Page 283 - Dungeons and Dragons - Players Handbook
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the table to see where you wind up (multiple mishaps  THAUMATURGY
          can occur, dealing damage each time).             Transmutation cantrip

          TELEPORTATION    CIRCLE                           Casting Time: 1 action
          5th-leveI 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  Vou manifest a minor wonder, a sign of supernatural
            precious gems with 50 gp, which the spell consumes)  power, within range. Voucreate one of the following
          Duration: 1 round                                 magical effects within range:
          As you cast the spell, you draw a lO-foot-diameter  Vour voice booms up to three times as loud as normal
          circle on the ground inscribed with sigils that Iink  for 1 minute.
          your location to a permanent teleportation circle of  Vou cause liames to lIicker, brighten, dim, or change
          your choice whose sigil sequence you know and that is  color for 1 minute.
          on the same plane of existence as you. A shimmering  Voucause harmless tremors in the ground for 1
          portal opens within the circle you drew and remains  minute.
          open until the end of your next turn. Any creature that  Vou 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 of a raven, or ominous
          that space is occupied.                             whispers.
            Many major tempIes, guilds, and other important   Vou instantaneously cause an unlocked door or win-
          places have permanent teleportation circles inscribed  dow to lIyopen or slam shut.
          somewhere within their confines. Each such circle   Vou alter the appearance of your eyes for 1 minute.
          includes a unique sigil sequence-a  string of magical  Ifyou cast this spell multipIe times, you can have up to
          runes arranged in a particular pattern. When you first  three of its l-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. Vou can learn additional sigil  THORNWHIP
          sequences during your adventures. Voucan commit   Transmutation cantrip
          a new sigil sequence to memory after studying it  Casting Time: 1 action
          for 1 minute.                                     Range: 30 feet
            Vou can create a permanent teleportation circle by  Components: V,S, M (the stem of a plant with thorns)
          casting this spell in the same location every day for one  Duration: 1nstantaneous
          year. Vou need not use the circle to teleport when you
          cast the spell in this way.                       Voucreate a long, vine-Iike whip covered in thorns that
                                                            lashes out at your command toward a creature in range.
          TENSER'S  FLOATING  DISK                          Make a melee spell attack against the target. ]f the
          1st-leveI 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
          Range: 30 feet                                    up to 10 feet c10ser to you.
                                                              This spell's damage increases by 1d6 when you reach
          Components: V,S, M (a drop of mercury)            5th leveI (2d6), 11th levei (3d6), and 17th leveI (4d6).
          Duration: 1 hour
          This spell creates a circular, horizontal plane of force,  THUNDEROUS  SMITE
          3 feet in dia meter and 1 inch thick, that lIoats 3 feet  1st-leveI 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 more 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 immobile while you are within 20 feet of  The first time you hit with a melee weapon attack
          it. If you move more than 20 feet away from it, the disk  during this spell's duration, your weapon rings with
          follows you so that it remains within 20 feet ofYOU. It  thunder that is audible within 300 feet of 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 Iike. but it can't cross an e1evation change  Additionally, if the target is a creature, it must succeed
          of 10 feet or more. For example, the disk can't move  on a Strength saving throw or be pushed 10 feet away
          across a IO-foot-deep pit, nor could it leave such a pit if it  from you and knocked prone.
          was created at the bottom.
            Ifyou move more than 100 feet from the disk (typically  THUNDERWAVE
          because it can't move around an obstacle to follow you),  1st-leveI evocation
          the spell ends.                                   Casting Time: 1 action
                                                            Range: Self (15-foot cube)


          PART 3 I SrELLS
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