True Resurrection 5E Spell In DnD

Level: 9 (Necromancy) Casting time: 1 Hour Components: V, S, M* Range(area): Touch Attack(save): None Damage(effect): Healing School: Necromancy Duration: Instantaneous True Resurrection 5e In this spell, you need to touch a creature which has been dead for the duration less than 200 years and that should have died for any reason but should not old with age. The creature can …

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Create or Destroy Water 5E Spell In DnD

Level:1 Casting time: 1 Action Components: V, S, M* Range(area): 30 ft Attack(save): None Damage(effect): Creation School: Transmutation Duration: Instantaneous Create or Destroy Water 5e The water can be either destroy by you or created by you. Here you can see detailed information about both of them. Create Water: In an open container you have to create up to 10 gallons of clean …

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Levitate 5E Spell In DnD

Level: 2 Casting time: 1 Action Components: V, S, M* Range(area): 60 ft Attack(save): CON save Damage(effect): Movement School: Transmutation Duration: Concentration, up to 10 minutes Levitate 5e Within a range, you can see a creature or one object and that will rise vertically until it reaches the 20 feet and it will be remain suspended there for a particular duration. This spell …

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Banishment 5E Spell In DnD

Level: 4 Casting time: 1 Action Components: V, S, M* Range(area): 60 Feet Attack(save): CHA save Damage(effect): Banishment School: Abjuration Duration: Concentration up to 1 minute Banishment 5e In this spell, you have to make an attempt to send a creature which you able to see within an area to another plane of existence. Your target must succeed on a Charisma saving …

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Revivify 5E Spell In DnD

Level: 3 (Necromancy) Casting time: 1 Action Components: V, S, M* Range(area): Touch  Attack(save): None Damage(effect): Healing School: Necromancy Duration: Instantaneous Revivify 5e Within the last minute, a creature has died so you have to touch that creature. The creature can return to the life when it is within 1 hit point but it can not return to the life a …

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Flaming Sphere 5e Spell In DnD

Level: 2 (Conjuration) Casting time: 1 Action Components: V, S, M* Range(area): 60 feet Attack(save): DEX save Damage(effect): Fire School: Conjuration Duration: 1 Minute Flaming Sphere 5e Here a 5ft diameter sphere shaped fire would appear in an unoccupied space within a range according to your choice and it lasts for the particular duration.  Every creature must make a Dexterity saving throw …

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Spirit Guardians 5E Spell In DnD

Level: 3 (Conjuration) Casting time: 1 Action Components: V, S, M* Range(area): Self Attack(save): WIS save Damage(effect): Necrotic School: Conjuration Duration: 10 Minutes Spirit Guardians 5e For your high protection, you have to call the forth spirits and they will flit around your location and the distance is 15 feet for that particular duration. The spectral form will appear as angelic or …

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Mass Healing Word 5E Spell In DnD

Level: 3 (Evocation) Casting time: 1 Bonus Action Components: V Range(area): 60 ft Attack(save): None Damage(effect): Healing School: Evocation Duration: Instantaneous Mass Healing Word 5e The creatures which you can see within a range you must call out words of restoration up to six creatures and that will regain the hit points which are equal to 1d4 + your spellcasting ability modifier, …

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Lightning Bolt 5E Spell In DnD

Level: 3 (Evocation) Casting time: 1 action Components: V, S, M* Range(area): Self 100 feet line Attack(save): DEX save Damage(effect): Lightning School: Evocation Duration: Instantaneous Lightning Bolt 5e a stroke of light will give a light and that lightning form a line which has 100 feet long, 5 feet wide blasts which are out of you in a direction that you have …

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Cone Of Cold 5E Spell In DnD

Level: 5 (Evocation) Casting time: 1 Action Components: V, S, M* Range(area): Self (60-foot cone) Attack(save): CON save Damage(effect): Cold School: Evocation Duration: Instantaneous Cone of Cold 5e From your hands, a blast of cold air will erupt and also each and every creature should make a 60-foot cone must and should make a Constitution saving throw. On a failed saving throw …

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