Page 243 - DnD_5e_Players_Handbook_(BnW_OCR)
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O t i l u k e ’s  R e s i l i e n t   S p h e r e  (Stealth) checks and can’t be tracked except by magical
                      4th-level evocation                               means. A creature that receives this bonus leaves
                                                                        behind no tracks or other traces of its passage.
                      Casting Time:  1  action
                      Range: 30 feet
                                                                        Pa s s w a l l
                      Components: V, S, M (a hemispherical piece of
                                                                        5th-level transmutation
                       clear crystal and a matching hemispherical piece
                                                                        Casting Time:  1  action
                       of gum arabic)
                      Duration: Concentration, up to  1 minute          Range: 30 feet
                                                                        Components: V, S, M (a pinch o f sesam e seeds)
                     A sphere of shim m ering force encloses a creature   Duration:  1  hour
                      or object of Large size or smaller within range. An
                      unwilling creature must make a Dexterity saving   A passage appears at a point of your choice that you
                                                                        can see on a w ooden, plaster, or stone surface (such as
                     throw. On a failed save, the creature is enclosed for
                                                                        a wall, a ceiling, or a floor) within range, and lasts for
                     the duration.
                                                                        the duration. You choose the opening’s dimensions: up
                       Nothing—not physical objects, energy, or other spell
                                                                        to 5 feet wide, 8 feet tall, and 20 feet deep. The passage
                      effects—can pass through the barrier, in or out, though
                                                                        creates no instability in a structure surrounding it.
                      a creature in the sphere can breathe there. The sphere
                     is immune to all damage, and a creature or object inside   W hen the opening disappears, any creatures or
                     can’t be damaged by attacks or effects originating from   objects still in the passage created by the spell are safely
                      outside, nor can a creature inside the sphere damage   ejected to an unoccupied space nearest to the surface on
                                                                       which you cast the spell.
                     anything outside it.
                       The sphere is weightless and just large enough to
                                                                        P h a n t a s m a l  F o r c e
                     contain the creature or object inside. An enclosed
                                                                       2nd-level illusion
                     creature can use its action to push against the sphere’s
                     walls and thus roll the sphere at up to half the creature’s   Casting Time:  1  action
                     speed. Similarly, the globe can be picked up and moved   Range: 60 feet
                     by other creatures.                               Components: V, S, M (a bit of fleece)
                       A disintegrate spell targeting the globe destroys it   Duration: Concentration, up to  1  minute
                     without harming anything inside it.               You craft an illusion that takes root in the mind of a
                                                                       creature that you can see within range. The target must
                      O t t o ’s  I r r e s is t i b l e   D a n c e
                                                                       make an Intelligence saving throw. On a failed save, you
                     6th-level enchantment
                                                                       create a phantasmal object, creature, or other visible
                     Casting Time:  1  action                          phenom enon of your choice that is no larger than a
                     Range: 30 feet                                     10-foot cube and that is perceivable only to the target
                     Components: V                                     for the duration. This spell has no effect on undead
                     Duration: Concentration, up to  1  minute         or constructs.
                     Choose one creature that you can see within range. The   The phantasm includes sound, temperature, and other
                     target begins a com ic dance in place: shuffling, tapping   stimuli, also evident only to the creature.
                     its feet, and capering for the duration. Creatures that   The target can use its action to examine the phantasm
                                                                       with an Intelligence (Investigation) check against your
                     can’t be charm ed are immune to this spell.
                                                                       spell save DC. If the check succeeds, the target realizes
                       A dancing creature must use all its movement to
                     dance without leaving its space and has disadvantage   that the phantasm is an illusion, and the spell ends.
                                                                         W hile a target is affected by the spell, the target treats
                     on Dexterity saving throws and attack rolls. W hile
                     the target is affected by this spell, other creatures   the phantasm as if it were real. The target rationalizes
                     have advantage on attack rolls against it. As an   any illogical outcom es from interacting with the
                     action, a dancing creature makes a W isdom  saving   phantasm. For example, a target attempting to walk
                                                                       across a phantasmal bridge that spans a chasm falls
                     throw to regain control of itself. On a successful save,
                                                                       once it steps onto the bridge. If the target survives the
                     the spell ends.
                                                                       fall, it still believes that the bridge exists and com es up
                     Pa s s   w i t h o u t  T r a c e                 with som e other explanation for its fall—it w as pushed,
                     2nd-level abjuration                              it slipped, or a strong wind might have knocked it off.
                                                                         An affected target is so convinced of the phantasm’s
                     Casting Time:  1  action
                                                                       reality that it can even take damage from the illusion. A
                     Range: Self
                                                                       phantasm created to appear as a creature can attack the
                     Components: V, S, M (ashes from a burned leaf of
                                                                       target. Similarly, a phantasm created to appear as fire, a
                       mistletoe and a sprig of spruce)
                                                                       pool of acid, or lava can burn the target. Each round on
                     Duration: Concentration, up to  1  hour
                                                                       your turn, the phantasm can deal  1d6 psychic damage
                     A veil of shadows and silence radiates from you,   to the target if it is in the phantasm’s area or within 5
                     masking you and your com panions from detection.  feet of the phantasm, provided that the illusion is of a
                     For the duration, each creature you choose within 30   creature or hazard that could logically deal damage,
                     feet of you (including you) has a +10 bonus to Dexterity  such as by attacking. The target perceives the damage
                                                                       as a type appropriate to the illusion.
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