Spells Alphabetical J, K, L

J Spells


 

Jump

1st level Transmutation
  Casting Time: 1 action
Range: Touch
Components: V, S, M (a grasshopper's hind leg)
Duration: 1 Minute

  You touch a creature. The creature's jump distance is triple until the spell ends.

 

K Spells


 

Knock

2nd level Transmutation
  Casting Time: 1 action
Range: 60 ft
Components: V
Duration: Instantaneous

  Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 ft, emanates from the target object.

 

L Spells


 

Legend Lore

5th Level Divination
  Casting Time: 10 minutes
Range: Self
Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
Duration: Instantaneous

  Name or describe a person, place or object. The spell brings to your mind a brief summary of the significant lore about the thing your named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."

 

Leomund's Secret Chest

4th level Conjuration
  Casting Time: 1 action
Range: Touch
Components: V, S, M (An exquisite chest, 3 ft by 2 ft by 2 ft, constructed from rare materials worth at least 5,000 gp and a TIny replica made from the same materials worth at least 50 gp)
Duration: Instantaneous

  You hide a chest, and all its contents, on the ethereal plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic ft of nonliving material.
While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 ft of you. You can send the chest back to the Ethereal plane by using an action and touching both the chest and the replica.
After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the ethereal plane, it is irretrievably lost.

 

Leomund's Tiny Hut

3rd Level evocation (ritual)
  Casting Time: 1 minute
Range: Self (10 ft radius hemisphere)
Components: V, S, M (a small crystal bead)
Duration: 8 hours

  A 10 ft radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

 

Lesser Restoration

2nd Level Abjuration
  Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

  You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

 

Levitate

2nd Level Transmutation
  Casting Time: 1 action
Range: 60 ft
Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
Duration: Concentration, up to 10 minutes

  One creature or loose object of your choice that you can see within range rises vertically, up to 20 ft, and remains suspended there for the duration. The spell can levitate a target that weights up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 ft in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.

 

Life Transference

3rd Level Necromancy
  Casting Time: 1 action
Range: 30 ft
Components: V, S
Duration: Instantaneous

  You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

 

Light

Evocation Cantrip
  Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour

  You touch one object that is no larger than 10 ft in any dimension. Until the spell ends, the object sheds bright light in a 20 ft radius and dim light for an additional 20 ft. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

 

Lightning Lure

Evocation Cantrip
  Casting Time: 1 action
Range: Self (15 ft radius)
Components: V
Duration: Instantaneous

  You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 ft of you. The target must succeed on a Strength saving throw or be pulled up to 10 ft in a straight line toward you and then take 1d8 lightning damage if it is within 5 ft of you.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 

Lighting Arrow

3rd level transmutation
  Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

  The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.
Whether you hit or miss, each creature within 10 ft of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

 

Lightning bolt

3rd level Evocation
  Casting Time: 1 action
Range: Self (100 ft line)
Components: V, S, M (A bit of fur and a rod of amber, crystal, or glass)
Duration: Instantaneous

  A stroke of lightning forming a line 100 ft long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

 

Locate animals or Plants

2nd level divination (ritual)
  Casting Time: 1 Action
Range: Self
Components: V, S, M (A bit of fur from a bloodhound)
Duration: Instantaneous

  Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

 

Locate Creature

4th level divination
  Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of fur from a bloodhound)
Duration: Concentration, up to 1 hour

  Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 ft, If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a human or a unicorn), so long as you have seen such a creature up close within 30 ft, at least once. If the creature you described or named is in a different form such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 ft wide blocks or a direct path between you and the creature.

 

Locate Object

2nd level divination
  Casting Time: 1 action
Range: Self
Components: V, S, M (a forked twig)
Duration: Concentration, up to 10 minutes

  Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 ft of you. IF the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close - within 30 ft - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

 

Longstrider

1st Level transmutation
  Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: 1 hour

  You touch a creature. The targets speed increases by 10 ft until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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