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If another creature is holding or carrying the item, for clear skies, a cloud for rain, falling snowflakes for
crushing the sapphire doesn’t transport the item to you, snow, and so on. This effect persists for 1 round.
but instead you learn who the creature possessing the • You instantly make a flower blossom , a seed pod open,
object is and roughly where that creature is located or a leaf bud bloom.
at that moment. • You create an instantaneous, harm less sensory effect,
Dispel magic or a similar effect successfully applied to such as falling leaves, a puff of wind, the sound of a
the sapphire ends this spell’s effect. small animal, or the faint odor of skunk. The effect
must fit in a 5-foot cube.
D r e a m
• You instantly light or snuff out a candle, a torch, or a
5th-level illusion small campfire.
Casting Time: 1 minute
E a r t h q u a k e
Range: Special
8 th-level evocation
Components: V, S, M (a handful of sand, a dab of ink,
and a writing quill plucked from a sleeping bird) Casting Time: 1 action
Duration: 8 hours Range: 500 feet
Components: V, S, M (a pinch o f dirt, a piece of rock,
This spell shapes a creature’s dreams. Choose a
and a lump of clay)
creature known to you as the target of this spell. The
Duration: Concentration, up to 1 minute
target must be on the same plane of existence as you.
Creatures that don’t sleep, such as elves, can’t be You create a seism ic disturbance at a point on the
contacted by this spell. You, or a willing creature you ground that you can see within range. For the duration,
touch, enters a trance state, acting as a messenger. an intense tremor rips through the ground in a
W hile in the trance, the m essenger is aware of his or 100-foot-radius circle centered on that point and shakes
her surroundings, but can’t take actions or move. creatures and structures in contact with the ground
If the target is asleep, the m essenger appears in the in that area.
target’s dream s and can converse with the target as The ground in the area becom es difficult terrain.
long as it remains asleep, through the duration of the Each creature on the ground that is concentrating must
spell. The m essenger can also shape the environment make a Constitution saving throw. On a failed save, the
of the dream, creating landscapes, objects, and other creature’s concentration is broken.
images. The m essenger can emerge from the trance at W hen you cast this spell and at the end of each turn
any time, ending the effect of the spell early. The target you spend concentrating on it, each creature on the
recalls the dream perfectly upon waking. If the target is ground in the area must make a Dexterity saving throw.
awake when you cast the spell, the m essenger knows it, On a failed save, the creature is knocked prone.
and can either end the trance (and the spell) or wait for This spell can have additional effects depending on
the target to fall asleep, at which point the m essenger the terrain in the area, as determined by the DM.
appears in the target’s dreams. Fissures. Fissures open throughout the spell’s area at
You can make the m essenger appear monstrous the start of your next turn after you cast the spell. A total
and terrifying to the target. If you do, the m essenger of 1d6 such fissures open in locations chosen by the DM.
can deliver a m essage of no m ore than ten words and Each is 1d10 x 10 feet deep, 10 feet wide, and extends
then the target must make a W isdom saving throw. On from one edge of the spell’s area to the opposite side.
a failed save, echoes of the phantasmal monstrosity A creature standing on a spot where a fissure opens
spawn a nightmare that lasts the duration of the target’s must succeed on a Dexterity saving throw or fall in. A
sleep and prevents the target from gaining any benefit creature that successfully saves m oves with the fissure’s
from that rest. In addition, when the target wakes up, it edge as it opens.
takes 3d6 psychic damage. A fissure that opens beneath a structure causes it to
If you have a body part, lock of hair, clipping from a automatically collapse (see below).
nail, or similar portion of the target’s body, the target Structures. The tremor deals 50 bludgeoning damage
m akes its saving throw with disadvantage. to any structure in contact with the ground in the area
when you cast the spell and at the start of each of your
D r u i d c r a f t turns until the spell ends. If a structure drops to 0 hit
Transmutation cantrip points, it collapses and potentially dam ages nearby
Casting Time: 1 action creatures. A creature within half the distance of a
Range: 30 feet structure’s height must make a Dexterity saving throw.
Components: V, S On a failed save, the creature takes 5d6 bludgeoning
Duration: Instantaneous damage, is knocked prone, and is buried in the rubble,
requiring a DC 20 Strength (Athletics) check as an
W hispering to the spirits of nature, you create one o f the
action to escape. The DM can adjust the DC higher
following effects within range:
or lower, depending on the nature of the rubble. On
• You create a tiny, harm less sensory effect that predicts a successful save, the creature takes half as much
what the weather will be at your location for the next damage and doesn’t fall prone or becom e buried.
24 hours. The effect might manifest as a golden orb

