You are on page 1of 2

08/05/2021 Заклинания D&D5

LIGHT SACRED FLAME THAUMATURGY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M 1 hour V, S Instantaneous V Up to 1 minute
a firefly or phosphorescent moss Flame-like radiance descends on a You manifest a minor wonder, a sign of
You touch one object that is no larger than creature that you can see within range. The supernatural power, within range. You
10 feet in any dimension. Until the spell target must succeed on a Dexterity saving create one of the following magical effects
ends, the object sheds bright light in a 20- throw or take 1d8 radiant damage. The within range:
foot radius and dim light for an additional target gains no benefit from cover for this
20 feet. The light cant be colored as you saving throw. The spell's damage increases • Your voice booms up to three times as
like. Completely covering the object with by 1d8 when you reach 5th level (2d8), loud as normal for 1 minute.
something opaque blocks the light. The 11th level (3d8), and 17th level (4d8).
• You cause flames to flicker, brighten, dim,
spell ends if you cast it again or dismiss it or change color for 1 minute.
as an action. If you target an object held or
worn by a hostile creature, that creature • You cause harmless tremors in the ground
must succeed on a Dexterity saving throw for 1 minute.
to avoid the spell.
• You create an instantaneous sound that
originates from a point of your choice within
range, such as a rumble of thunder, the cry
of a raven, or ominous whispers.

Cantrip, Evocation (PHB) Cantrip, Evocation (PHB) Cantrip, Transmutation (PHB)

COMMAND CURE WOUNDS HEALING WORD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 bonus action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 1 round V, S Instantaneous V Instantaneous
You speak a one-word command to a creature you can see A creature you touch regains a number of A creature of your choice that you can see
within range. The target must succeed on a Wisdom saving
throw or follow the command on its next turn. The spell has hit points equal to 1d8 + your spellcasting within range regains hit points equal to 1d4
no effect if the target is undead, if it doesn't understand ability modifier. This spell has no effect on + your spellcasting ability modifier. This
your language, or if your command is directly harmful to it. undead or constructs. At Higher Levels. spell has no effect on unddead or
Some typical commands and their effects follow. You might
issue a command other than one described here. If you do When you cast this spell using a spell slot constructs. At Higher Levels. When you
so, the DM determines how the target behaves. If the target of 2nd level or higher, the healing increases cast this spell using a spell slot of 2nd level
can't follow your command, the spell ends. Approach. The by 1d8 for each slot level above 1st. or higher, the healing increases by 1d4 for
target moves toward you by the shortest and most direct
route, ending its turn if it moves within 5 feet of you. Drop. each slot level above 1st.
The target drops whatever it is holding and then ends its
turn. Flee. The target spends its turn moving away from you
by the fastest available means. Grovel. The target falls
prone and then ends its turn. Halt. The target doesn't move
and takes no actions. A flying creature stays aloft, provided
that it is able to do so. If it must move to stay aloft, it flies
the minimum distance needed to remain in the air. At
Higher Levels. When you cast this spell using a spell slot of
2nd level or higher, you can affect one additional creature
for each slot level above 1st. The creatures must be within
30 feet of each other when you target them.

1 lvl, Enchantment (PHB) 1 lvl, Evocation (PHB) 1 lvl, Evocation (PHB)

SANCTUARY CALM EMOTIONS HOLD PERSON


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 30 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 minute V, S Concentration, up to 1 V, S, M Concentration, up to 1
a small silver mirror minute minute
You ward a creature within range against You attempt to suppress strong emotions in a group a small, straight piece of iron
of people. Each humanoid in a 20-foot-radius sphere
attack. Until the spell ends, any creature centered on a point you choose within range must Choose a humanoid that you can see
who targets the warded creature with an make a Charisma saving throw; a creature can within range. The target must succeed on a
attack or a harmful spell must first make a choose to fail this saving throw if it w ishes. If a Wisdom saving throw or be paralyzed for
Wisdom saving throw. On a failed save, the creature fails its saving throw, choose one of the the duration. At the end of each of its turns,
creature must choose a new target or lose following two effects.
the target can make another Wisdom
the attack or spell. This spell doesn't saving throw. On a success, the spell ends
You can suppress any effect causing a target to be
protect the warded creature from area charmed or frightened. When this spell ends, any on the target. At Higher Levels. When you
effects, such as the explosion of a fireball. suppressed effect resumes, provided that its duration cast this spell using a spell slot of 3rd level
If the warded creature makes an attack or has not expired in the meantime. or higher, you can target on additional
casts a spell that affects an enemy humanoid for each slot level above 2nd.
creature, this spell ends. Alternatively, you can make a target indifferent about
creatures of your choice that it is hostile toward. This The humanoids must be within 30 feet of
indifference ends if the target is attacked or harmed each other when you target them.
by a spell or if it w itnesses any of its friends being
harmed. When the spell ends, the creature becomes
hostile again, unless the DM rules otherwise.

1 lvl, Abjuration (PHB) 2 lvl, Enchantment (PHB) 2 lvl, Enchantment (PHB)

https://tentaculus.ru/spells/index.html#q=spirit_guardians&src=SCAG,PHB&lang=en 1/2
08/05/2021 Заклинания D&D5

SPIRITUAL WEAPON MASS HEALING WORD SPIRIT GUARDIANS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 60 feet 1 bonus action 60 feet 1 action Self (15-foot-radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute V Instantaneous V, S, M Concentration, up to
As you call out words of restoration, up to 10 minutes
You create a floating, spectral weapon within range six creatures of your choice that you can
that lasts for the duration or until you cast this spell a holy symbol
again. When you cast the spell, you can make a
see within range regain hit points equal to You call forth spirits to protect you. They flit around
melee spell attack against a creature within 5 feet of 1d4 + your spellcasting ability modifier. This you to a distance of 15 feet for the duration. If you
the weapon. On a hit, the target takes force damage spell has no effect on undead or constructs. are good or neutral, their spectral form appears
equal to 1d8 + your spellcasting ability modifier. As a At Higher Levels. When you cast this spell angelic or fey (your choice). If you are evil, they
bonus action on your turn, you can move the weapon using a spell slot of 4th level or higher, the appear fiendish. When you cast this spell, you can
up to 20 feet and repeat the attack against a creature designate any number of creatures you can see to
within 5 feet of it. The weapon can take whatever
healing increases by 1d4 for each slot level be unaffected by it. An affected creature's speed is
form you choose. Clerics of deities who are above 3rd. halved in the area, and when the creature enters the
associated with a particular weapon (as St. Cuthbert area for the first time on a turn or starts its turn there,
is known for his mace and Thor for his hammer) it must make a Wisdom saving throw. On a failed
make this spell's effect resemble that weapon. save, the creature takes 3d8 radiant damage (if you
are good or neutral) or 3d8 necrotic damage (if you
At Higher Levels. When you cast this spell using a are evil). On a successful save, the creature takes
spell slot of 3rd level or higher, the damage half as much damage. At Higher Levels. When you
increases by 1d8 for every two slot levels above the cast this spell using a spell slot of 5th level or higher,
2nd. the damage increases by 1d8 for each slot level
above 3rd.

2 lvl, Evocation (PHB) 3 lvl, Evocation (PHB) 3 lvl, Conjuration (PHB)

https://tentaculus.ru/spells/index.html#q=spirit_guardians&src=SCAG,PHB&lang=en 2/2

You might also like