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the table to see where you wind up (multiple mishaps   T h a u m a t u r g y
                     can occur, dealing damage each time).             Transmutation cantrip

                                                                       Casting Time:  1  action
                     T e l e p o r t a t i o n   C ir c l e
                     5th-level conjuration                             Range: 30 feet
                                                                       Components: V
                     Casting Time:  1  minute
                                                                       Duration: Up to  1  minute
                     Range:  10 feet
                     Components: V, M (rare chalks and inks infused with   You manifest a minor wonder, a sign of supernatural
                      precious gems with 50 gp, which the spell consum es)   power, within range. You create one of the following
                     Duration:  1  round                               magical effects within range:

                     As you cast the spell, you draw a  10-foot-diameter   • Your voice boom s up to three times as loud as normal
                     circle on the ground inscribed with sigils that link   for 1  minute.

                     your location to a permanent teleportation circle of   • You cause flames to flicker, brighten, dim, or change
                                                                        color for 1  minute.
                     your choice w hose sigil sequence you know and that is

                     on the sam e plane of existence as you. A shimmering   • You cause harm less tremors in the ground for 1
                                                                        minute.
                     portal opens within the circle you drew and remains

                     open until the end of your next turn. Any creature that   • You create an instantaneous sound that originates
                     enters the portal instantly appears within 5 feet of the   from a point of your choice within range, such as a
                     destination circle or in the nearest unoccupied space if   rumble of thunder, the cry o f a raven, or om inous
                     that space is occupied.                            whispers.

                      Many major temples, guilds, and other important   • You instantaneously cause an unlocked door or w in­
                     places have permanent teleportation circles inscribed   dow to fly open or slam shut.

                     som ewhere within their confines. Each such circle   • You alter the appearance of your eyes for 1  minute.
                     includes a unique sigil sequence—a string of magical   If you cast this spell multiple times, you can have up to
                     runes arranged in a particular pattern. W hen you first   three of its  1-minute effects active at a time, and you can
                     gain the ability to cast this spell, you learn the sigil   dismiss such an effect as an action.
                     sequences for two destinations on the Material Plane,
                     determined by the DM. You can learn additional sigil   T h o r n  W h i p
                     sequences during your adventures. You can commit   Transmutation cantrip
                     a new sigil sequence to m em ory after studying it
                                                                       Casting Time:  1  action
                     for  1 minute.
                                                                       Range: 30 feet
                      You can create a permanent teleportation circle by
                                                                       Components: V, S, M (the stem o f a plant with thorns)
                     casting this spell in the same location every day for one
                                                                       Duration: Instantaneous
                    year. You need not use the circle to teleport when you
                     cast the spell in this way.                       You create a long, vine-like whip covered in thorns that
                                                                       lashes out at your com m and toward a creature in range.
                     T e n s e r ’s  F l o a t i n g   D i s k         Make a melee spell attack against the target. If the
                     1st-level conjuration (ritual)                    attack hits, the creature takes  1d6 piercing damage, and
                                                                       if the creature is Large or smaller, you pull the creature
                     Casting Time:  1  action
                                                                       up to  10 feet closer to you.
                     Range: 30 feet
                                                                        This spell’s damage increases by 1d6 w hen you reach
                     Components: V, S, M (a drop of mercury)
                                                                       5th level (2d6),  11th level (3d6), and  17th level (4d6).
                     Duration:  1  hour
                     This spell creates a circular, horizontal plane of force,  T h u n d e r o u s   S m i t e
                     3  feet in diameter and 1 inch thick, that floats 3 feet   1st-level evocation
                     above the ground in an unoccupied space of your choice
                                                                       Casting Time:  1  bonus action
                    that you can see within range. The disk remains for the
                                                                       Range: Self
                     duration, and can hold up to 500 pounds. If m ore weight
                                                                       Components: V
                    is placed on it, the spell ends, and everything on the disk
                                                                       Duration: Concentration, up to  1  minute
                    falls to the ground.
                      The disk is im m obile while you are within 20 feet of   The first time you hit with a melee weapon attack
                    it. If you move m ore than 20 feet away from it, the disk   during this spell’s duration, your w eapon rings with
                    follows you so that it remains within 20 feet of you. It   thunder that is audible within 300 feet o f you, and the
                    can move across uneven terrain, up or down stairs,   attack deals an extra 2d6 thunder damage to the target.
                    slopes and the like, but it can’t cross an elevation change   Additionally, if the target is a creature, it must succeed
                                                                       on a Strength saving throw or be pushed 10 feet away
                    of 10 feet or more. For example, the disk can’t move
                                                                      from  you and knocked prone.
                    across a  10-foot-deep pit, nor could it leave such a pit if it
                    was created at the bottom.
                                                                      T h u n d e r w a v e
                      If you move m ore than  100 feet from the disk (typically
                                                                       1st-level evocation
                    because it can’t move around an obstacle to follow you),
                    the spell ends.                                    Casting Time:  1  action
                                                                      Range: Self (15-foot cube)
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