System	
  Reference	
   Document	
  5.1 	
   162	
  
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	
  spel l	
  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. 	
  
Magnificent Mansion 
7th-­‐‑level	
  conjuration 	
  
Casting	
  Time: 	
  1	
  minute	
  
Range:	
  300	
  feet	
  
Components:	
  V,	
  S,	
  M	
  (a	
  miniature	
  portal	
  carved	
  
from	
  ivory,	
  a	
  small	
  piece	
  of	
  polished	
  marble,	
  and	
  a	
  
tiny	
  silver	
  spoon,	
  each	
  item	
  worth	
  at	
  least	
  5	
  gp) 	
  
Duration:	
  24	
  hours	
  
You	
  conjure	
  an	
  extradimensional	
  dwelling	
  in	
  range	
  
that	
  lasts	
  for	
  the	
  duration.	
  You	
  choose	
  where	
  its	
  one	
  
entrance	
  is	
  located.	
  The	
  entrance	
  shimmers	
  faintly	
  
and	
  is	
  5	
  feet	
  wide	
  and	
  10	
  feet	
  tall.	
  You	
  and	
  any	
  
creature	
  you	
  designate	
  when	
  you	
  cast	
  the	
  spell	
  can	
  
enter	
  the	
  extradimensional	
  dwelling	
  as	
  long	
  as	
  the	
  
portal	
  remains	
  open.	
  You	
  can	
  open	
  or	
  close	
  the	
  
portal	
  if	
  you	
  are 	
  within	
  30	
  feet	
  of	
  it.	
  While	
  closed,	
  the	
  
portal	
  is	
  invisible. 	
  
	
   Beyond	
  the	
  portal	
  is	
  a	
  magnificent	
  foyer	
  with	
  
numerous	
  chambers	
  beyond.	
  The	
  atmosphere	
  is	
  
clean,	
  fresh,	
  and	
  warm. 	
  
	
   You	
  can	
  create	
  any	
  floor	
  plan	
  you	
  like,	
  but	
  the	
  
space	
  can’t	
  exceed	
  50	
  cubes,	
  each	
  cube	
  being	
  10	
  feet	
  
on	
  each	
  side.	
  The	
  place	
  is	
  furnished	
  and	
  decorated	
  as	
  
you	
  choose.	
  It	
  contains	
  sufficient	
  food	
  to	
  serve	
  a	
  
nine-­‐‑course	
  banquet	
  for	
  up	
  to	
  100	
  people.	
  A	
  staff	
  of	
  
100	
  near-­‐‑transparent	
  servants	
  attends	
  all	
  who	
  enter.	
  
You	
  decide	
  the	
  visual	
   appearance	
  of	
  these	
  servants	
  
and	
  their	
  attire.	
  They	
  are	
  completely	
  obedient	
  to	
  
your	
  orders.	
  Each	
  servant	
  can	
  perform	
  any	
  task	
  a	
  
normal	
  human	
  servant	
  could	
  perform,	
  but	
  they	
  can’t	
  
attack	
  or	
  take	
  any	
  action	
  that	
  would	
  directly	
  harm	
  
another	
  creature.	
  Thus	
  the 	
  servants	
  can	
  fetch	
  things,	
  
clean,	
  mend,	
  fold	
  clothes,	
  light	
  fires,	
  serve	
  food,	
  pour	
  
wine,	
  and	
  so	
  on.	
  The	
  servants	
  can	
  go	
  anywhere	
  in	
  
the	
  mansion	
  but	
  can’t	
  leave	
  it.	
  Furnishings	
  and	
  other	
  
objects	
  created	
  by	
  this	
  spell	
  dissipate	
  into	
  smoke	
  if	
  
removed	
  from	
  t he	
  mansion.	
  When	
  the	
  spell	
  ends,	
  
any	
  creatures	
  inside	
  the	
  extradimensional	
  space	
  are	
  
expelled	
  into	
  the	
  open	
  spaces	
  nearest	
  to	
  the	
  
entrance.	
  
Major Image 
3rd-­‐‑level	
  illusion	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  120	
  feet	
  
Components:	
  V,	
  S,	
  M	
  (a	
  bit	
  of	
  fleece) 	
  
Duration:	
  Concentration,	
  up	
  to	
  10	
  minutes 	
  
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	
  nat ural	
  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	
  conver sation,	
  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	
  (Investigat ion)	
  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. 	
  
Mass Cure Wounds 
5th-­‐‑level	
  evocation	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  60	
  feet	
  
Components:	
  V,	
  S	
  
Duration:	
  Instantaneous	
  
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. 	
  