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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

