Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Concentration
, up to 1 hour
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.
You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.
Material Component:
fur or a feather
Verbal Component:
Ingenium Augendeo
Verbal Component (Alternative):
I call forth a power to instill, to bolster traits and improve skill.
Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard, Rogue, Artificer
Domain: Strength
Tags: Buff
Source: Player's Handbook (2024) (page 268)
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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).