Page 213 - DnD_5e_Players_Handbook_(BnW_OCR)
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For the duration, you can read the thoughts o f certain   D i s g u i s e   S e l f
         creatures. W hen you cast the spell and as your action on   1st-level illusion
         each turn until the spell ends, you can focus your mind
                                                           Casting Time:  1  action
         on any one creature that you can see within 30 feet of
                                                           Range: Self
        you. If the creature you choose has an Intelligence of
                                                           Components: V, S
         3  or lower or doesn’t speak any language, the creature
                                                           Duration:  1  hour
         is unaffected.
          You initially learn the surface thoughts of the   You make yourself—including your clothing, armor,
         creature—what is most on its mind in that moment. As   weapons, and other belongings on your person—look
         an action, you can either shift your attention to another   different until the spell ends or until you use your action
         creature’s thoughts or attempt to probe deeper into the   to dism iss it. You can seem   1  foot shorter or taller and
         sam e creature’s mind. If you probe deeper, the target   can appear thin, fat, or in between. You can’t change
         must make a W isdom  saving throw. If it fails, you gain   your body type, so you must adopt a form  that has the
         insight into its reasoning (if any), its emotional state,   sam e basic arrangement of limbs. Otherwise, the extent
         and som ething that loom s large in its mind (such as   of the illusion is up to you.
         som ething it w orries over, loves, or hates). If it succeeds,   The changes wrought by this spell fail to hold up to
         the spell ends. Either way, the target knows that you are   physical inspection. For example, if you use this spell
         probing into its mind, and unless you shift your attention   to add a hat to your outfit, objects pass through the hat,
         to another creature’s thoughts, the creature can use   and anyone w ho touches it w ould feel nothing or would
         its action on its turn to make an Intelligence check   feel your head and hair. If you use this spell to appear
         contested by your Intelligence check; if it succeeds,   thinner than you are, the hand of som eone who reaches
         the spell ends.                                   out to touch you would bump into you while it was
          Questions verbally directed at the target creature   seem ingly still in midair.
         naturally shape the course of its thoughts, so this spell   To discern that you are disguised, a creature can use
         is particularly effective as part of an interrogation.  its action to inspect your appearance and must succeed
          You can also use this spell to detect the presence of   on an Intelligence (Investigation) check against your
         thinking creatures you can’t see. W hen you cast the   spell save DC.
         spell or as your action during the duration, you can
                                                           D i s i n t e g r a t e
         search for thoughts within 30 feet of you. The spell can
                                                           6th-level transmutation
         penetrate barriers, but 2 feet of rock,  2 inches o f any
         metal other than lead, or a thin sheet of lead blocks you.   Casting Time:  1  action
        You can’t detect a creature with an Intelligence of 3 or   Range: 60 feet
         lower or one that doesn’t speak any language.     Components: V, S, M (a lodestone and a pinch of dust)
          Once you detect the presence of a creature in this way,   Duration: Instantaneous
         you can read its thoughts for the rest of the duration as
                                                          A thin green ray springs from your pointing finger to a
         described above, even if you can’t see it, but it must still
                                                           target that you can see within range. The target can be a
         be within range.
                                                           creature, an object, or a creation of magical force, such
                                                           as the wall created by wall o f force.
         D i m e n s i o n   D o o r
                                                            A creature targeted by this spell must make a
         4th-level conjuration
                                                           Dexterity saving throw. On a failed save, the target takes
         Casting Time:  1  action
                                                           10d6 + 40 force damage. If this damage reduces the
         Range: 500 feet
                                                           target to 0 hit points, it is disintegrated.
         Components: V                                      A disintegrated creature and everything it is wearing
         Duration: Instantaneous                           and carrying, except magic items, are reduced to a pile
         You teleport yourself from  your current location to any   of fine gray dust. The creature can be restored to life
         other spot within range. You arrive at exactly the spot   only by means of a true resurrection or a wish spell.
         desired. It can be a place you can see, one you can   This spell automatically disintegrates a Large or
         visualize, or one you can describe by stating distance   smaller nonm agical object or a creation of magical
         and direction, such as “ 200 feet straight downward” or   force. If the target is a Huge or larger object or creation
         “upward to the northwest at a 45-degree angle, 300 feet.”  of force, this spell disintegrates a  10-foot-cube portion of
          You can bring along objects as long as their weight   it. A m agic item is unaffected by this spell.
         doesn’t exceed what you can carry. You can also bring   At Higher Levels. W hen you cast this spell using a
         one willing creature of your size or smaller w ho is   spell slot of 7th level or higher, the damage increases by
         carrying gear up to its carrying capacity. The creature   3d6 for each slot level above 6th.
         must be within 5 feet of you when you cast this spell.
                                                           D i s p e l  E v i l  a n d   G o o d
          If you w ould arrive in a place already occupied by an
                                                           5th-level abjuration
         object or a creature, you and any creature traveling with
        you each take 4d6 force damage, and the spell fails to   Casting Time:  1  action
         teleport you.                                     Range: Self
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