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.
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