DamageResistances: bludgeoning, piercing, slashing
Senses: passive Perception 15
Languages: -
Challenge: 1/4 (50 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Swarm of Ravens<!--/Name-->

- CEO: <!--AltName-->[Nuée de corbeaux](monsters_hd.md#nuée-de-corbeaux)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->swarm of Tiny beasts<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->12<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->24 (7d8 - 7)<!--/HitPoints-->
- **Speed** <!--Speed-->10 ft., fly 50 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength--> 6 (-2)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution--> 8 (-1)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +5<!--/Skills-->
- **Senses** <!--Senses-->passive Perception 15<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge-->
- **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, slashing<!--/DamageResistances-->
- **Condition Immunities** <!--ConditionImmunities-->charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned<!--/ConditionImmunities-->

## Special Features

**_Swarm_**. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.

## Actions

**_Beaks_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space.

_Hit_: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.


Id: monsters_vo.md#swarm-of-rats
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Swarm of Rats
ParentName: Monsters, NPC and Animals
AltName: [Nuée de rats](monsters_hd.md#nuée-de-rats)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: swarm of Tiny beasts
Size: Medium
Alignment: unaligned
MonsterItem_ArmorClass: 10
HitPoints: 24 (7d8 - 7)
MonsterItem_Speed: 30 ft.
MonsterItem_Strength: 9 (-1)
Dexterity: 11 (+0)
Constitution: 9 (-1)
Intelligence: 2 (-4)
Wisdom: 10 (+0)
Charisma: 3 (-4)
ConditionImmunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
DamageResistances: bludgeoning, piercing, slashing
Senses: darkvision 30 ft., passive Perception 10
Languages: -
Challenge: 1/4 (50 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Swarm of Rats<!--/Name-->

- CEO: <!--AltName-->[Nuée de rats](monsters_hd.md#nuée-de-rats)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->swarm of Tiny beasts<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->10<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->24 (7d8 - 7)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength--> 9 (-1)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution--> 9 (-1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->|

- **Senses** <!--Senses-->darkvision 30 ft., passive Perception 10<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge-->
- **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, slashing<!--/DamageResistances-->
- **Condition Immunities** <!--ConditionImmunities-->charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned<!--/ConditionImmunities-->

## Special Features

**_Keen Smell_**. The swarm has advantage on Wisdom (Perception) checks that rely on smell.

**_Swarm_**. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

## Actions

**_Bites_**. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space.

_Hit_: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.


Id: monsters_vo.md#rakshasa
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Rakshasa
ParentName: Monsters, NPC and Animals
AltName: [Rakshasa](monsters_hd.md#rakshasa)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: fiend
Size: Medium
Alignment: lawful evil
MonsterItem_ArmorClass: 16 (natural armor)
HitPoints: 110 (13d8 + 52)
MonsterItem_Speed: 40 ft.
MonsterItem_Strength: 14 (+2)
Dexterity: 17 (+3)
Constitution: 18 (+4)
Intelligence: 13 (+1)
Wisdom: 16 (+3)
Charisma: 20 (+5)
MonsterItem_Skills: Deception +10, Insight +8
DamageImmunities: bludgeoning, piercing, and slashing from nonmagical attacks
Senses: darkvision 60 ft., passive Perception 13
Languages: Common, Infernal
Challenge: 13 (10000 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Rakshasa<!--/Name-->

- CEO: <!--AltName-->[Rakshasa](monsters_hd.md#rakshasa)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->fiend<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->16 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->110 (13d8 + 52)<!--/HitPoints-->
- **Speed** <!--Speed-->40 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->14 (+2)<!--/Strength-->|<!--Dexterity-->17 (+3)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence-->13 (+1)<!--/Intelligence-->|<!--Wisdom-->16 (+3)<!--/Wisdom-->|<!--Charisma-->20 (+5)<!--/Charisma-->|

- **Skills** <!--Skills-->Deception +10, Insight +8<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 13<!--/Senses-->
- **Languages** <!--Languages-->Common, Infernal<!--/Languages-->
- **Challenge** <!--Challenge-->13 (10000 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageImmunities-->
- **Damage Vulnerabilities** piercing from magic weapons wielded by good creatures

## Special Features

**_Limited Magic Immunity_**. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

**_Innate Spellcasting_**. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:

At will: _[detect thoughts](spells_vo.md#detect-thoughts)_, _[disguise self](spells_vo.md#disguise-self)_, _[mage hand](spells_vo.md#mage-hand)_, _[minor illusion](spells_vo.md#minor-illusion)_

3/day each: _[charm person](spells_vo.md#charm-person)_, _[detect magic](spells_vo.md#detect-magic)_, _[invisibility](spells_vo.md#invisibility)_, _[major image](spells_vo.md#major-image)_, _[suggestion](spells_vo.md#suggestion)_

1/day each: _[dominate person](spells_vo.md#dominate-person)_, _[fly](spells_vo.md#fly)_, _[plane shift](spells_vo.md#plane-shift)_, _[true seeing](spells_vo.md#true-seeing)_

## Actions

**_Multiattack_**. The rakshasa makes two claw attacks.

**_Claw_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

_Hit_: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a _[remove curse](spells_vo.md#remove-curse)_ spell or similar magic.


Id: monsters_vo.md#quasit
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Quasit
ParentName: Monsters, NPC and Animals
AltName: [Quasit](monsters_hd.md#quasit)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: fiend (demon
Size: Tiny
Alignment: shapechanger), chaotic evil
MonsterItem_ArmorClass: 13
HitPoints: 7 (3d4)
MonsterItem_Speed: 40 ft.
MonsterItem_Strength: 5 (-3)
Dexterity: 17 (+3)
Constitution: 10 (+0)
Intelligence: 7 (-2)
Wisdom: 10 (+0)
Charisma: 10 (+0)
MonsterItem_Skills: Stealth +5
DamageImmunities: poison
ConditionImmunities: poisoned
DamageResistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Senses: darkvision 120 ft., passive Perception 10
Languages: Abyssal, Common
Challenge: 1 (200 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Quasit<!--/Name-->

- CEO: <!--AltName-->[Quasit](monsters_hd.md#quasit)<!--/AltName-->
-  <!--Size-->Tiny<!--/Size--> <!--Type-->fiend (demon<!--/Type-->, <!--Alignment-->shapechanger), chaotic evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->13<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->7 (3d4)<!--/HitPoints-->
- **Speed** <!--Speed-->40 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength--> 5 (-3)<!--/Strength-->|<!--Dexterity-->17 (+3)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->|

- **Skills** <!--Skills-->Stealth +5<!--/Skills-->
- **Senses** <!--Senses-->darkvision 120 ft., passive Perception 10<!--/Senses-->
- **Languages** <!--Languages-->Abyssal, Common<!--/Languages-->
- **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities-->
- **Damage Resistances** <!--DamageResistances-->cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances-->
- **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities-->

## Special Features

**_Shapechanger_**. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**_Magic Resistance_**. The quasit has advantage on saving throws against spells and other magical effects.

## Actions

**_Claws (Bite in Beast Form)_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

_Hit_: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

**_Scare (1/Day)_**. One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

**_Invisibility_**. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.


Id: monsters_vo.md#pegasus
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Pegasus
ParentName: Monsters, NPC and Animals
AltName: [Pégase](monsters_hd.md#pégase)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: celestial
Size: Large
Alignment: chaotic good
MonsterItem_ArmorClass: 12
HitPoints: 59 (7d10 + 21)
MonsterItem_Speed: 60 ft., fly 90 ft.
MonsterItem_Strength: 18 (+4)
Dexterity: 15 (+2)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 15 (+2)
Charisma: 13 (+1)
MonsterItem_SavingThrows: Dex +4, Wis +4, Cha +3
MonsterItem_Skills: Perception +6
Senses: passive Perception 16
Languages: understands Celestial, Common, Elvish, and Sylvan but can't speak
Challenge: 2 (450 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Pegasus<!--/Name-->

- CEO: <!--AltName-->[Pégase](monsters_hd.md#pégase)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->celestial<!--/Type-->, <!--Alignment-->chaotic good<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->12<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->59 (7d10 + 21)<!--/HitPoints-->
- **Speed** <!--Speed-->60 ft., fly 90 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->13 (+1)<!--/Charisma-->|

- **Saving Throws** <!--SavingThrows-->Dex +4, Wis +4, Cha +3<!--/SavingThrows-->
- **Skills** <!--Skills-->Perception +6<!--/Skills-->
- **Senses** <!--Senses-->passive Perception 16<!--/Senses-->
- **Languages** <!--Languages-->understands Celestial, Common, Elvish, and Sylvan but can't speak<!--/Languages-->
- **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge-->

## Special Features

**_Hooves_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

_Hit_: 11 (2d6 + 4) bludgeoning damage.


Id: monsters_vo.md#giant-fire-beetle
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Giant Fire Beetle
ParentName: Monsters, NPC and Animals
AltName: [Punaise de feu géante](monsters_hd.md#punaise-de-feu-géante)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: beast
Size: Small
Alignment: unaligned
MonsterItem_ArmorClass: 13 (natural armor)
HitPoints: 4 (1d6 + 1)
MonsterItem_Speed: 30 ft.
MonsterItem_Strength: 8 (-1)
Dexterity: 10 (+0)
Constitution: 12 (+1)
Intelligence: 1 (-5)
Wisdom: 7 (-2)
Charisma: 3 (-4)
Senses: blindsight 30 ft., passive Perception 8
Languages: -
Challenge: 0 (10 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Giant Fire Beetle<!--/Name-->

- CEO: <!--AltName-->[Punaise de feu géante](monsters_hd.md#punaise-de-feu-géante)<!--/AltName-->
-  <!--Size-->Small<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->4 (1d6 + 1)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength--> 8 (-1)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 7 (-2)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->|

- **Senses** <!--Senses-->blindsight 30 ft., passive Perception 8<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge-->

## Special Features

**_Illumination_**. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

## Actions

**_Bite_**. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.

_Hit_: 2 (1d6 - 1) slashing damage.


Id: monsters_vo.md#pseudodragon
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Pseudodragon
ParentName: Monsters, NPC and Animals
AltName: [Pseudodragon](monsters_hd.md#pseudodragon)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: dragon
Size: Tiny
Alignment: neutral good
MonsterItem_ArmorClass: 13 (natural armor)
HitPoints: 7 (2d4 + 2)
MonsterItem_Speed: 15 ft., fly 60 ft.
MonsterItem_Strength: 6 (-2)
Dexterity: 15 (+2)
Constitution: 13 (+1)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 10 (+0)
MonsterItem_Skills: Perception +3, Stealth +4
Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages: understands Common and Draconic but can't speak
Challenge: 1/4 (50 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Pseudodragon<!--/Name-->

- CEO: <!--AltName-->[Pseudodragon](monsters_hd.md#pseudodragon)<!--/AltName-->
-  <!--Size-->Tiny<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->neutral good<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->7 (2d4 + 2)<!--/HitPoints-->
- **Speed** <!--Speed-->15 ft., fly 60 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength--> 6 (-2)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +3, Stealth +4<!--/Skills-->
- **Senses** <!--Senses-->blindsight 10 ft., darkvision 60 ft., passive Perception 13<!--/Senses-->
- **Languages** <!--Languages-->understands Common and Draconic but can't speak<!--/Languages-->
- **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge-->

## Special Features

**_Keen Senses_**. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

**_Magic Resistance_**. The pseudodragon has advantage on saving throws against spells and other magical effects.

**_Limited Telepathy_**. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

## Actions

**_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

_Hit_: 4 (1d4 + 2) piercing damage.

**_Sting_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.

_Hit_: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.


Id: monsters_vo.md#black-pudding
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Black Pudding
ParentName: Monsters, NPC and Animals
AltName: [Pouding noir](monsters_hd.md#pouding-noir)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: ooze
Size: Large
Alignment: unaligned
MonsterItem_ArmorClass: 7
HitPoints: 85 (10d10 + 30)
MonsterItem_Speed: 20 ft., climb 20 ft.
MonsterItem_Strength: 16 (+3)
Dexterity: 5 (-3)
Constitution: 16 (+3)
Intelligence: 1 (-5)
Wisdom: 6 (-2)
Charisma: 1 (-5)
DamageImmunities: acid, cold, lightning, slashing
ConditionImmunities: blinded, charmed, deafened, exhaustion, frightened, prone
Senses: blindsight 60 ft. ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 8
Languages: -
Challenge: 4 (1100 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Black Pudding<!--/Name-->

- CEO: <!--AltName-->[Pouding noir](monsters_hd.md#pouding-noir)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->ooze<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->7<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->85 (10d10 + 30)<!--/HitPoints-->
- **Speed** <!--Speed-->20 ft., climb 20 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity--> 5 (-3)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 6 (-2)<!--/Wisdom-->|<!--Charisma--> 1 (-5)<!--/Charisma-->|

- **Senses** <!--Senses-->blindsight 60 ft. ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 8<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->4 (1100 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->acid, cold, lightning, slashing<!--/DamageImmunities-->
- **Condition Immunities** <!--ConditionImmunities-->blinded, charmed, deafened, exhaustion, frightened, prone<!--/ConditionImmunities-->

## Special Features

**_Amorphous_**. The pudding can move through a space as narrow as 1 inch wide without squeezing.

**_Corrosive Form_**. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

**_Spider Climb_**. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

## Actions

**_Pseudopod_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

## Reactions

**_Split_**. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.


Id: monsters_vo.md#pony
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Pony
ParentName: Monsters, NPC and Animals
AltName: [Poney](monsters_hd.md#poney)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: beast
Size: Medium
Alignment: unaligned
MonsterItem_ArmorClass: 10
HitPoints: 11 (2d8 + 2)
MonsterItem_Speed: 40 ft.
MonsterItem_Strength: 15 (+2)
Dexterity: 10 (+0)
Constitution: 13 (+1)
Intelligence: 2 (-4)
Wisdom: 11 (+0)
Charisma: 7 (-2)
Senses: passive Perception 10
Languages: -
Challenge: 1/8 (25 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Pony<!--/Name-->

- CEO: <!--AltName-->[Poney](monsters_hd.md#poney)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->10<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->11 (2d8 + 2)<!--/HitPoints-->
- **Speed** <!--Speed-->40 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->|

- **Senses** <!--Senses-->passive Perception 10<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge-->

## Special Features

**_Hooves_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

_Hit_: 7 (2d4 + 2) bludgeoning damage.


Id: monsters_vo.md#plesiosaurus
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Plesiosaurus
ParentName: Monsters, NPC and Animals
AltName: [Plésiosaure](monsters_hd.md#plésiosaure)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: beast
Size: Large
Alignment: unaligned
MonsterItem_ArmorClass: 13 (natural armor)
HitPoints: 68 (8d10 + 24)
MonsterItem_Speed: 20 ft., swim 40 ft.
MonsterItem_Strength: 18 (+4)
Dexterity: 15 (+2)
Constitution: 16 (+3)
Intelligence: 2 (-4)
Wisdom: 12 (+1)
Charisma: 5 (-3)
MonsterItem_Skills: Perception +3, Stealth +4
Senses: passive Perception 13
Languages: -
Challenge: 2 (450 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Plesiosaurus<!--/Name-->

- CEO: <!--AltName-->[Plésiosaure](monsters_hd.md#plésiosaure)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->68 (8d10 + 24)<!--/HitPoints-->
- **Speed** <!--Speed-->20 ft., swim 40 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +3, Stealth +4<!--/Skills-->
- **Senses** <!--Senses-->passive Perception 13<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge-->

## Special Features

**_Hold Breath_**. The plesiosaurus can hold its breath for 1 hour.

## Actions

**_Bite_**. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.

_Hit_: 14 (3d6 + 4) piercing damage.


Id: monsters_vo.md#planetar
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Planetar
ParentName: Monsters, NPC and Animals
AltName: [Planétar](monsters_hd.md#planétar)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: celestial
Size: Large
Alignment: lawful good
MonsterItem_ArmorClass: 19 (natural armor)
HitPoints: 200 (16d10 + 112)
MonsterItem_Speed: 40 ft., fly 120 ft.
MonsterItem_Strength: 24 (+7)
Dexterity: 20 (+5)
Constitution: 24 (+7)
Intelligence: 19 (+4)
Wisdom: 22 (+6)
Charisma: 25 (+7)
MonsterItem_SavingThrows: Con +12, Wis +11, Cha +12
MonsterItem_Skills: Perception +11
ConditionImmunities: charmed, exhaustion, frightened
DamageResistances: radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Senses: truesight 120 ft., passive Perception 21
Languages: all, telepathy 120 ft.
Challenge: 16 (15000 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Planetar<!--/Name-->

- CEO: <!--AltName-->[Planétar](monsters_hd.md#planétar)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->celestial<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->19 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->200 (16d10 + 112)<!--/HitPoints-->
- **Speed** <!--Speed-->40 ft., fly 120 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->24 (+7)<!--/Strength-->|<!--Dexterity-->20 (+5)<!--/Dexterity-->|<!--Constitution-->24 (+7)<!--/Constitution-->|<!--Intelligence-->19 (+4)<!--/Intelligence-->|<!--Wisdom-->22 (+6)<!--/Wisdom-->|<!--Charisma-->25 (+7)<!--/Charisma-->|

- **Saving Throws** <!--SavingThrows-->Con +12, Wis +11, Cha +12<!--/SavingThrows-->
- **Skills** <!--Skills-->Perception +11<!--/Skills-->
- **Senses** <!--Senses-->truesight 120 ft., passive Perception 21<!--/Senses-->
- **Languages** <!--Languages-->all, telepathy 120 ft.<!--/Languages-->
- **Challenge** <!--Challenge-->16 (15000 XP)<!--/Challenge-->
- **Damage Resistances** <!--DamageResistances-->radiant; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances-->
- **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, frightened<!--/ConditionImmunities-->

## Special Features

**_Angelic Weapons_**. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

**_Divine Awareness_**. The planetar knows if it hears a lie.

**_Innate Spellcasting_**. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:

At will: _[detect evil and good](spells_vo.md#detect-evil-and-good)_, _[invisibility](spells_vo.md#invisibility)_ (self only)

3/day each: _[blade barrier](spells_vo.md#blade-barrier)_, _[dispel evil and good](spells_vo.md#dispel-evil-and-good)_, _[flame strike](spells_vo.md#flame-strike)_, _[raise dead](spells_vo.md#raise-dead)_

1/day each: _[commune](spells_vo.md#commune)_, _[control weather](spells_vo.md#control-weather)_, _[insect plague](spells_vo.md#insect-plague)_

**_Magic Resistance_**. The planetar has advantage on saving throws against spells and other magical effects.

## Actions

**_Multiattack_**. The planetar makes two melee attacks.

**_Greatsword_**. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.

_Hit_: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

**_Healing Touch (4/Day)_**. The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.


Id: monsters_vo.md#quipper
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Quipper
ParentName: Monsters, NPC and Animals
AltName: [Piranha](monsters_hd.md#piranha)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: beast
Size: Tiny
Alignment: unaligned
MonsterItem_ArmorClass: 13
HitPoints: 1 (1d4 - 1)
MonsterItem_Speed: 0 ft., swim 40 ft.
MonsterItem_Strength: 2 (-4)
Dexterity: 16 (+3)
Constitution: 9 (-1)
Intelligence: 1 (-5)
Wisdom: 7 (-2)
Charisma: 2 (-4)
Senses: darkvision 60 ft., passive Perception 8
Languages: -
Challenge: 0 (10 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Quipper<!--/Name-->

- CEO: <!--AltName-->[Piranha](monsters_hd.md#piranha)<!--/AltName-->
-  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->13<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->1 (1d4 - 1)<!--/HitPoints-->
- **Speed** <!--Speed-->0 ft., swim 40 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength--> 2 (-4)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution--> 9 (-1)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 7 (-2)<!--/Wisdom-->|<!--Charisma--> 2 (-4)<!--/Charisma-->|

- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 8<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge-->

## Special Features

**_Blood Frenzy_**. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.

**_Water Breathing_**. The quipper can breathe only underwater.

## Actions

**_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 1 piercing damage.


Id: monsters_vo.md#giant-octopus
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Giant Octopus
ParentName: Monsters, NPC and Animals
AltName: [Pieuvre géante](monsters_hd.md#pieuvre-géante)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: beast
Size: Large
Alignment: unaligned
MonsterItem_ArmorClass: 11
HitPoints: 52 (8d10 + 8)
MonsterItem_Speed: 10 ft., swim 60 ft.
MonsterItem_Strength: 17 (+3)
Dexterity: 13 (+1)
Constitution: 13 (+1)
Intelligence: 4 (-3)
Wisdom: 10 (+0)
Charisma: 4 (-3)
MonsterItem_Skills: Perception +4, Stealth +5
Senses: darkvision 60 ft., passive Perception 14
Languages: -
Challenge: 1 (200 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

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

- CEO: <!--AltName-->[Pieuvre géante](monsters_hd.md#pieuvre-géante)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->11<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->52 (8d10 + 8)<!--/HitPoints-->
- **Speed** <!--Speed-->10 ft., swim 60 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 4 (-3)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 4 (-3)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +4, Stealth +5<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 14<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge-->

## Special Features

**_Hold Breath_**. While out of water, the octopus can hold its breath for 1 hour.

**_Underwater Camouflage_**. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

**_Water Breathing_**. The octopus can breathe only underwater.

## Actions

**_Tentacles_**. Melee Weapon Attack: +5 to hit, reach 15 ft., one target.

_Hit_: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

**_Ink Cloud (Recharges after a Short or Long Rest)_**. A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.


Id: monsters_vo.md#octopus
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Octopus
ParentName: Monsters, NPC and Animals
AltName: [Pieuvre](monsters_hd.md#pieuvre)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: beast
Size: Small
Alignment: unaligned
MonsterItem_ArmorClass: 12
HitPoints: 3 (1d6)
MonsterItem_Speed: 5 ft., swim 30 ft.
MonsterItem_Strength: 4 (-3)
Dexterity: 15 (+2)
Constitution: 11 (+0)
Intelligence: 3 (-4)
Wisdom: 10 (+0)
Charisma: 4 (-3)
MonsterItem_Skills: Perception +2, Stealth +4
Senses: darkvision 30 ft., passive Perception 12
Languages: -
Challenge: 0 (10 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Octopus<!--/Name-->

- CEO: <!--AltName-->[Pieuvre](monsters_hd.md#pieuvre)<!--/AltName-->
-  <!--Size-->Small<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->12<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->3 (1d6)<!--/HitPoints-->
- **Speed** <!--Speed-->5 ft., swim 30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength--> 4 (-3)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 4 (-3)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +2, Stealth +4<!--/Skills-->
- **Senses** <!--Senses-->darkvision 30 ft., passive Perception 12<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge-->

## Special Features

**_Hold Breath_**. While out of water, the octopus can hold its breath for 30 minutes.

**_Underwater Camouflage_**. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

**_Water Breathing_**. The octopus can breathe only underwater.

## Actions

**_Tentacles_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

_Hit_: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.

**_Ink Cloud (Recharges after a Short or Long Rest)_**. A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.


Id: monsters_vo.md#panther
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Panther
ParentName: Monsters, NPC and Animals
AltName: [Panthère](monsters_hd.md#panthère)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: beast
Size: Medium
Alignment: unaligned
MonsterItem_ArmorClass: 12
HitPoints: 13 (3d8)
MonsterItem_Speed: 50 ft., climb 40 ft.
MonsterItem_Strength: 14 (+2)
Dexterity: 15 (+2)
Constitution: 10 (+0)
Intelligence: 3 (-4)
Wisdom: 14 (+2)
Charisma: 7 (-2)
MonsterItem_Skills: Perception +4, Stealth +6
Senses: passive Perception 14
Languages: -
Challenge: 1/4 (50 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Panther<!--/Name-->

- CEO: <!--AltName-->[Panthère](monsters_hd.md#panthère)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->12<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->13 (3d8)<!--/HitPoints-->
- **Speed** <!--Speed-->50 ft., climb 40 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->14 (+2)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +4, Stealth +6<!--/Skills-->
- **Senses** <!--Senses-->passive Perception 14<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge-->

## Special Features

**_Keen Smell_**. The panther has advantage on Wisdom (Perception) checks that rely on smell.

**_Pounce_**. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.

## Actions

**_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

_Hit_: 5 (1d6 + 2) piercing damage.

**_Claw_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

_Hit_: 4 (1d4 + 2) slashing damage.


Id: monsters_vo.md#rust-monster
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Rust Monster
ParentName: Monsters, NPC and Animals
AltName: [Oxydeur](monsters_hd.md#oxydeur)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: monstrosity
Size: Medium
Alignment: unaligned
MonsterItem_ArmorClass: 14 (natural armor)
HitPoints: 27 (5d8 + 5)
MonsterItem_Speed: 40 ft
MonsterItem_Strength: 13 (+1)
Dexterity: 12 (+1)
Constitution: 13 (+1)
Intelligence: 2 (-4)
Wisdom: 13 (+1)
Charisma: 6 (-2)
Senses: darkvision 60 ft., passive Perception 11
Languages: -
Challenge: 1/2 (100 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

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

- CEO: <!--AltName-->[Oxydeur](monsters_hd.md#oxydeur)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->27 (5d8 + 5)<!--/HitPoints-->
- **Speed** <!--Speed-->40 ft<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->13 (+1)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->|

- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 11<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge-->

## Special Features

**_Iron Scent_**. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.

**_Rust Metal_**. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage.

## Actions

**_Bite_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

_Hit_: 5 (1d8 + 1) piercing damage.

**_Antennae_**. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.


Id: monsters_vo.md#werebear
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Werebear
ParentName: Monsters, NPC and Animals
AltName: [Ours-garou](monsters_hd.md#ours-garou)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: humanoid (human
Size: Medium
Alignment: shapechanger), neutral good
MonsterItem_ArmorClass: 10 in humanoid form, 11 (natural armor) in bear and hybrid form
HitPoints: 135 (18d8 + 54)
MonsterItem_Speed: 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)
MonsterItem_Strength: 19 (+4)
Dexterity: 10 (+0)
Constitution: 17 (+3)
Intelligence: 11 (+0)
Wisdom: 12 (+1)
Charisma: 12 (+1)
MonsterItem_Skills: Perception +7
DamageImmunities: bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses: passive Perception 17
Languages: Common (can't speak in bear form)
Challenge: 5 (1800 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Werebear<!--/Name-->

- CEO: <!--AltName-->[Ours-garou](monsters_hd.md#ours-garou)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (human<!--/Type-->, <!--Alignment-->shapechanger), neutral good<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->10 in humanoid form, 11 (natural armor) in bear and hybrid form<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->135 (18d8 + 54)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft. (40 ft., climb 30 ft. in bear or hybrid form)<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +7<!--/Skills-->
- **Senses** <!--Senses-->passive Perception 17<!--/Senses-->
- **Languages** <!--Languages-->Common (can't speak in bear form)<!--/Languages-->
- **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons<!--/DamageImmunities-->

## Special Features

**_Shapechanger_**. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**_Keen Smell_**. The werebear has advantage on Wisdom (Perception) checks that rely on smell.

## Actions

**_Multiattack_**. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.

**_Bite (Bear or Hybrid Form Only)_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

_Hit_: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.

**_Claw (Bear or Hybrid Form Only)_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

_Hit_: 13 (2d8 + 4) slashing damage.

**_Greataxe (Humanoid or Hybrid Form Only)_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

_Hit_: 10 (1d12 + 4) slashing damage.


Id: monsters_vo.md#polar-bear
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Polar Bear
ParentName: Monsters, NPC and Animals
AltName: [Ours polaire](monsters_hd.md#ours-polaire)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: beast
Size: Large
Alignment: unaligned
MonsterItem_ArmorClass: 12 (natural armor)
HitPoints: 42 (5d10 + 15)
MonsterItem_Speed: 40 ft., swim 30 ft.
MonsterItem_Strength: 20 (+5)
Dexterity: 10 (+0)
Constitution: 16 (+3)
Intelligence: 2 (-4)
Wisdom: 13 (+1)
Charisma: 7 (-2)
MonsterItem_Skills: Perception +3
Senses: passive Perception 13
Languages: -
Challenge: 2 (450 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Polar Bear<!--/Name-->

- CEO: <!--AltName-->[Ours polaire](monsters_hd.md#ours-polaire)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->12 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->42 (5d10 + 15)<!--/HitPoints-->
- **Speed** <!--Speed-->40 ft., swim 30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->20 (+5)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +3<!--/Skills-->
- **Senses** <!--Senses-->passive Perception 13<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge-->

## Special Features

**_Keen Smell_**. The bear has advantage on Wisdom (Perception) checks that rely on smell.

## Actions

**_Multiattack_**. The bear makes two attacks: one with its bite and one with its claws.

**_Bite_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

_Hit_: 9 (1d8 + 5) piercing damage.

**_Claws_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

_Hit_: 12 (2d6 + 5) slashing damage.


Id: monsters_vo.md#black-bear
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Black Bear
ParentName: Monsters, NPC and Animals
AltName: [Ours noir](monsters_hd.md#ours-noir)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: beast
Size: Medium
Alignment: unaligned
MonsterItem_ArmorClass: 11 (natural armor)
HitPoints: 19 (3d8 + 6)
MonsterItem_Speed: 40 ft., climb 30 ft.
MonsterItem_Strength: 15 (+2)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 2 (-4)
Wisdom: 12 (+1)
Charisma: 7 (-2)
MonsterItem_Skills: Perception +3
Senses: passive Perception 13
Languages: -
Challenge: 1/2 (100 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Black Bear<!--/Name-->

- CEO: <!--AltName-->[Ours noir](monsters_hd.md#ours-noir)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->11 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->19 (3d8 + 6)<!--/HitPoints-->
- **Speed** <!--Speed-->40 ft., climb 30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +3<!--/Skills-->
- **Senses** <!--Senses-->passive Perception 13<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge-->

## Special Features

**_Keen Smell_**. The bear has advantage on Wisdom (Perception) checks that rely on smell.

## Actions

**_Multiattack_**. The bear makes two attacks: one with its bite and one with its claws.

**_Bite_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

_Hit_: 5 (1d6 + 2) piercing damage.

**_Claws_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

_Hit_: 7 (2d4 + 2) slashing damage.


Id: monsters_vo.md#brown-bear
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Brown Bear
ParentName: Monsters, NPC and Animals
AltName: [Ours brun](monsters_hd.md#ours-brun)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: beast
Size: Large
Alignment: unaligned
MonsterItem_ArmorClass: 11 (natural armor)
HitPoints: 34 (4d10 + 12)
MonsterItem_Speed: 40 ft., climb 30 ft.
MonsterItem_Strength: 19 (+4)
Dexterity: 10 (+0)
Constitution: 16 (+3)
Intelligence: 2 (-4)
Wisdom: 13 (+1)
Charisma: 7 (-2)
MonsterItem_Skills: Perception +3
Senses: passive Perception 13
Languages: -
Challenge: 1 (200 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Brown Bear<!--/Name-->

- CEO: <!--AltName-->[Ours brun](monsters_hd.md#ours-brun)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->11 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->34 (4d10 + 12)<!--/HitPoints-->
- **Speed** <!--Speed-->40 ft., climb 30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +3<!--/Skills-->
- **Senses** <!--Senses-->passive Perception 13<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge-->

## Special Features

**_Keen Smell_**. The bear has advantage on Wisdom (Perception) checks that rely on smell.

## Actions

**_Multiattack_**. The bear makes two attacks: one with its bite and one with its claws.

**_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 8 (1d8 + 4) piercing damage.

**_Claws_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 11 (2d6 + 4) slashing damage.


Id: monsters_vo.md#otyugh
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Otyugh
ParentName: Monsters, NPC and Animals
AltName: [Otyugh](monsters_hd.md#otyugh)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: aberration
Size: Large
Alignment: neutral
MonsterItem_ArmorClass: 14 (natural armor)
HitPoints: 114 (12d10 + 48)
MonsterItem_Speed: 30 ft.
MonsterItem_Strength: 16 (+3)
Dexterity: 11 (+0)
Constitution: 19 (+4)
Intelligence: 6 (-2)
Wisdom: 13 (+1)
Charisma: 6 (-2)
MonsterItem_SavingThrows: Con +7
Senses: darkvision 120 ft., passive Perception 11
Languages: Otyugh
Challenge: 5 (1800 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Otyugh<!--/Name-->

- CEO: <!--AltName-->[Otyugh](monsters_hd.md#otyugh)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->aberration<!--/Type-->, <!--Alignment-->neutral<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->114 (12d10 + 48)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->19 (+4)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->|

- **Saving Throws** <!--SavingThrows-->Con +7<!--/SavingThrows-->
- **Senses** <!--Senses-->darkvision 120 ft., passive Perception 11<!--/Senses-->
- **Languages** <!--Languages-->Otyugh<!--/Languages-->
- **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge-->

## Special Features

**_Limited Telepathy_**. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

## Actions

**_Multiattack_**. The otyugh makes three attacks: one with its bite and two with its tentacles.

**_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

_Hit_: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

**_Tentacle_**. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.

_Hit_: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

**_Tentacle Slam_**. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.


Id: monsters_vo.md#orc
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Orc
ParentName: Monsters, NPC and Animals
AltName: [Orc](monsters_hd.md#orc)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: humanoid (orc)
Size: Medium
Alignment: chaotic evil
MonsterItem_ArmorClass: 13 (hide armor)
HitPoints: 15 (2d8 + 6)
MonsterItem_Speed: 30 ft.
MonsterItem_Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 7 (-2)
Wisdom: 11 (+0)
Charisma: 10 (+0)
MonsterItem_Skills: Intimidation +2
Senses: darkvision 60 ft., passive Perception 10
Languages: Common, Orc
Challenge: 1/2 (100 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Orc<!--/Name-->

- CEO: <!--AltName-->[Orc](monsters_hd.md#orc)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (orc)<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->13 (hide armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->15 (2d8 + 6)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->|

- **Skills** <!--Skills-->Intimidation +2<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses-->
- **Languages** <!--Languages-->Common, Orc<!--/Languages-->
- **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge-->

## Special Features

**_Aggressive_**. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

## Actions

**_Greataxe_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

_Hit_: 9 (1d12 + 3) slashing damage.

**_Javelin_**. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target.

_Hit_: 6 (1d6 + 3) piercing damage.


Id: monsters_vo.md#oni
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Oni
ParentName: Monsters, NPC and Animals
AltName: [Oni](monsters_hd.md#oni)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: giant
Size: Large
Alignment: lawful evil
MonsterItem_ArmorClass: 16 (chain mail)
HitPoints: 110 (13d10 + 39)
MonsterItem_Speed: 30 ft., fly 30 ft.
MonsterItem_Strength: 19 (+4)
Dexterity: 11 (+0)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 15 (+2)
MonsterItem_SavingThrows: Dex +3, Con +6, Wis +4, Cha +5
MonsterItem_Skills: Arcana +5, Deception +8, Perception +4
Senses: darkvision 60 ft., passive Perception 14
Languages: Common, Giant
Challenge: 7 (2900 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Oni<!--/Name-->

- CEO: <!--AltName-->[Oni](monsters_hd.md#oni)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->giant<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->16 (chain mail)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->110 (13d10 + 39)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft., fly 30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->14 (+2)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->|

- **Saving Throws** <!--SavingThrows-->Dex +3, Con +6, Wis +4, Cha +5<!--/SavingThrows-->
- **Skills** <!--Skills-->Arcana +5, Deception +8, Perception +4<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 14<!--/Senses-->
- **Languages** <!--Languages-->Common, Giant<!--/Languages-->
- **Challenge** <!--Challenge-->7 (2900 XP)<!--/Challenge-->

## Special Features

**_Innate Spellcasting_**. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:

At will: _[darkness](spells_vo.md#darkness)_, _[invisibility](spells_vo.md#invisibility)_

1/day each: _[charm person](spells_vo.md#charm-person)_, _[cone of cold](spells_vo.md#cone-of-cold)_, _[gaseous form](spells_vo.md#gaseous-form)_, _[sleep](spells_vo.md#sleep)_

**_Magic Weapons_**. The oni's weapon attacks are magical.

**_Regeneration_**. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

## Actions

**_Multiattack_**. The oni makes two attacks, either with its claws or its glaive.

**_Claw (Oni Form Only)_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

_Hit_: 8 (1d8 + 4) slashing damage.

**_Glaive_**. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.

_Hit_: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.

**_Change Shape_**. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.


Id: monsters_vo.md#shadow
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Shadow
ParentName: Monsters, NPC and Animals
AltName: [Ombre](monsters_hd.md#ombre)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: undead
Size: Medium
Alignment: chaotic evil
MonsterItem_ArmorClass: 12
HitPoints: 16 (3d8 + 3)
MonsterItem_Speed: 40 ft.
MonsterItem_Strength: 6 (-2)
Dexterity: 14 (+2)
Constitution: 13 (+1)
Intelligence: 6 (-2)
Wisdom: 10 (+0)
Charisma: 8 (-1)
MonsterItem_Skills: Stealth +4 (+6 in dim light or darkness)
DamageImmunities: necrotic, poison
ConditionImmunities: exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
DamageResistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Senses: darkvision 60 ft., passive Perception 10
Languages: -
Challenge: 1/2 (100 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Shadow<!--/Name-->

- CEO: <!--AltName-->[Ombre](monsters_hd.md#ombre)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->12<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->16 (3d8 + 3)<!--/HitPoints-->
- **Speed** <!--Speed-->40 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength--> 6 (-2)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->|

- **Skills** <!--Skills-->Stealth +4 (+6 in dim light or darkness)<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->necrotic, poison<!--/DamageImmunities-->
- **Damage Resistances** <!--DamageResistances-->acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances-->
- **Damage Vulnerabilities** radiant
- **Condition Immunities** <!--ConditionImmunities-->exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained<!--/ConditionImmunities-->

## Special Features

**_Amorphous_**. The shadow can move through a space as narrow as 1 inch wide without squeezing.

**_Shadow Stealth_**. While in dim light or darkness, the shadow can take the Hide action as a bonus action.

**_Sunlight Weakness_**. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

## Actions

**_Strength Drain_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.

_Hit_: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.


Id: monsters_vo.md#ogre
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Ogre
ParentName: Monsters, NPC and Animals
AltName: [Ogre](monsters_hd.md#ogre)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: giant
Size: Large
Alignment: chaotic evil
MonsterItem_ArmorClass: 11 (hide armor)
HitPoints: 59 (7d10 + 21)
MonsterItem_Speed: 40 ft.
MonsterItem_Strength: 19 (+4)
Dexterity: 8 (-1)
Constitution: 16 (+3)
Intelligence: 5 (-3)
Wisdom: 7 (-2)
Charisma: 7 (-2)
Senses: darkvision 60 ft., passive Perception 8
Languages: Common, Giant
Challenge: 2 (450 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Ogre<!--/Name-->

- CEO: <!--AltName-->[Ogre](monsters_hd.md#ogre)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->giant<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->11 (hide armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->59 (7d10 + 21)<!--/HitPoints-->
- **Speed** <!--Speed-->40 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity--> 8 (-1)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 5 (-3)<!--/Intelligence-->|<!--Wisdom--> 7 (-2)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->|

- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 8<!--/Senses-->
- **Languages** <!--Languages-->Common, Giant<!--/Languages-->
- **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge-->

## Special Features

**_Greatclub_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

_Hit_: 13 (2d8 + 4) bludgeoning damage.

**_Javelin_**. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target.

_Hit_: 11 (2d6 + 4) piercing damage.


Id: monsters_vo.md#wight
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Wight
ParentName: Monsters, NPC and Animals
AltName: [Nécrophage](monsters_hd.md#nécrophage)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: undead
Size: Medium
Alignment: neutral evil
MonsterItem_ArmorClass: 14 (studded leather)
HitPoints: 45 (6d8 + 18)
MonsterItem_Speed: 30 ft.
MonsterItem_Strength: 15 (+2)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 13 (+1)
Charisma: 15 (+2)
MonsterItem_Skills: Perception +3, Stealth +4
DamageImmunities: poison
ConditionImmunities: exhaustion, poisoned
DamageResistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Senses: darkvision 60 ft., passive Perception 13
Languages: the languages it knew in life
Challenge: 3 (700 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Wight<!--/Name-->

- CEO: <!--AltName-->[Nécrophage](monsters_hd.md#nécrophage)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->14 (studded leather)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->45 (6d8 + 18)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->|

- **Skills** <!--Skills-->Perception +3, Stealth +4<!--/Skills-->
- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 13<!--/Senses-->
- **Languages** <!--Languages-->the languages it knew in life<!--/Languages-->
- **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities-->
- **Damage Resistances** <!--DamageResistances-->necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<!--/DamageResistances-->
- **Condition Immunities** <!--ConditionImmunities-->exhaustion, poisoned<!--/ConditionImmunities-->

## Special Features

**_Sunlight Sensitivity_**. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

## Actions

**_Multiattack_**. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

**_Life Drain_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.

_Hit_: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

**_Longsword_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

_Hit_: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

**_Longbow_**. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target.

_Hit_: 6 (1d8 + 2) piercing damage.


Id: monsters_vo.md#swarm-of-poisonous-snakes
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Swarm of Poisonous Snakes
ParentName: Monsters, NPC and Animals
AltName: [Nuée de serpents venimeux](monsters_hd.md#nuée-de-serpents-venimeux)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: swarm of Tiny beasts
Size: Medium
Alignment: unaligned
MonsterItem_ArmorClass: 14
HitPoints: 36 (8d8)
MonsterItem_Speed: 30 ft., swim 30 ft.
MonsterItem_Strength: 8 (-1)
Dexterity: 18 (+4)
Constitution: 11 (+0)
Intelligence: 1 (-5)
Wisdom: 10 (+0)
Charisma: 3 (-4)
ConditionImmunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
DamageResistances: bludgeoning, piercing, slashing
Senses: blindsight 10 ft., passive Perception 10
Languages: -
Challenge: 2 (450 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Swarm of Poisonous Snakes<!--/Name-->

- CEO: <!--AltName-->[Nuée de serpents venimeux](monsters_hd.md#nuée-de-serpents-venimeux)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->swarm of Tiny beasts<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->14<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->36 (8d8)<!--/HitPoints-->
- **Speed** <!--Speed-->30 ft., swim 30 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength--> 8 (-1)<!--/Strength-->|<!--Dexterity-->18 (+4)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->|

- **Senses** <!--Senses-->blindsight 10 ft., passive Perception 10<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge-->
- **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, slashing<!--/DamageResistances-->
- **Condition Immunities** <!--ConditionImmunities-->charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned<!--/ConditionImmunities-->

## Special Features

**_Swarm_**. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.

## Actions

**_Bites_**. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space.

_Hit_: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.


Id: monsters_vo.md#swarm-of-quippers
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Swarm of Quippers
ParentName: Monsters, NPC and Animals
AltName: [Nuée de piranhas](monsters_hd.md#nuée-de-piranhas)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: swarm of Tiny beasts
Size: Medium
Alignment: unaligned
MonsterItem_ArmorClass: 13
HitPoints: 28 (8d8 - 8)
MonsterItem_Speed: 0 ft., swim 40 ft.
MonsterItem_Strength: 13 (+1)
Dexterity: 16 (+3)
Constitution: 9 (-1)
Intelligence: 1 (-5)
Wisdom: 7 (-2)
Charisma: 2 (-4)
ConditionImmunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
DamageResistances: bludgeoning, piercing, slashing
Senses: darkvision 60 ft., passive Perception 8
Languages: -
Challenge: 1 (200 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Swarm of Quippers<!--/Name-->

- CEO: <!--AltName-->[Nuée de piranhas](monsters_hd.md#nuée-de-piranhas)<!--/AltName-->
-  <!--Size-->Medium<!--/Size--> <!--Type-->swarm of Tiny beasts<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->13<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->28 (8d8 - 8)<!--/HitPoints-->
- **Speed** <!--Speed-->0 ft., swim 40 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->13 (+1)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution--> 9 (-1)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 7 (-2)<!--/Wisdom-->|<!--Charisma--> 2 (-4)<!--/Charisma-->|

- **Senses** <!--Senses-->darkvision 60 ft., passive Perception 8<!--/Senses-->
- **Languages** <!--Languages-->-<!--/Languages-->
- **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge-->
- **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, slashing<!--/DamageResistances-->
- **Condition Immunities** <!--ConditionImmunities-->charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned<!--/ConditionImmunities-->

## Special Features

**_Blood Frenzy_**. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.

**_Swarm_**. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.

**_Water Breathing_**. The swarm can breathe only underwater.

## Actions

**_Bites_**. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space.

_Hit_: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.


Id: monsters_vo.md#young-blue-dragon
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Young Blue Dragon
ParentName: Monsters, NPC and Animals
AltName: [Jeune dragon bleu](monsters_hd.md#jeune-dragon-bleu)
Discriminator: MonsterItem
MonsterItemsId: monsters_vo.md#monsters-npc-and-animals
MonsterItem_Family: MonsterVO
MonsterItem_Type: dragon
Size: Large
Alignment: lawful evil
MonsterItem_ArmorClass: 18 (natural armor)
HitPoints: 152 (16d10 + 64)
MonsterItem_Speed: 40 ft., burrow 20 ft., fly 80 ft.
MonsterItem_Strength: 21 (+5)
Dexterity: 10 (+0)
Constitution: 19 (+4)
Intelligence: 14 (+2)
Wisdom: 13 (+1)
Charisma: 17 (+3)
MonsterItem_SavingThrows: Dex +4, Con +8, Wis +5, Cha +7
MonsterItem_Skills: Perception +9, Stealth +4
DamageImmunities: lightning
Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 19
Languages: Common, Draconic
Challenge: 9 (5000 XP)
Markdown:
> <!--ParentNameLink-->[Monsters, NPC and Animals](monsters_vo.md#monsters-npc-and-animals)<!--/ParentNameLink-->

---

# <!--Name-->Young Blue Dragon<!--/Name-->

- CEO: <!--AltName-->[Jeune dragon bleu](monsters_hd.md#jeune-dragon-bleu)<!--/AltName-->
-  <!--Size-->Large<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment-->
- **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass-->
- **Hit Points** <!--HitPoints-->152 (16d10 + 64)<!--/HitPoints-->
- **Speed** <!--Speed-->40 ft., burrow 20 ft., fly 80 ft.<!--/Speed-->

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|<!--Strength-->21 (+5)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->19 (+4)<!--/Constitution-->|<!--Intelligence-->14 (+2)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->17 (+3)<!--/Charisma-->|

- **Saving Throws** <!--SavingThrows-->Dex +4, Con +8, Wis +5, Cha +7<!--/SavingThrows-->
- **Skills** <!--Skills-->Perception +9, Stealth +4<!--/Skills-->
- **Senses** <!--Senses-->blindsight 30 ft., darkvision 120 ft., passive Perception 19<!--/Senses-->
- **Languages** <!--Languages-->Common, Draconic<!--/Languages-->
- **Challenge** <!--Challenge-->9 (5000 XP)<!--/Challenge-->
- **Damage Immunities** <!--DamageImmunities-->lightning<!--/DamageImmunities-->

## Special Features

**_Multiattack_**. The dragon makes three attacks: one with its bite and two with its claws.

**_Bite_**. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.

_Hit_: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.

**_Claw_**. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

_Hit_: 12 (2d6 + 5) slashing damage.

**_Lightning Breath (Recharge 5-6)_**. The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.


Id: spells_hd.md#marque-du-chasseur
ParentLink: spells_hd.md#sorts
Name: Marque du chasseur
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Hunter's Mark](spells_vo.md#hunters-mark)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Family: SpellHD
Level: 1
SpellItem_Type: Divination
CastingTime: 1 action bonus
Range: 27 mètres
Components: V
Duration: concentration, jusqu'à 1 heure
Classes: [Rôdeur](ranger_hd.md)
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Marque du chasseur<!--/Name-->

- SRD: <!--AltName-->[Hunter's Mark](spells_vo.md#hunters-mark)<!--/AltName-->

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

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

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

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

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

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

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

### Description

Vous choisissez une créature située dans votre champ de vision et à portée et lui apposez une marque mystique la désignant comme votre proie. Jusqu'à la fin du sort, vous lui infligez 1d6 dégâts supplémentaires à chaque fois que vous réussissez à lui infliger des dégâts avec une arme et vous avez l'avantage sur les éventuels tests de [Sagesse (Perception)](abilities_wisdom_hd.md#perception) ou [Sagesse (Survie)](abilities_wisdom_hd.md#survie) que vous faites pour la retrouver. Si la cible tombe à 0 point de vie avant que ce sort se termine, vous pouvez utiliser une action bonus lors d'un tour ultérieur pour marquer une nouvelle créature.

**_À plus haut niveau._** Si vous lancez ce sort en utilisant un emplacement de niveau 3 ou 4, vous pouvez vous concentrer sur le sort pendant 8 heures. Si vous utilisez un emplacement de niveau 5 ou supérieur, vous pouvez maintenir votre concentration sur le sort jusqu'à 24 heures.


Id: spells_hd.md#message
ParentLink: spells_hd.md#sorts
Name: Message
ParentName: Sorts
ParentNameLink: <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->
AltName: [Message](spells_vo.md#message)
Source: (MDR p)(SRD)
Discriminator: SpellItem
SpellItemsId: spells_hd.md#sorts
SpellItem_Family: SpellHD
Level: tour de magie
SpellItem_Type: Transmutation
CastingTime: 1 action
Range: 36 mètres
Components: V, S, M (un petit bout de fil de cuivre)
Duration: 1 round
Markdown:
> <!--ParentNameLink-->[Sorts](spells_hd.md#sorts)<!--/ParentNameLink-->

---

# <!--Name-->Message<!--/Name-->

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

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

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

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

- **Composantes :** <!--Components-->V, S, M (un petit bout de fil de cuivre)<!--/Components-->

- **Durée :** <!--Duration-->1 round<!--/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 pointez du doigt une créature à portée et murmurez un message. La cible (et elle seule) l'entend et peut répondre dans un murmure que vous êtes le seul à entendre.

Vous pouvez lancer ce sort au travers d'un objet solide si vous connaissez bien la cible et savez qu'elle se trouve de l'autre côté de cet obstacle. Le sort est bloqué par un silence magique, 30 centimètres de pierre, 2,5 centimètres de métal ordinaire, une mince couche de plomb ou 90 centimètres de bois. Le sort n'a pas besoin de voyager en ligne directe, il peut contourner les angles et franchir les ouvertures.


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

---

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

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

### Description

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

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

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

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


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

---

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

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

### Description

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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

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

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

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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

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

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

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


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

---

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

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

### Description

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


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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


Id: spells_vo.md#hunters-mark
ParentLink: spells_vo.md#spells-srd-p
Name: Hunter's Mark
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Marque du chasseur](spells_hd.md#marque-du-chasseur)
Source: (SRD p155)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 1
SpellItem_Type: divination
CastingTime: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
Classes: Ranger
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Hunter's Mark<!--/Name-->

- MDR: <!--AltName-->[Marque du chasseur](spells_hd.md#marque-du-chasseur)<!--/AltName-->
- Source: <!--Source-->(SRD p155)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->divination<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->
- **Range :** <!--Range-->90 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Ranger<!--/Classes-->

### Description

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.


Id: spells_vo.md#holy-aura
ParentLink: spells_vo.md#spells-srd-p
Name: Holy Aura
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Aura sacrée](spells_hd.md#aura-sacrée)
Source: (SRD p155)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 8
SpellItem_Type: abjuration
CastingTime: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Classes: Cleric
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Holy Aura<!--/Name-->

- MDR: <!--AltName-->[Aura sacrée](spells_hd.md#aura-sacrée)<!--/AltName-->
- Source: <!--Source-->(SRD p155)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be [blinded](conditions_vo.md#blinded) until the spell ends.

Components:
V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)


Id: spells_vo.md#hold-person
ParentLink: spells_vo.md#spells-srd-p
Name: Hold Person
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Immobiliser un humanoïde](spells_hd.md#immobiliser-un-humanoïde)
Source: (SRD p154)
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, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Hold Person<!--/Name-->

- MDR: <!--AltName-->[Immobiliser un humanoïde](spells_hd.md#immobiliser-un-humanoïde)<!--/AltName-->
- Source: <!--Source-->(SRD p154)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small, straight piece of iron)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.


Id: spells_vo.md#hold-monster
ParentLink: spells_vo.md#spells-srd-p
Name: Hold Monster
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Immobiliser un monstre](spells_hd.md#immobiliser-un-monstre)
Source: (SRD p154)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 5
SpellItem_Type: enchantment
CastingTime: 1 action
Range: 90 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Immobiliser un monstre](spells_hd.md#immobiliser-un-monstre)<!--/AltName-->
- Source: <!--Source-->(SRD p154)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->90 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a small, straight piece of iron)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.


Id: spells_vo.md#heroism
ParentLink: spells_vo.md#spells-srd-p
Name: Heroism
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Héroïsme](spells_hd.md#héroïsme)
Source: (SRD p154)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 1
SpellItem_Type: enchantment
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Paladin
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Heroism<!--/Name-->

- MDR: <!--AltName-->[Héroïsme](spells_hd.md#héroïsme)<!--/AltName-->
- Source: <!--Source-->(SRD p154)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Paladin<!--/Classes-->

### Description

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Id: spells_vo.md#heroes-feast
ParentLink: spells_vo.md#spells-srd-p
Name: Heroes' Feast
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Festin des héros](spells_hd.md#festin-des-héros)
Source: (SRD p154)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 6
SpellItem_Type: conjuration
CastingTime: 10 minutes
Range: 30 feet
Components: V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
Classes: Cleric, Druid
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Heroes' Feast<!--/Name-->

- MDR: <!--AltName-->[Festin des héros](spells_hd.md#festin-des-héros)<!--/AltName-->
- Source: <!--Source-->(SRD p154)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid<!--/Classes-->

### Description

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.


Id: spells_vo.md#hellish-rebuke
ParentLink: spells_vo.md#spells-srd-p
Name: Hellish Rebuke
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Représailles infernales](spells_hd.md#représailles-infernales)
Source: (SRD p154)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 1
SpellItem_Type: evocation
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Hellish Rebuke<!--/Name-->

- MDR: <!--AltName-->[Représailles infernales](spells_hd.md#représailles-infernales)<!--/AltName-->
- Source: <!--Source-->(SRD p154)<!--/Source-->
-  <!--Level-->1<!--/Level-->st-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Warlock<!--/Classes-->

### Description

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

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

CastingTime:
1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see


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

---

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

- MDR: <!--AltName-->[Chauffer le métal](spells_hd.md#chauffer-le-métal)<!--/AltName-->
- Source: <!--Source-->(SRD p153)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a piece of iron and a flame)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid<!--/Classes-->

### Description

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

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

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


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

---

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

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

### Description

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

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

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

A creature with truesight can read the hidden message.


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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


Id: spells_vo.md#locate-creature
ParentLink: spells_vo.md#spells-srd-p
Name: Locate Creature
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Localiser une créature](spells_hd.md#localiser-une-créature)
Source: (SRD p159)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 4
SpellItem_Type: divination
CastingTime: 1 action
Range: Self
Components: V, S, M (a bit of fur from a bloodhound)
Duration: Concentration, up to 1 hour
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

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

### Description

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close -within 30 feet- at least once. If the creature you described or named is in a different form, such as being under the effects of a _polymorph_ spell, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.


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

---

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

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

### Description

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

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

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


Id: spells_vo.md#mirror-image
ParentLink: spells_vo.md#spells-srd-p
Name: Mirror Image
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Image miroir](spells_hd.md#image-miroir)
Source: (SRD p165)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 2
SpellItem_Type: illusion
CastingTime: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Classes: Sorcerer, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Image miroir](spells_hd.md#image-miroir)<!--/AltName-->
- Source: <!--Source-->(SRD p165)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Self<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.


Id: spells_vo.md#mirage-arcane
ParentLink: spells_vo.md#spells-srd-p
Name: Mirage Arcane
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Mirage](spells_hd.md#mirage)
Source: (SRD p165)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 7
SpellItem_Type: illusion
CastingTime: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
Classes: Bard, Druid, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Mirage](spells_hd.md#mirage)<!--/AltName-->
- Source: <!--Source-->(SRD p165)<!--/Source-->
-  <!--Level-->7<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->Sight<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->10 days<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Wizard<!--/Classes-->

### Description

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick that is removed from the spell's area disappears immediately.

Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.


Id: spells_vo.md#minor-illusion
ParentLink: spells_vo.md#spells-srd-p
Name: Minor Illusion
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Illusion mineure](spells_hd.md#illusion-mineure)
Source: (SRD p164)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: cantrip
SpellItem_Type: Illusion
CastingTime: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Illusion mineure](spells_hd.md#illusion-mineure)<!--/AltName-->
- Source: <!--Source-->(SRD p164)<!--/Source-->
-  <!--Type-->Illusion<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->30 feet<!--/Range-->
- **Components :** <!--Components-->S, M (a bit of fleece)<!--/Components-->
- **Duration :** <!--Duration-->1 minute<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.


Id: spells_vo.md#mind-blank
ParentLink: spells_vo.md#spells-srd-p
Name: Mind Blank
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Esprit impénétrable](spells_hd.md#esprit-impénétrable)
Source: (SRD p164)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 8
SpellItem_Type: abjuration
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: 24 hours
Classes: Bard, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Mind Blank<!--/Name-->

- MDR: <!--AltName-->[Esprit impénétrable](spells_hd.md#esprit-impénétrable)<!--/AltName-->
- Source: <!--Source-->(SRD p164)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->abjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->24 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Wizard<!--/Classes-->

### Description

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils _[wish](spells_vo.hd#wish)_ spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.


Id: spells_vo.md#meteor-swarm
ParentLink: spells_vo.md#spells-srd-p
Name: Meteor Swarm
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Nuée de météores](spells_hd.md#nuée-de-météores)
Source: (SRD p164)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 9
SpellItem_Type: evocation
CastingTime: 1 action
Range: 1 mile
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Meteor Swarm<!--/Name-->

- MDR: <!--AltName-->[Nuée de météores](spells_hd.md#nuée-de-météores)<!--/AltName-->
- Source: <!--Source-->(SRD p164)<!--/Source-->
-  <!--Level-->9<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->1 mile<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Wizard<!--/Classes-->

### Description

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

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


Id: spells_vo.md#message
ParentLink: spells_vo.md#spells-srd-p
Name: Message
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Message](spells_hd.md#message)
Source: (SRD p164)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: cantrip
SpellItem_Type: Transmutation
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round
Classes: Bard, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Message<!--/Name-->

- MDR: <!--AltName-->[Message](spells_hd.md#message)<!--/AltName-->
- Source: <!--Source-->(SRD p164)<!--/Source-->
-  <!--Type-->Transmutation<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a short piece of copper wire)<!--/Components-->
- **Duration :** <!--Duration-->1 round<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Wizard<!--/Classes-->

### Description

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you re familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.


Id: spells_vo.md#mending
ParentLink: spells_vo.md#spells-srd-p
Name: Mending
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Réparation](spells_hd.md#réparation)
Source: (SRD p164)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: cantrip
SpellItem_Type: Transmutation
CastingTime: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Mending<!--/Name-->

- MDR: <!--AltName-->[Réparation](spells_hd.md#réparation)<!--/AltName-->
- Source: <!--Source-->(SRD p164)<!--/Source-->
-  <!--Type-->Transmutation<!--/Type--> <!--Level-->cantrip<!--/Level-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (two lodestones)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid, Sorcerer, Wizard<!--/Classes-->

### Description

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.


Id: spells_vo.md#acid-arrow
ParentLink: spells_vo.md#spells-srd-p
Name: Acid Arrow
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Flèche acide](spells_hd.md#flèche-acide)
Source: (SRD p114)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 2
SpellItem_Type: evocation
CastingTime: 1 action
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf and an adder's stomach)
Duration: Instantaneous
Classes: Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Acid Arrow<!--/Name-->

- MDR: <!--AltName-->[Flèche acide](spells_hd.md#flèche-acide)<!--/AltName-->
- Source: <!--Source-->(SRD p114)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->90 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (powdered rhubarb leaf and an adder's stomach)<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

**_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.


Id: spells_vo.md#meld-into-stone
ParentLink: spells_vo.md#spells-srd-p
Name: Meld into Stone
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Fusion dans la pierre](spells_hd.md#fusion-dans-la-pierre)
Source: (SRD p163)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 3
SpellItem_Type: transmutation
Ritual: ritual
CastingTime: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
Classes: Cleric, Druid
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Meld into Stone<!--/Name-->

- MDR: <!--AltName-->[Fusion dans la pierre](spells_hd.md#fusion-dans-la-pierre)<!--/AltName-->
- Source: <!--Source-->(SRD p163)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->transmutation<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->8 hours<!--/Duration-->
- Classes: <!--Classes-->Cleric, Druid<!--/Classes-->

### Description

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.

Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.


Id: spells_vo.md#maze
ParentLink: spells_vo.md#spells-srd-p
Name: Maze
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Labyrinthe](spells_hd.md#labyrinthe)
Source: (SRD p163)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 8
SpellItem_Type: conjuration
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Maze<!--/Name-->

- MDR: <!--AltName-->[Labyrinthe](spells_hd.md#labyrinthe)<!--/AltName-->
- Source: <!--Source-->(SRD p163)<!--/Source-->
-  <!--Level-->8<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Wizard<!--/Classes-->

### Description

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.


Id: spells_vo.md#mass-suggestion
ParentLink: spells_vo.md#spells-srd-p
Name: Mass Suggestion
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Suggestion de groupe](spells_hd.md#suggestion-de-groupe)
Source: (SRD p163)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 6
SpellItem_Type: enchantment
CastingTime: 1 action
Range: 60 feet
Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: 24 hours
Classes: Bard, Sorcerer, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Suggestion de groupe](spells_hd.md#suggestion-de-groupe)<!--/AltName-->
- Source: <!--Source-->(SRD p163)<!--/Source-->
-  <!--Level-->6<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)<!--/Components-->
- **Duration :** <!--Duration-->24 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

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

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

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.

If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

**_At Higher Levels_**. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.


Id: spells_vo.md#mass-healing-word
ParentLink: spells_vo.md#spells-srd-p
Name: Mass Healing Word
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Mot de guérison de groupe](spells_hd.md#mot-de-guérison-de-groupe)
Source: (SRD p163)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 3
SpellItem_Type: evocation
CastingTime: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Cleric
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Mot de guérison de groupe](spells_hd.md#mot-de-guérison-de-groupe)<!--/AltName-->
- Source: <!--Source-->(SRD p163)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 bonus action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.


Id: spells_vo.md#mass-heal
ParentLink: spells_vo.md#spells-srd-p
Name: Mass Heal
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Guérison de groupe](spells_hd.md#guérison-de-groupe)
Source: (SRD p163)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 9
SpellItem_Type: evocation
CastingTime: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Guérison de groupe](spells_hd.md#guérison-de-groupe)<!--/AltName-->
- Source: <!--Source-->(SRD p163)<!--/Source-->
-  <!--Level-->9<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them [blinded](conditions_vo.md#blinded) or deafened. This spell has no effect on undead or constructs.


Id: spells_vo.md#mass-cure-wounds
ParentLink: spells_vo.md#spells-srd-p
Name: Mass Cure Wounds
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Soin des blessures de groupe](spells_hd.md#soin-des-blessures-de-groupe)
Source: (SRD p162)
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
Duration: Instantaneous
Classes: Bard, Cleric, Druid
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Mass Cure Wounds<!--/Name-->

- MDR: <!--AltName-->[Soin des blessures de groupe](spells_hd.md#soin-des-blessures-de-groupe)<!--/AltName-->
- Source: <!--Source-->(SRD p162)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S<!--/Components-->
- **Duration :** <!--Duration-->Instantaneous<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid<!--/Classes-->

### Description

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.


Id: spells_vo.md#major-image
ParentLink: spells_vo.md#spells-srd-p
Name: Major Image
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Image majeure](spells_hd.md#image-majeure)
Source: (SRD p162)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 3
SpellItem_Type: illusion
CastingTime: 1 action
Range: 120 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
Classes: Bard, Sorcerer, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

- MDR: <!--AltName-->[Image majeure](spells_hd.md#image-majeure)<!--/AltName-->
- Source: <!--Source-->(SRD p162)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->120 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a bit of fleece)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration-->
- Classes: <!--Classes-->Bard, Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

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

**_At Higher Levels_**. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.


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

---

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

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

### Description

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

**_At Higher Levels_**. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.


Id: spells_vo.md#magic-mouth
ParentLink: spells_vo.md#spells-srd-p
Name: Magic Mouth
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Bouche magique](spells_hd.md#bouche-magique)
Source: (SRD p161)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 2
SpellItem_Type: illusion
Ritual: ritual
CastingTime: 1 minute
Range: 30 feet
Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
Duration: Until dispelled
Classes: Bard, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

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

### Description

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.


Id: spells_vo.md#magic-missile
ParentLink: spells_vo.md#spells-srd-p
Name: Magic Missile
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Projectile magique](spells_hd.md#projectile-magique)
Source: (SRD p161)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 1
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-->Magic Missile<!--/Name-->

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

### Description

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.


Id: spells_vo.md#magic-jar
ParentLink: spells_vo.md#spells-srd-p
Name: Magic Jar
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Possession](spells_hd.md#possession)
Source: (SRD p160)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 6
SpellItem_Type: necromancy
CastingTime: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
Duration: Until dispelled
Classes: Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

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

### Description

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.

You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a _[protection from evil and good](spells_vo.hd#protection-from-evil-and-good)_ or _magic circle_ spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.

Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.

Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.

While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

When the spell ends, the container is destroyed.


Id: spells_vo.md#magic-circle
ParentLink: spells_vo.md#spells-srd-p
Name: Magic Circle
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Cercle magique](spells_hd.md#cercle-magique)
Source: (SRD p160)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 3
SpellItem_Type: abjuration
CastingTime: 1 minute
Range: 10 feet
Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
Duration: 1 hour
Classes: Cleric, Paladin, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

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

### Description

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

* The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.

* The creature has disadvantage on attack rolls against targets within the cylinder.

* Targets within the cylinder can't be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

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


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

---

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

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

### Description

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.


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

---

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

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

### Description

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.


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

---

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

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

### Description

You touch a creature. The target's speed increases by 10 feet until the spell ends.

**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Id: spells_vo.md#locate-object
ParentLink: spells_vo.md#spells-srd-p
Name: Locate Object
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Localiser un objet](spells_hd.md#localiser-un-objet)
Source: (SRD p159)
Discriminator: 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 forked twig)
Duration: Concentration, up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

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

### Description

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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


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.


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.


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.


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).


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.


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.


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.

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#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.


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.

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#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)_.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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).


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.


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.


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.


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.


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

---

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

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

### Description

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


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.


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.


Id: spells_vo.md#hallucinatory-terrain
ParentLink: spells_vo.md#spells-srd-p
Name: Hallucinatory Terrain
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Terrain hallucinatoire](spells_hd.md#terrain-hallucinatoire)
Source: (SRD p152)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 4
SpellItem_Type: illusion
CastingTime: 10 minutes
Range: 300 feet
Components: V, S, M (a stone, a twig, and a bit of green plant)
Duration: 24 hours
Classes: Bard, Druid, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Hallucinatory Terrain<!--/Name-->

- MDR: <!--AltName-->[Terrain hallucinatoire](spells_hd.md#terrain-hallucinatoire)<!--/AltName-->
- Source: <!--Source-->(SRD p152)<!--/Source-->
-  <!--Level-->4<!--/Level-->th-level <!--Type-->illusion<!--/Type-->
- **Casting Time :** <!--CastingTime-->10 minutes<!--/CastingTime-->
- **Range :** <!--Range-->300 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a stone, a twig, and a bit of green plant)<!--/Components-->
- **Duration :** <!--Duration-->24 hours<!--/Duration-->
- Classes: <!--Classes-->Bard, Druid, Warlock, Wizard<!--/Classes-->

### Description

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.


Id: spells_vo.md#hallow
ParentLink: spells_vo.md#spells-srd-p
Name: Hallow
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Sanctification](spells_hd.md#sanctification)
Source: (SRD p152)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 5
SpellItem_Type: evocation
CastingTime: 24 hours
Range: Touch
Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
Duration: Until dispelled
Classes: Cleric
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Hallow<!--/Name-->

- MDR: <!--AltName-->[Sanctification](spells_hd.md#sanctification)<!--/AltName-->
- Source: <!--Source-->(SRD p152)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->evocation<!--/Type-->
- **Casting Time :** <!--CastingTime-->24 hours<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)<!--/Components-->
- **Duration :** <!--Duration-->Until dispelled<!--/Duration-->
- Classes: <!--Classes-->Cleric<!--/Classes-->

### Description

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a _hallow_ spell. The affected area is subject to the following effects.

First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

**_Courage_**. Affected creatures can't be frightened while in the area.

**_Darkness_**. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.

**_Daylight_**. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.

**_Energy Protection_**. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

**_Energy Vulnerability_**. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

**_Everlasting Rest_**. Dead bodies interred in the area can't be turned into undead.

**_Extradimensional Interference_**. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.

**_Fear_**. Affected creatures are frightened while in the area.

**_Silence_**. No sound can emanate from within the area, and no sound can reach into it.

**_Tongues_**. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.


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

---

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

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

### Description

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

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

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

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


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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


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

---

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

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

### Description

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

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

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

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

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

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

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

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

* Place _magic mouth_ in two locations.

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

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

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

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

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

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


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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

* One effect that charmed or petrified the target

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

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

* One effect reducing the target's hit point maximum


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

---

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

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

### Description

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


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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

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

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

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

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

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

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

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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


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

---

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

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

### Description

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

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

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

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


Id: spells_vo.md#gentle-repose
ParentLink: spells_vo.md#spells-srd-p
Name: Gentle Repose
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Doux repos](spells_hd.md#doux-repos)
Source: (SRD p148)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 2
SpellItem_Type: necromancy
Ritual: ritual
CastingTime: 1 action
Range: Touch
Duration: 10 days
Classes: Cleric, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Gentle Repose<!--/Name-->

- MDR: <!--AltName-->[Doux repos](spells_hd.md#doux-repos)<!--/AltName-->
- Source: <!--Source-->(SRD p148)<!--/Source-->
-  <!--Level-->2<!--/Level-->nd-level <!--Type-->necromancy<!--/Type--> (<!--Ritual-->ritual<!--/Ritual-->)
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration<!--/Components-->
- **Duration :** <!--Duration-->10 days<!--/Duration-->
- Classes: <!--Classes-->Cleric, Wizard<!--/Classes-->

### Description

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as _raise dead_.

Components:
V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration


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

---

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

- MDR: <!--AltName-->[Coercition mystique](spells_hd.md#coercition-mystique)<!--/AltName-->
- Source: <!--Source-->(SRD p148)<!--/Source-->
-  <!--Level-->5<!--/Level-->th-level <!--Type-->enchantment<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 minute<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V<!--/Components-->
- **Duration :** <!--Duration-->30 days<!--/Duration-->
- Classes: <!--Classes-->Bard, Cleric, Druid, Paladin, Wizard<!--/Classes-->

### Description

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A _[remove curse](spells_vo.hd#remove-curse), [greater restoration](spells_vo.hd#greater-restoration)_, or _[wish](spells_vo.hd#wish)_ spell also ends it.

**_At Higher Levels_**. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.


Id: spells_vo.md#gate
ParentLink: spells_vo.md#spells-srd-p
Name: Gate
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Portail](spells_hd.md#portail)
Source: (SRD p148)
Discriminator: SpellItem
SpellItemsId: spells_vo.md#spells-srd-p
SpellItem_Family: SpellVO
Level: 9
SpellItem_Type: conjuration
CastingTime: 1 action
Range: 60 feet
Components: V, S, M (a diamond worth at least 5,000 gp)
Duration: Concentration, up to 1 minute
Classes: Cleric, Sorcerer, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Gate<!--/Name-->

- MDR: <!--AltName-->[Portail](spells_hd.md#portail)<!--/AltName-->
- Source: <!--Source-->(SRD p148)<!--/Source-->
-  <!--Level-->9<!--/Level-->th-level <!--Type-->conjuration<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->60 feet<!--/Range-->
- **Components :** <!--Components-->V, S, M (a diamond worth at least 5,000 gp)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration-->
- Classes: <!--Classes-->Cleric, Sorcerer, Wizard<!--/Classes-->

### Description

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.


Id: spells_vo.md#gaseous-form
ParentLink: spells_vo.md#spells-srd-p
Name: Gaseous Form
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Forme gazeuse](spells_hd.md#forme-gazeuse)
Source: (SRD p148)
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 bit of gauze and a wisp of smoke)
Duration: Concentration, up to 1 hour
Classes: Sorcerer, Warlock, Wizard
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

# <!--Name-->Gaseous Form<!--/Name-->

- MDR: <!--AltName-->[Forme gazeuse](spells_hd.md#forme-gazeuse)<!--/AltName-->
- Source: <!--Source-->(SRD p148)<!--/Source-->
-  <!--Level-->3<!--/Level-->th-level <!--Type-->transmutation<!--/Type-->
- **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime-->
- **Range :** <!--Range-->Touch<!--/Range-->
- **Components :** <!--Components-->V, S, M (a bit of gauze and a wisp of smoke)<!--/Components-->
- **Duration :** <!--Duration-->Concentration, up to 1 hour<!--/Duration-->
- Classes: <!--Classes-->Sorcerer, Warlock, Wizard<!--/Classes-->

### Description

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.


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.


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.


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)_.


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.


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.


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.


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.


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.


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

---

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

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

### Description

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

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

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

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

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

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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

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

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

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


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

---

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

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

### Description

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

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


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

---

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

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

### Description

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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

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

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

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


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

---

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

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

### Description

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

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

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

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

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

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


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

---

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

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

### Description

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


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

---

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

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

### Description

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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

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

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

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


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

---

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

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

### Description

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

---

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

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

### Description

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

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

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


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

---

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

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

### Description

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


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

---

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

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

### Description

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

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

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

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

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


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

---

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

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

### Description

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

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


Id: spells_vo.md#speak-with-animals
ParentLink: spells_vo.md#spells-srd-p
Name: Speak with Animals
ParentName: Spells (SRD p)
ParentNameLink: <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->
AltName: [Communication avec les animaux](spells_hd.md#communication-avec-les-animaux)
Source: (SRD p181)
Discriminator: 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: 10 minutes
Classes: Bard, Druid, Ranger
Markdown:
> <!--ParentNameLink-->[Spells (SRD p)](spells_vo.md#spells-srd-p)<!--/ParentNameLink-->

---

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

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

### Description

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


