System	
  Reference	
   Document	
  5.1 	
   173	
  
	
   You	
  can	
  use	
  your	
  actio n	
  to	
  move	
  this	
  illusion	
  up	
  to	
  
twice	
  your	
  speed,	
  and	
  make	
  it	
  gesture,	
  speak,	
  and	
  
behave	
  in	
  whatever	
  way	
  you	
  choose.	
  It	
  mimics	
  your	
  
mannerisms	
  perfectly. 	
  
	
   You	
  can	
  see	
  through	
  its	
  eyes	
  and	
  hear	
  through	
  its	
  
ears	
  as	
  if	
  you	
  were	
  in	
  its	
  space.	
  On	
  your	
  turn	
  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	
  and	
  deafened	
  in	
  regard	
  to	
  
your	
  own	
  surroundings. 	
  
	
   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	
  any	
  
noise	
  it	
  makes	
  sounds	
  hollow	
  to	
  the	
  creature. 	
  
Protection from Energy 
3rd-­‐‑level	
  abjuration 	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  Touch	
  
Components:	
  V,	
  S	
  
Duration:	
  Concentration,	
  up	
  to	
  1	
  hour 	
  
For	
  the	
  duration,	
  the	
  willing	
   creature	
  you	
  touch	
  has	
  
resistance	
  to	
  one	
  damage	
  type	
  of	
  your	
  choice:	
  acid,	
  
cold,	
  fire,	
  lightning,	
  or	
  thunder. 	
  
Protection from Evil and Good 
1st-­‐‑level	
  abjuration 	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  Touch	
  
Components:	
  V,	
  S,	
  M	
  (holy	
  water	
  or	
  powdered	
  silver	
  
and	
  iron,	
  which	
  the	
  spell	
  consumes) 	
  
Duration:	
  Concentration	
  up	
  to	
  10	
  minutes 	
  
Until	
  the	
  spell	
  ends,	
  one	
  willing	
  creature	
  you	
  touch	
  is	
  
protected	
  against	
  certain	
  types	
  of	
  creatures:	
  
aberrations,	
  celestials,	
  elementals,	
  fey,	
  fiends,	
  and	
  
undead.	
  
	
   The	
  protection	
  grants	
  several	
  benefits.	
  Creatures	
  
of	
  those	
  types	
  have	
  disadvantage	
  on	
  attack	
  rolls	
  
against	
  the	
  target.	
  The	
  target	
  also	
  can’t	
  be	
  charmed,	
  
frightened,	
  or	
  possessed	
  by	
  them.	
  If	
  the	
  target	
  is	
  
already	
  charmed,	
  frightened,	
  or	
  possessed	
  by	
  such	
  a	
  
creature,	
  the	
  target	
  has	
  advantage	
  on	
  any	
  new	
  
saving	
  throw	
  against	
  the	
  relevant	
  effect. 	
  
Protection from Poison 
2nd-­‐‑level	
  abjuration 	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  Touch	
  
Components:	
  V,	
  S	
  
Duration:	
  1	
  hour	
  
You	
  touch	
  a	
  creature.	
  If	
  it	
  is	
  poisoned,	
  you	
  neutraliz e	
  
the	
  poison.	
  If	
  more	
  than	
  one	
  poison	
  afflicts	
  the	
  target,	
  
you	
  neutralize	
  one	
  poison	
  that	
  you	
  know	
  is	
  present,	
  
or	
  you	
  neutralize	
  one	
  at	
  random. 	
  
	
   For	
  the	
  duration,	
  the	
  target	
  has	
  advantage	
  on	
  
saving	
  throws	
  against	
  being	
  poisoned,	
  and	
  it	
  has	
  
resistance	
  to	
  po ison	
  damage.	
  
Purify Food and Drink 
1st-­‐‑level	
  transmutation	
  (ritual) 	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  10	
  feet	
  
Components:	
  V,	
  S	
  
Duration:	
  Instantaneous	
  
All	
  nonmagical	
  food	
  and	
  drink	
  within	
  a	
  5 -­‐‑foot-­‐‑radius	
  
sphere	
  centered	
  on	
  a	
  point	
  of	
  your	
  choice	
  within	
  
range	
  is	
  purified	
  and	
  rendered	
  free	
  of	
  poison	
  and	
  
disease.	
  
Raise Dead 
5th-­‐‑level	
  necromancy 	
  
Casting	
  Time: 	
  1	
  hour	
  
Range:	
  Touch	
  
Components:	
  V,	
  S,	
  M	
  (a	
  diamond	
  worth	
  at	
  least	
  500	
  
gp,	
  which	
  the	
  spell	
  consumes) 	
  
Duration:	
  Instantaneous	
  
You	
  return	
  a	
  dead	
  creature	
  you	
   touch	
  to	
  life,	
  
provided	
  that	
  it	
  has	
  been	
  dead	
  no	
  longer	
  than	
  10	
  
days.	
  If	
  the	
  creature’s	
  soul	
  is	
  both	
  willing	
  and	
  at	
  
liberty	
  to	
  rejoin	
  the	
  body,	
  the	
  creature	
  returns	
  to	
  life	
  
with	
  1	
  hit	
  point. 	
  
	
   This	
  spell	
  also	
  neutralizes	
  any	
  poisons	
  and	
  cures	
  
nonmagical	
  dis eases	
  that	
  affected	
  the	
  creature	
  at	
  the	
  
time	
  it	
  died.	
  This	
  spell	
  doesn’t,	
  however,	
  remove	
  
magical	
  diseases,	
  curses,	
  or	
  similar	
  effects;	
  if	
  these	
  
aren’t	
  first	
  removed	
  prior	
  to	
  casting	
  the	
  spell,	
  they	
  
take	
  effect	
  when	
  the	
  creature	
  returns	
  to	
  life.	
  The	
  
spell	
  can’t	
  return	
  an	
  undead	
  creature	
  to	
  life. 	
  
	
   This	
  spell	
  closes	
  all	
  mortal	
  wounds,	
  but	
  it	
  doesn’t	
  
restore	
  missing	
  body	
  parts.	
  If	
  the	
  creature	
  is	
  lacking	
  
body	
  parts	
  or	
  organs	
  integral	
  for	
  its	
  survival —its	
  
head,	
  for	
  instance —the	
  spell	
  automatically	
  fails. 	
  
	
   Coming	
  back	
  from	
  the	
  dead	
  is	
  an	
  ordeal.	
  The	
  
target	
  takes	
  a	
  −4	
  penalty	
  to	
  all	
  attack	
  rolls,	
  saving	
  
throws,	
  and	
  ability	
  checks.	
  Every	
  time	
  the	
  target	
  
finishes	
  a	
  long	
  rest,	
  the	
  penalty	
  is	
  reduced	
  by	
  1	
  until	
  
it	
  disappears.	
  