Page 277 - Dungeons and Dragons - Players Handbook
P. 277

For the duration, no sound can be created within or  If the simulacrum is damaged, you can repair it in an
          pass through a 20-foot-radius sphere centered on a  alchemicallaboratory,  using rare herbs and minerais
          point you choose within range. Any creature or object  worth 100 gp per hit poim it regains. The simulacrum
          entirely inside the sphere is immune to thunder damage,  lasts until it drops to O hit points, at which point it
          and creatures are deafened while entirely inside it.  reverts to snow and melts instantly.
          Casting a spell that includes a verbal component is  If you cast this spell again, any currently
          impossible there.                                 active duplicates you created with this spell are
                                                            instantly destrayed.
          SILENT  IMAGE
          1st-/evel iJlusion                                 SLEEP
                                                             1st-levei enchantment
          Casting Time: 1 action
          Range: 60 feet                                    Casting Time: 1 action
          Components:  V,S, M (a bit of fleece)             Range: 90 feet
          Duration: Concentration, up to 10 minutes         Components:  V, S, M (a pinch of fine sand, rose petals,
                                                              or a cricket)
          Vou create the image of an object, a creature, or some
          other visible phenomenon that is no larger than a 15-foot  Duration:  1 minute
          cube. The image appears at a spot within range and  This spell sends creatures into a magical slumber.
          lasts for the duration. The image is purely visual; it isn't  RolI 5d8; the total is how many hit points of creatures
          accompanied by sound, smell, or other sensory effects.  this spell can affect. Creatures within 20 feet of
            Vou can use your action to cause the image to move to  a point you choose within range are affected in
          any spot within range. As the image changes location,  ascending order of their currem hit points (ignoring
          you can alter its appearance so that its movements  unconscious creatures).
          appear natural for the image. For example, if you create  Starting with the creature that has the lowest current
          an image of a creature and move it, you can alter the  hit points, each creature affected by this spell falls
          image so that it appears to be walking.            unconscious until the spell ends, the sleeper takes
            Physical interaction with the image reveals it to be an  damage, or someone uses an action to shake or slap the
          illusion, because things can pass through it. A creature  sleeper awake. Subtract each creature's hit points fram
          that uses its action to examine the image can determine  the total before moving on to the creature with the next
          that it is an illusion with a successful Intelligence  lowest hit points. A creature's hit points must be equal
          (Investigation) check against your spell save DC. If a  to or less than the remaining total for that creature
          creature disceros the illusion for what it is, the creature  to be affected.
          can see through the image.                          Undead and creatures immune to being charmed
                                                             aren't affected by this spell.
           SIMULACRUM                                         At Hil1her LeveIs. When you cast this spell using a
           7th-levei illusion                                spell slot of 2nd levei or higher, roll an additional 2d8 for
          Casting Time: 12 hours                             each slot levei above 1st.
          Range: Touch
          Components:  V,S, M (snow or ice in quantities     SLEET STORM
            sufficient to made a life-size copy of the duplicated  3rd-/evel conjuration
            creature; some hair, fingeroail clippings, or other  Casting Time: 1 action
            piece of that creature's body placed inside the snow  Range: 150 feet
            or ice; and powdered ruby worth 1,500 gp, sprinkled  Components:  V, S, M (a pinch of dust and a few
            over the duplicate and consumed by the spell)     drops of water)
           Duration:  Until dispelled                        Duration:  Concentration, up to 1 minute
           Vou shape an illusory duplica te of one beast or  Until the spell ends, freezing rain and sleet fali in a
           humanoid that is within range for the entire casting  20-foot-tall cylinder with a 40-foot radius centered on
           time of the spell. The duplicate is a creature, partially  a point you choose within range. The area is heavily
           real and formed from ice or snow, and it can take  obscured, and exposed flames in the area are doused.
           actions and otherwise be affected as a normal creature.  The ground in the area is covered with slick ice,
           It appears to be the same as the original, but it has half  making it difficult terrain. When a creature enters the
           the creature's hit point maximum and is formed without  spell's area for the first time on aturo or starts its turo
           any equipment. Otherwise, the illusion uses ali the  there, it must make a Dexterity saving throw. On a failed
           statistics of the creature it duplicates.         save, it falls prone.
            The simulacrum is friendly to you and creatures you  If a creature is concentrating in the spell's area, the
           designa te. It obeys your spoken commands, moving  creature must make a successful Constitution saving
           and acting in accordance with your wishes and acting  throw against your spell save DC or lose concentration.
           on your turo in combat. The simulacrum lacks the
           ability to learo or beco me more powerful, so it never
           increases its levei or other abilities, nor can it regain
           expended spell slots.




           PART 3 I SPELLS
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