Page 203 - DnD_5e_Players_Handbook_(BnW_OCR)
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Divine energy radiates from you, distorting and C l o u d o f D a g g e r s
diffusing magical energy within 30 feet of you. Until 2nd-level conjuration
the spell ends, the sphere m oves with you, centered on
Casting Time: 1 action
you. For the duration, each friendly creature in the area
Range: 60 feet
(including you) has advantage on saving throws against
Components: V, S, M (a sliver of glass)
spells and other magical effects. Additionally, when
Duration: Concentration, up to 1 minute
an affected creature succeeds on a saving throw made
against a spell or magical effect that allows it to make a You fill the air with spinning daggers in a cube 5 feet on
saving throw to take only half damage, it instead takes each side, centered on a point you choose within range.
no damage if it succeeds on the saving throw. A creature takes 4d4 slashing damage when it enters
the spell’s area for the first time on a turn or starts
C l a i r v o y a n c e its turn there.
3rd-level divination At Higher Levels. W hen you cast this spell using a
Casting Time: 10 minutes spell slot of 3rd level or higher, the damage increases by
Range: 1 mile 2d4 for each slot level above 2nd.
Components: V, S, M (a focus worth at least 100
C l o u d k i l l
gp, either a jew eled horn for hearing or a glass
5th-level conjuration
eye for seeing)
Duration: Concentration, up to 10 minutes Casting Time: 1 action
Range: 120 feet
You create an invisible sensor within range in a location
Components: V, S
familiar to you (a place you have visited or seen before)
Duration: Concentration, up to 10 minutes
or in an obvious location that is unfamiliar to you (such
as behind a door, around a corner, or in a grove of trees). You create a 20-foot-radius sphere of poisonous, yellow-
The sensor remains in place for the duration, and it green fog centered on a point you choose within range.
can’t be attacked or otherwise interacted with. The fog spreads around corners. It lasts for the duration
W hen you cast the spell, you choose seeing or or until strong wind disperses the fog, ending the spell.
hearing. You can use the chosen sense through the Its area is heavily obscured.
sensor as if you were in its space. As your action, you W hen a creature enters the spell’s area for the first
can switch between seeing and hearing. time on a turn or starts its turn there, that creature must
A creature that can see the sensor (such as a creature make a Constitution saving throw. The creature takes
benefiting from see invisibility or truesight) sees a 5d8 poison damage on a failed save, or half as much
luminous, intangible orb about the size of your fist. damage on a successful one. Creatures are affected
even if they hold their breath or don’t need to breathe.
C l o n e The fog m oves 10 feet away from you at the start
8 th-level necromancy of each of your turns, rolling along the surface of the
Casting Time: 1 hour ground. The vapors, being heavier than air, sink to the
Range: Touch lowest level of the land, even pouring down openings.
Components: V, S, M (a diamond worth at least 1,000 At Higher Levels. W hen you cast this spell using a
gp and at least 1 cubic inch of flesh of the creature spell slot o f 6th level or higher, the damage increases by
that is to be cloned, which the spell consum es, and a 1d8 for each slot level above 5th.
vessel worth at least 2,000 gp that has a sealable lid
C o l o r S p r a y
and is large enough to hold a Medium creature, such
1st-level illusion
as a huge urn, coffin, mud-filled cyst in the ground, or
crystal container filled with salt water) Casting Time: 1 action
Duration: Instantaneous Range: S elf (15-foot cone)
Components: V, S, M (a pinch of powder or sand that is
This spell grows an inert duplicate o f a living creature
colored red, yellow, and blue)
as a safeguard against death. This clone forms inside
Duration: 1 round
a sealed vessel and grows to full size and maturity
after 120 days; you can also choose to have the clone A dazzling array of flashing, colored light springs from
be a younger version of the sam e creature. It remains your hand. Roll 6d10; the total is how many hit points
inert and endures indefinitely, as long as its vessel of creatures this spell can effect. Creatures in a 15-foot
remains undisturbed. cone originating from you are affected in ascending
At any time after the clone matures, if the original order of their current hit points (ignoring unconscious
creature dies, its soul transfers to the clone, provided creatures and creatures that can’t see).
that the soul is free and willing to return. The clone is Starting with the creature that has the lowest current
physically identical to the original and has the same hit points, each creature affected by this spell is blinded
personality, m em ories, and abilities, but none of the until the spell ends. Subtract each creature’s hit points
original’s equipment. The original creature’s physical from the total before moving on to the creature with
remains, if they still exist, becom e inert and can’t the next lowest hit points. A creature’s hit points must
thereafter be restored to life, since the creature’s soul be equal to or less than the remaining total for that
is elsewhere. creature to be affected.

