Player's handbook 5e pdf

(Nancy Kaufman) #1




MAJOR IMAGE
3rd-Ievel illusion
Casting Time: I action
Range: 120 feet
Components: V,S, M(abit off1eece)
Duration: Concentration, up to 10minutes
Voucreate the image ofan object, a creature, ar 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 forthe duration. lt
seems completely real, including sounds, smells, and
temperature appropriate to the thing depicted. Vou
can't create sufficient heat or cold tocause 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).
Aslong as you are within range ofthe illusion, you
can use your action to cause the image to moveto
any other spot within range. Asthe image changes
location, you can alter its appearance so that its
movements appear natural forthe image. For example,
ifyou create an image ofa creature and move it,you
can alter the image so that itappears to be walking.
Similarly, you can cause the illusion to make different
sounds at different times, even making itcarry on a
conversation, forexample.
Physical interaction with the image reveals ittobe an
iIlusion, because things can pass through it.Acreature
that uses its action to examine the image can determine
that it is an iIlusion with a successfullntelligence
(Investigation) check against your spell saveDe.lf a
creature discerns the illusion forwhat itis, the creature
can see through the image, and its other sensory
qualities become faint to the creature.
At Higher LeveIs. When you cast this spell using
a spell slot of6th leveIor higher, the spelllasts until
dispelled, without requiring your concentration.

MASS CURE WOUNDS
5th.level conjuration
Casting Time: I action
Range: 60 feet
Components: V,S
Duration: Instantaneous
Awave ofhealing 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 effecton undead
or constructs.
At Higher LeveIs. When you cast this spell using a
spell slot of6th leveior higher, the healing increases by
Id8 foreach slot leveiabove 5th.

MASS HEAL
9th./evel conjuration
Casting Time: I action
Range: 60 feet
Components: V,S
Duration: lnstantaneous

PART 3ISPELLS

Af100dofhealing energy f10wsfrom you into injured
creatures around you.Vourestore up to 700 hit points,
divided as youchoose among any number ofcreatures
that you can see within range. Creatures healed by
this spell are also cured ofali diseases and any effect
making them blinded or deafened. This spell has no
effect on undead or constructs.

MASS HEALING WORD
3rd.level evocation
Casting Time: I bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
Asyou call out words ofrestoration, up tosix creatures
ofyour choice that you can see within range regain hit
points equal to Id4+your spellcasting ability modifier.
This spell has no effecton undead or constructs.
At Higher LeveIs. When you cast this spell using a
spell slot of4th leveIor higher, the healing increases by
Id4 foreach slot leveiabove 3rd.

MASS SUGGESTION
6th./evel enchantment
Casting Time: I action
Range: 60 feet
Components: V,M(asnake's tongue and either a bitof
honeycomb or a drop ofsweet oil)
Duration: 24 hours
Vousuggest a course ofactivity (limited toa sentence
or two)and magically influence up to twelve creatures
ofyour choice that you can see within range and that
can hear and understand you. Creatures that can't be
charmed are immune tothis effect.The suggestion must
be worded in suchamanner as to make the course of
action sound reasonable. Asking the creature tostab
itself, throw itself onto a spear, immolate itself, or do
some other obviously harmful act automatically negates
the effectofthe spell.
Each target must make aWisdom saving throw. On a
failed save, itpursues the course ofaction you described
to the best ofits ability.The suggested course ofaction
can continue forthe entire duration. Ifthe suggested
activity can be completed in a shorter time, the spell
ends when the subject finishes what itwas asked to do.
Voucan also specify conditions that will trigger a
special activity during the duration. For example, you
might suggest that a group ofsoldiers giveali their
money to the first beggar they meet. Ifthe condition isn't
met before the spell ends, the activity isn't performed.
lfyou or any ofyour companions damage a creature
affected bythis spell, the spell ends forthat creature.
At Higher LeveIs. When you cast this spell using
a 7th.leveIspell slot, the duration is 10days. When
you use an 8th.level spell slot, the duration is 30 days.
When you use a 9th.level spell slot, the duration isa
year and a day.

MAZE
8th./eveI conjuration
Casting Time: I action
Range: 60 feet
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