System	
  Reference	
   Document	
  5.1 	
   125	
  
	
   A	
  creature	
  that	
  can	
  see	
  the	
   sensor	
  (such	
  as	
  a	
  
creature	
  benefiting	
  from	
   see	
  invisibility	
  or	
  truesight)	
  
sees	
  a	
  luminous,	
  intangible	
  orb	
  about	
  the	
  size	
  of	
  
your	
  fist.	
  
Clone 
8th-­‐‑level	
  necromancy 	
  
Casting	
  Time: 	
  1	
  hour	
  
Range:	
  Touch	
  
Components:	
  V,	
  S,	
  M	
  (a	
  diamond	
  worth	
  at	
  least	
  
1,000	
  gp	
  and	
  at	
  least	
  1	
  cubic	
  inch	
  of	
  flesh	
  of	
  the	
  
creature	
  that	
  is	
  to	
  be	
  cloned,	
  which	
  the	
  spell	
  
consumes,	
  and	
  a	
  vessel	
  worth	
  at	
  least	
  2,000	
  gp	
  
that	
  has	
  a	
  sealable	
  lid	
  and	
  is	
  large	
  enough	
  to	
  hold	
  a	
  
Medium	
  creature,	
  such	
  as	
  a	
  huge	
  urn,	
  coffin,	
  mud-­‐‑
filled	
  cyst	
  in	
  the	
  gro und,	
  or	
  crystal	
  container	
  filled	
  
with	
  salt	
  water) 	
  
Duration:	
  Instantaneous	
  
This	
  spell	
  grows	
  an	
  inert	
  duplicate	
  of	
  a	
  living	
  
creature	
  as	
  a	
  safeguard	
  against	
  death.	
  This	
  clone	
  
forms	
  inside	
  a	
  sealed	
  vessel	
  and	
  grows	
  to	
  full	
  size	
  
and	
  maturity	
  after	
  120	
  days;	
  you 	
  can	
  also	
  choose	
  to	
  
have	
  the	
  clone	
  be	
  a	
  younger	
  version	
  of	
  the	
  same	
  
creature.	
  It	
  remains	
  inert	
  and	
  endures	
  indefinitely,	
  
as	
  long	
  as	
  its	
  vessel	
  remains	
  undisturbed. 	
  
	
   At	
  any	
  time	
  after	
  the	
  clone	
  matures,	
  if	
  the	
  original	
  
creature	
  dies,	
  its	
  soul	
  transfers	
  to	
  t he	
  clone,	
  
provided	
  that	
  the	
  soul	
  is	
  free	
  and	
  willing	
  to	
  return.	
  
The	
  clone	
  is	
  physically	
  identical	
  to	
  the	
  original	
  and	
  
has	
  the	
  same	
  personality,	
  memories,	
  and	
  abilities,	
  
but	
  none	
  of	
  the	
  original’s	
  equipment.	
  The	
  original	
  
creature’s	
  physical	
  remains,	
  if	
  they 	
  still	
  exist,	
  
become	
  inert	
  and	
  can’t	
  thereafter	
  be	
  restored	
  to	
  life,	
  
since	
  the	
  creature’s	
  soul	
  is	
  elsewhere. 	
  
Cloudkill 
5th-­‐‑level	
  conjuration 	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  120	
  feet	
  
Components:	
  V,	
  S	
  
Duration:	
  Concentration,	
  up	
  to	
  10	
  minutes 	
  
You	
  create	
  a	
  20-­‐‑foot-­‐‑radius	
  sphere	
  of	
  poisonous,	
  
yellow-­‐‑green	
  fog	
  centered	
  on	
  a	
  point	
  you	
  choose	
  
within	
  range.	
  The	
  fog	
  spreads	
  around	
  corners.	
  It	
  
lasts	
  for	
  the	
  duration	
  or	
  until	
  strong	
  wind	
  disperses	
  
the	
  fog,	
  ending	
  the	
  spell.	
  Its	
  area	
  is	
  heavily	
  obscured.	
  
	
   When	
  a	
  creature	
  enters	
  the	
  spell’s	
  area	
  for	
  the	
  first	
  
time	
  on	
  a	
  turn	
  or	
  starts	
  its	
  turn	
  there,	
  that	
  creature	
  
must	
  make	
  a	
  Constitution	
  saving	
  throw.	
  The	
  
creature	
  takes	
  5d8	
  poison	
  damage	
  on	
  a	
  failed	
  save,	
  
or	
  half	
  as	
  much	
  damage	
  on	
  a	
  successful	
  one.	
  
Creatures	
  are	
  affect ed	
  even	
  if	
  they	
  hold	
  their	
  breath	
  
or	
  don’t	
  need	
  to	
  breathe. 	
  
	
   The	
  fog	
  moves	
  10	
  feet	
  away	
  from	
  you	
  at	
  the	
  start	
  
of	
  each	
  of	
  your	
  turns,	
  rolling	
  along	
  the	
  surface	
  of	
  the	
  
ground.	
  The	
  vapors,	
  being	
  heavier	
  than	
  air,	
  sink	
  to	
  
the	
  lowest	
  level	
  of	
  the	
  land,	
  even	
  pou ring	
  down	
  
openings.	
  
	
   At	
  Higher	
  Levels. 	
  When	
  you	
  cast	
  this	
  spell	
  using	
  a	
  
spell	
  slot	
  of	
  6th	
  level	
  or	
  higher,	
  the	
  damage	
  increases	
  
by	
  1d8	
  for	
  each	
  slot	
  level	
  above	
  5th. 	
  
Color Spray 
1st-­‐‑level	
  illusion	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  Self	
  (15-­‐‑foot	
  cone)	
  
Components:	
  V,	
  S,	
  M	
  (a	
  pinch	
  of	
  powder	
  or	
  sand	
  
that	
  is	
  colored	
  red,	
  yellow,	
  and	
  blue) 	
  
Duration:	
  1	
  round	
  
A	
  dazzling	
  array	
  of	
  flashing,	
  colored	
  light	
  springs	
  
from	
  your	
  hand.	
  Roll	
  6d10;	
  the	
  total	
  is	
  how	
  many	
  hit	
  
points	
  of	
  creatures	
  this	
  spell	
  can	
  effect.	
  Creatures	
  in	
  
a	
  15-­‐‑foot	
  cone	
  originating	
  from	
  you	
  are	
  affected	
  in	
  
ascending	
  order	
  of	
  their	
  current	
  hit	
  points	
  (ignoring	
  
unconscious	
  creatures	
  and	
  creatures	
  that	
  can’t	
  see). 	
  
	
   Starting	
  with	
  the	
  creature	
  that	
  has	
  the	
  lowest	
  
current	
  hit	
  points,	
  each	
  creature	
  affected	
  by	
  thi s	
  
spell	
  is	
  blinded	
  until	
  the	
  spell	
  ends.	
  Subtract	
  each	
  
creature’s	
  hit	
  points	
  from	
  the	
  total	
  before	
  moving	
  on	
  
to	
  the	
  creature	
  with	
  the	
  next	
  lowest	
  hit	
  points.	
  A	
  
creature’s	
  hit	
  points	
  must	
  be	
  equal	
  to	
  or	
  less	
  than	
  
the	
  remaining	
  total	
  for	
  that	
  creature	
  to	
  be	
   affected.	
  
	
   At	
  Higher	
  Levels. 	
  When	
  you	
  cast	
  this	
  spell	
  using	
  a	
  
spell	
  slot	
  of	
  2nd	
  level	
  or	
  higher,	
  roll	
  an	
  additional	
  
2d10	
  for	
  each	
  slot	
  level	
  above	
  1st. 	
  
Command 
1st-­‐‑level	
  enchantment 	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  60	
  feet	
  
Components:	
  V	
  
Duration:	
  1	
  round	
  
You	
  speak	
  a	
  one-­‐‑word	
  command	
  to	
  a	
  creature	
  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	
  no	
  effect	
  if	
  the	
  target	
  is	
  
undead,	
  if	
  it	
  doesn’t	
  understand	
  your	
  language,	
  or	
  if	
  
your	
  command	
  is	
  directly	
  harmful	
  to	
  it. 	
  
	
   Some	
  typical	
  commands	
  and	
  their	
  effects	
  follow.	
  
You	
  might	
  issue	
  a	
  command	
  other	
  than	
  one	
  
described	
  here.	
  If	
  you	
  do	
  so,	
  the	
  GM	
  determines	
  how	
  