Enlarge/Reduce

A
Support

Enlarge/Reduce is a Support spell. Support spells strengthen, protect, or buff allies.

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spell that empowers allies by growing them or shrinks foes to weaken them, with a
mobility

Enlarge/Reduce is a Mobility spell. Mobility spells augment or allow for new ways of moving.

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twist and a
save-or-suck

Enlarge/Reduce is a Save or Suck spell. Save or Suck spells fall entirely flat if the target succeeds on a saving throw.

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chance to resist.

2024 Rules

Level & School
2nd-level transmutation
Casting Time
Action
Range
30 feet
Components
V, S, M (a pinch of powdered iron)
Duration
Concentration, up to 1 minute
Classes
Bard, Druid, Sorcerer, Wizard

For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.

Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.

Enlarge. The target's size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.

Reduce. The target's size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).

2014 Rules

Level & School
2nd-level transmutation
Casting Time
Action
Range
30 feet
Components
V, S, M (a pinch of powdered iron)
Duration
Concentration, 1 minute
Classes
Sorcerer, Wizard

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

  • Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage.
  • Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

Enlarge/Reduce 5.5e 2024 vs. 5e 2014 edition differences

2024 adds Bard and Druid. Enlarge/Reduce no longer changes a target’s dimensions or weight, and the old “can’t fit” max-size clause is gone. The extra damage now also applies to Unarmed Strikes, and thrown weapons/ammo revert to normal after they hit or miss.

Enlarge/Reduce popularity

How popular is Enlarge/Reduce? It is a commonly found spell in the game, but is chosen less than other options when available. This spell may be situational for many spellbooks.

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