System	
  Reference	
   Document	
  5.1 	
   181	
  
You	
  alter	
  time	
  around	
  up	
  to	
   six	
  creatures	
  of	
  your	
  
choice	
  in	
  a	
  40-­‐‑foot	
  cube	
  within	
  range.	
  Each	
  target	
  
must	
  succeed	
  on	
  a	
  Wisdom	
  saving	
  throw	
  or	
  be	
  
affected	
  by	
  this	
  spell	
  for	
  the	
  duration. 	
  
	
   An	
  affected	
  target’s	
  speed	
  is	
  halved,	
  it	
  takes	
  a	
  −2	
  
penalty	
  to	
  AC	
  and	
  Dexterity	
  saving	
  throws,	
  and	
  it	
  
can’t	
  use	
  reactions.	
  On	
  its	
  turn,	
  it	
  can	
  use	
  either	
  an	
  
action	
  or	
  a	
  bonus	
  action,	
  not	
  both.	
  Regardless	
  of	
  the	
  
creature’s	
  abilities	
  or	
  magic	
  items,	
  it	
  can’t	
  make	
  
more	
  than	
  one	
  melee	
  or	
  ranged	
  attack	
  during	
  its	
  
turn.	
  
	
   If	
  the	
  creature	
  attempts	
  to	
  cast	
  a	
   spell	
  with	
  a	
  
casting	
  time	
  of	
  1	
  action,	
  roll	
  a	
  d20.	
  On	
  an	
  11	
  or	
  
higher,	
  the	
  spell	
  doesn’t	
  take	
  effect	
  until	
  the	
  
creature’s	
  next	
  turn,	
  and	
  the	
  creature	
  must	
  use	
  its	
  
action	
  on	
  that	
  turn	
  to	
  complete	
  the	
  spell.	
  If	
  it	
  can’t,	
  
the	
  spell	
  is	
  wasted. 	
  
	
   A	
  creature	
  affe cted	
  by	
  this	
  spell	
  makes	
  another	
  
Wisdom	
  saving	
  throw	
  at	
  the	
  end	
  of	
  its	
  turn.	
  On	
  a	
  
successful	
  save,	
  the	
  effect	
  ends	
  for	
  it. 	
  
Spare the Dying 
Necromancy	
  cantrip 	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  Touch	
  
Components:	
  V,	
  S	
  
Duration:	
  Instantaneous	
  
You	
  touch	
  a	
  living	
  cr eature	
  that	
  has	
  0	
  hit	
  points.	
  The	
  
creature	
  becomes	
  stable.	
  This	
  spell	
  has	
  no	
  effect	
  on	
  
undead	
  or	
  constructs. 	
  
Speak with Animals 
1st-­‐‑level	
  divination	
  (ritual) 	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  Self	
  
Components:	
  V,	
  S	
  
Duration:	
  10	
  minutes	
  
You	
  gain	
  the	
  ability	
  to	
  c omprehend	
  and	
  verbally	
  
communicate	
  with	
  beasts	
  for	
  the	
  duration.	
  The	
  
knowledge	
  and	
  awareness	
  of	
  many	
  beasts	
  is	
  limited	
  
by	
  their	
  intelligence,	
  but	
  at	
  minimum,	
  beasts	
  can	
  
give	
  you	
  information	
  about	
  nearby	
  locations	
  and	
  
monsters,	
  including	
  whatever	
  they	
  can	
  p erceive	
  or	
  
have	
  perceived	
  within	
  the	
  past	
  day.	
  You	
  might	
  be	
  
able	
  to	
  persuade	
  a	
  beast	
  to	
  perform	
  a	
  small	
  favor	
  for	
  
you,	
  at	
  the	
  GM’s	
  discretion. 	
  
Speak with Dead 
3rd-­‐‑level	
  necromancy 	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  10	
  feet	
  
Components:	
  V,	
  S,	
  M	
  (burning	
  incense) 	
  
Duration:	
  10	
  minutes	
  
You	
  grant	
  the	
  semblance	
  of	
  life	
  and	
  intelligence	
  to	
  a	
  
corpse	
  of	
  your	
  choice	
  within	
  range,	
  allowing	
  it	
  to	
  
answer	
  the	
  questions	
  you	
  pose.	
  The	
  corpse	
  must	
  still	
  
have	
  a	
  mouth	
  and	
  can’t	
  be	
  undead.	
  The	
  spell	
  fails	
  if	
  
the	
  corpse	
  was	
  the	
  target	
  of	
  this	
  spell	
  within	
  the	
  last	
  
10	
  days.	
  
	
   Until	
  the	
  spell	
  ends,	
  you	
  can	
  ask	
  the	
  corpse	
  up	
  to	
  
five	
  questions.	
  The	
  corpse	
  knows	
  only	
  what	
  it	
  knew	
  
in	
  life,	
  including	
  the	
  languages	
  it	
  knew.	
  Answers	
  are	
  
usually	
  brief,	
  cryptic,	
  or	
  repetitive,	
  and	
  the	
  corpse	
  is	
  
under	
  no	
  compulsion	
  to	
  offer	
  a	
  truthful	
  answer	
  if	
  
you	
  are	
  hostile	
  to	
  it	
  or	
  it	
  recognizes	
  you	
  as	
  an	
  enemy.	
  
This	
  spell	
  doesn’t	
  return	
  the	
  creature’s	
  soul	
  to	
  its	
  
body,	
  only	
  its	
  animating	
  spirit.	
  Thus,	
  the	
  corpse	
  can’t	
  
learn	
  new	
  information,	
  doesn’t	
  comprehend	
  
anything	
  that	
  has	
  happened	
  since	
  it	
  died,	
  and	
  can’t	
  
speculate	
  about	
  future	
  events. 	
  
Speak with Plants 
3rd-­‐‑level	
  transmutation 	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  Self	
  (30-­‐‑foot	
  radius)	
  
Components:	
  V,	
  S	
  
Duration:	
  10	
  minutes	
  
You	
  imbue	
  plants	
  within	
  30	
  feet	
  of	
  you	
   with	
  limited	
  
sentience	
  and	
  animation,	
  giving	
  them	
  the	
  ability	
  to	
  
communicate	
  with	
  you	
  and	
  follow	
  your	
  simple	
  
commands.	
  You	
  can	
  question	
  plants	
  about	
  events	
  in	
  
the	
  spell’s	
  area	
  within	
  the	
  past	
  day,	
  gaining	
  
information	
  about	
  creatures	
  that	
  have	
  passed,	
  
weather,	
  and	
  other	
  circumstances. 	
  
	
   You	
  can	
  also	
  turn	
  difficult	
  terrain	
  caused	
  by	
  plant	
  
growth	
  (such	
  as	
  thickets	
  and	
  undergrowth)	
  into	
  
ordinary	
  terrain	
  that	
  lasts	
  for	
  the	
  duration.	
  Or	
  you	
  
can	
  turn	
  ordinary	
  terrain	
  where	
  plants	
  are	
  present	
  
into	
  difficult	
  terrain	
   that	
  lasts	
  for	
  the	
  duration,	
  
causing	
  vines	
  and	
  branches	
  to	
  hinder	
  pursuers,	
  for	
  
example.	
  
	
   Plants	
  might	
  be	
  able	
  to	
  perform	
  other	
  tasks	
  on	
  
your	
  behalf,	
  at	
  the	
  GM’s	
  discretion.	
  The	
  spell	
  doesn’t	
  
enable	
  plants	
  to	
  uproot	
  themselves	
  and	
  move	
  about,	
  
but	
  they	
  can	
  freely	
  move	
  branches,	
  tendrils,	
  and	
  
stalks.	
  
	
   If	
  a	
  plant	
  creature	
  is	
  in	
  the	
  area,	
  you	
  can	
  
communicate	
  with	
  it	
  as	
  if	
  you	
  shared	
  a	
  common	
  
language,	
  but	
  you	
  gain	
  no	
  magical	
  ability	
  to	
  influence	
  
it.	
  
This	
  spell	
  can	
  cause	
  the	
  plants	
  created	
  by	
  the	
  
entangle	
  spell	
  to	
  release	
  a	
  restrained	
  creature. 	
  