Page 196 - DnD_5e_Players_Handbook_(BnW_OCR)
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perpendicular to it at the points you choose. A ring is   At Higher Levels. W hen you cast this spell using a
        visible only from one side (your choice), which is the side   spell slot of 2nd level or higher, the damage increases by
        that functions as a portal.                       1d6 for each slot level above  1st.
          Any creature or object entering the portal exits from
        the other portal as if the two were adjacent to each   A s t r a l  P r o j e c t i o n
        other; passing through a portal from  the nonportal side   9th-level necromancy
        has no effect. The mist that fills each portal is opaque   Casting Time:  1  hour
        and blocks vision through it. On your turn, you can   Range:  10 feet
        rotate the rings as a bonus action so that the active side   Components: V, S, M (for each creature you affect with
        faces in a different direction.                     this spell, you must provide one jacinth worth at least
                                                            1,000   gp and one ornately carved bar of silver worth
        A r c a n e   L o c k
                                                            at least 100 gp, all of which the spell consum es)
        2nd-level abjuration
                                                          Duration: Special
        Casting Time:  1  action
                                                          You and up to eight willing creatures within range
        Range: Touch
                                                          project your astral bodies into the Astral Plane (the
        Components: V, S, M (gold dust w orth at least 25 gp,
                                                          spell fails and the casting is wasted if you are already
          which the spell consum es)
                                                          on that plane). The material body you leave behind is
        Duration: Until dispelled
                                                          unconscious and in a state of suspended animation; it
        You touch a closed door, window, gate, chest, or other   doesn’t need food or air and doesn’t age.
        entryway, and it becom es locked for the duration. You   Your astral body resem bles your m ortal form in
        and the creatures you designate when you cast this   almost every way, replicating your game statistics and
        spell can open the object normally. You can also set a   possessions. The principal difference is the addition of
        password that, when spoken within 5 feet of the object,   a silvery cord that extends from between your shoulder
        suppresses this spell for 1  minute. Otherwise, it is   blades and trails behind you, fading to invisibility after
        im passable until it is broken or the spell is dispelled or   1  foot. This cord is your tether to your material body. As
        suppressed. Casting knock on the object suppresses   long as the tether remains intact, you can find your way
        arcane lock for 10 minutes.                       home. If the cord is cut—som ething that can happen
          W hile affected by this spell, the object is m ore difficult   only when an effect specifically states that it does—your
        to break or force open; the DC to break it or pick any   soul and body are separated, killing you instantly.
        locks on it increases by 10.                        Your astral form can freely travel through the Astral
                                                          Plane and can pass through portals there leading to any
        A r m o r   o f  A g a t h y s                    other plane. If you enter a new plane or return to the
        1st-level abjuration                              plane you were on when casting this spell, your body and
        Casting Time:  1  action                          possessions are transported along the silver cord, allowing
        Range: Self                                       you to re-enter your body as you enter the new plane.
        Components: V, S, M (a cup of water)              Your astral form is a separate incarnation. Any damage
        Duration: 1  hour                                 or other effects that apply to it have no effect on your
                                                          physical body, nor do they persist when you return to it.
        A protective m agical force surrounds you, manifesting
                                                            The spell ends for you and your com panions when
        as a spectral frost that covers you and your gear.
                                                          you use your action to dismiss it. W hen the spell ends,
        You gain 5 temporary hit points for the duration. If a
                                                          the affected creature returns to its physical body,
        creature hits you with a melee attack while you have
                                                          and it awakens.
        these hit points, the creature takes 5 cold damage.
                                                            The spell might also end early for you or one o f your
          At Higher Levels. W hen you cast this spell using a
                                                          com panions. A successful dispel magic spell used
        spell slot of 2nd level or higher, both the temporary hit
                                                          against an astral or physical body ends the spell for that
        points and the cold damage increase by 5 for each slot
                                                          creature. If a creature’s original body or its astral form
        level above  1st.
                                                          drops to 0 hit points, the spell ends for that creature. If
                                                          the spell ends and the silver cord is intact, the cord pulls
        A r m s   o f   H a d a r
                                                          the creature’s astral form back to its body, ending its
        1st-level conjuration
                                                          state of suspended animation.
        Casting Time:  1  action                            If you are returned to your body prematurely, your
        Range: Self (10-foot radius)                      com panions remain in their astral form s and must find
        Components: V, S                                  their own way back to their bodies, usually by dropping
        Duration: Instantaneous                           to 0 hit points.
        You invoke the power o f Hadar, the Dark Hunger.
                                                          A u g u r y
        Tendrils of dark energy erupt from you and batter all
                                                          2nd-level divination (ritual)
        creatures within  10 feet of you. Each creature in that
        area must make a Strength saving throw. On a failed   Casting Time: 1  minute
        save, a target takes 2d6 necrotic damage and can’t take   Range: Self
        reactions until its next turn. On a successful save, the   Components: V, S, M (specially marked sticks, bones,
        creature takes half damage, but suffers no other effect.  or similar tokens w orth at least 25 gp)
                                                          Duration: Instantaneous
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