120 ft (40 ft
V, S, M
, up to 1 minute
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 affected by this spell makes another Wisdom saving throw at the end of each of its turn. On a successful save, the effect ends for it.
a drop of molasses
Verbal Component (Alternative):
I alter time's magical flow, affecting speed, making slow. Classes:
Sorcerer, Wizard, RogueTags:
DebuffSource: Player's Handbook [5th Edition] (page 277)
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Below are commonly asked questions about this spell. Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to spell questions. If you have a FAQ about this spell that you feel other DM's may wish to know, please send us the message!
If a spellcaster is "slowed" and takes two turns to finish casting a spell, what happens if their target has moved out of range or out of sight?
According to the Sage Advice Compendium:
You choose the targets of a spell when you complete casting a spell, not when you start.
Hence, if the spellcasters targets move out of range or out of site, then the spell is wasted.
Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).