Page 234 - DnD_5e_Players_Handbook_(BnW_OCR)
P. 234
L e o m u n d ’s T i n y H u t L i g h t
3rd-level evocation (ritual) Evocation cantrip
Casting Time: 1 minute Casting Time: 1 action
Range: Self (10-foot-radius hemisphere) Range: Touch
Components: V, S, M (a sm all crystal bead) Components: V, M (a firefly or phosphorescent moss)
Duration: 8 hours Duration: 1 hour
A 10-foot-radius im mobile dom e o f force springs into You touch one object that is no larger than 10 feet in any
existence around and above you and remains stationary dimension. Until the spell ends, the object sheds bright
for the duration. The spell ends if you leave its area. light in a 20-foot radius and dim light for an additional
Nine creatures of Medium size or smaller can fit inside 20 feet. The light can be colored as you like. Completely
the dom e with you. The spell fails if its area includes a covering the object with som ething opaque blocks the
larger creature or m ore than nine creatures. Creatures light. The spell ends if you cast it again or dismiss it
and objects within the dom e when you cast this spell as an action.
can move through it freely. All other creatures and If you target an object held or worn by a hostile
objects are barred from passing through it. Spells and creature, that creature must succeed on a Dexterity
other magical effects can’t extend through the dom e or saving throw to avoid the spell.
be cast through it. The atmosphere inside the space is
comfortable and dry, regardless of the weather outside. L i g h t n i n g A r r o w
Until the spell ends, you can com m and the interior to 3rd-level transmutation
becom e dimly lit or dark. The dom e is opaque from the Casting Time: 1 bonus action
outside, of any color you choose, but it is transparent Range: Self
from the inside. Components: V, S
Duration: Concentration, up to 1 minute
L e s s e r R e s t o r a t i o n
2nd-level abjuration The next time you make a ranged w eapon attack during
the spell’s duration, the w eapon’s ammunition, or the
Casting Time: 1 action
w eapon itself if it’s a thrown weapon, transforms into
Range: Touch
a bolt of lightning. Make the attack roll as normal. The
Components: V, S
target takes 4d8 lightning damage on a hit, or half
Duration: Instantaneous
as much damage on a miss, instead of the w eapon’s
You touch a creature and can end either one disease or normal damage.
one condition afflicting it. The condition can be blinded, W hether you hit or m iss, each creature within 10 feet
deafened, paralyzed, or poisoned. of the target must make a Dexterity saving throw. Each
of these creatures takes 2d8 lightning damage on a
L e v i t a t e failed save, or half as much damage on a successful one.
2nd-level transmutation The piece of ammunition or w eapon then returns to
Casting Time: 1 action its normal form.
Range: 60 feet A t Higher Levels. W hen you cast this spell using a
Components: V, S, M (either a small leather loop or a spell slot of 4th level or higher, the damage for both
piece of golden wire bent into a cup shape with a long effects of the spell increases by 1d8 for each slot
shank on one end) level above 3rd.
Duration: Concentration, up to 10 minutes
L i g h t n i n g B o l t
One creature or object o f your choice that you can see 3rd-level evocation
within range rises vertically, up to 20 feet, and remains
Casting Time: 1 action
suspended there for the duration. The spell can levitate
Range: Self (100-foot line)
a target that w eighs up to 500 pounds. An unwilling
Components: V, S, M (a bit of fur and a rod of amber,
creature that succeeds on a Constitution saving throw
crystal, or glass)
is unaffected.
Duration: Instantaneous
The target can move only by pushing or pulling
against a fixed object or surface within reach (such as A stroke of lightning form ing a line 100 feet long and 5
a wall or a ceiling), which allows it to move as if it were feet wide blasts out from you in a direction you choose.
climbing. You can change the target’s altitude by up to Each creature in the line must make a Dexterity saving
20 feet in either direction on your turn. If you are the throw. A creature takes 8d6 lightning damage on a
target, you can move up or down as part of your move. failed save, or half as much damage on a successful one.
Otherwise, you can use your action to move the target, The lightning ignites flammable objects in the area
which must remain within the spell’s range. that aren’t being worn or carried.
W hen the spell ends, the target floats gently to the A t Higher Levels. W hen you cast this spell using a
ground if it is still aloft. spell slot o f 4th level or higher, the damage increases by
1d6 for each slot level above 3rd.

