System Reference Document 5.2.1
142
 Using a Higher-Level Spell Slot. The Bludgeoning 
damage increases by 1d10 for each spell slot level 
above 4.
Identify
Level 1 Divination (Bard, Wizard)
Casting Time: 1 minute or Ritual
Range: Touch
Components: V, S, M (a pearl worth 100+ GP)
Duration: Instantaneous
You touch an object throughout the spell’s casting. 
If the object is a magic item or some other magi -
cal object, you learn its properties and how to use 
them, whether it requires Attunement, and how 
many charges it has, if any. You learn whether any 
ongoing spells are affecting the item and what they 
are. If the item was created by a spell, you learn that 
spell’s name.
 If you instead touch a creature throughout the 
casting, you learn which ongoing spells, if any, are 
currently affecting it.
Illusory Script
Level 1 Illusion (Bard, Warlock, Wizard)
Casting Time: 1 minute or Ritual
Range: Touch
Components: S, M (ink worth 10+ GP, which the spell 
consumes)
Duration: 10 days
You write on parchment, paper, or another suitable 
material and imbue it with an illusion that lasts for 
the duration. To you and any creatures you desig -
nate when you cast the spell, the writing appears 
normal, seems to be written in your hand, and 
conveys whatever meaning you intended when you 
wrote the text. To all others, the writing appears as 
if it were written in an unknown or magical script 
that is unintelligible. Alternatively, the illusion can 
alter the meaning, handwriting, and language of the 
text, though the language must be one you know.
 If the spell is dispelled, the original script and the 
illusion both disappear.
 A creature that has Truesight can read the hidden 
message.
Imprisonment
Level 9 Abjuration (Warlock, Wizard)
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a statuette of the target worth 
5,000+ GP)
Duration: Until dispelled
You create a magical restraint to hold a creature 
that you can see within range. The target must 
make a Wisdom saving throw. On a successful save, 
the target is unaffected, and it is immune to this 
spell for the next 24 hours. On a failed save, the 
target is imprisoned. While imprisoned, the target 
doesn’t need to breathe, eat, or drink, and it doesn’t 
age. Divination spells can’t locate or perceive the 
imprisoned target, and the target can’t teleport.
 Until the spell ends, the target is also affected by 
one of the following effects of your choice:
Burial.  The target is entombed beneath the earth 
in a hollow globe of magical force that is just large 
enough to contain the target. Nothing can pass 
into or out of the globe.
Chaining.  Chains firmly rooted in the ground hold 
the target in place. The target has the Restrained 
condition and can’t be moved by any means.
Hedged Prison.  The target is trapped in a demi -
plane that is warded against teleportation and 
planar travel. The demiplane is your choice of a 
labyrinth, a cage, a tower, or the like.
Minimus Containment.  The target becomes 1 inch 
tall and is trapped inside an indestructible gem -
stone or a similar object. Light can pass through 
the gemstone (allowing the target to see out and 
other creatures to see in), but nothing else can 
pass through by any means.
Slumber. The target has the Unconscious condition 
and can’t be awoken.
 Ending the Spell. When you cast the spell, specify 
a trigger that will end it. The trigger can be as sim -
ple or as elaborate as you choose, but the GM must 
agree that it has a high likelihood of happening 
within the next decade. The trigger must be an ob -
servable action, such as someone making a partic -
ular offering at the temple of your god, saving your 
true love, or defeating a specific monster.
 A Dispel Magic spell can end the spell only if it is 
cast with a level 9 spell slot, targeting either the 
prison or the component used to create it.
Incendiary Cloud
Level 8 Conjuration (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
A swirling cloud of embers and smoke fills a 
20-foot-radius Sphere centered on a point within 
range. The cloud’s area is Heavily Obscured. It lasts 
for the duration or until a strong wind (like that 
created by Gust of Wind ) disperses it.
 When the cloud appears, each creature in it makes 
a Dexterity saving throw, taking 10d8 Fire damage 
on a failed save or half as much damage on a suc -
cessful one. A creature must also make this save 
when the Sphere moves into its space and when it 
enters the Sphere or ends its turn there. A creature 
makes this save only once per turn.