Casting Time: 10 minutes
Range: Self
Components: V, S, M
Duration: Instantaneous
Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.
The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.
If the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.
Material Component:
incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each
Verbal Component:
Fabula Eruditio
Verbal Component (Alternative):
Ancient tales, lore to teach; Magically learning, legends to unleash.
Classes: Bard, Cleric, Wizard
Domain: Knowledge
Tags: Utility
Source: Player's Handbook (2024) (page 290)
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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).