Page 223 - Player's Handbook
P. 223

Divine energy radiates from you, distorting and   CLOUD   OF DAGGERS
          diffusing magical energy within 30 feet of you. Until  2nd-levei conjuration
          the spell ends, the sphere moves with you, centered on  Casting Time: 1 action
          you. For the duration, each friendly creature in the area  Range: 60 feet
          (including you) has advantage on saving throws against  Components: V,5, M (a sliver of glass)
          spells and other magical effects. Additionally, when  Duration: Concentration, up to 1 minute
          an affected creature succeeds on a saving throw made
          against a spell ar magical effect that allows it to make a  Vou fillthe air with spinning daggers in a cube 5 feet on
          saving throw to take only half damage, it instead takes  each side, centered on a point you choose within range.
          no damage if it succeeds on the saving throw.     A creature takes 4d4 slashing damage when it enters
                                                            the spell's area for the first time on a turn ar starts
          CLAIRVOYANCE                                      its turn there.
          3rd-/evel divination                                At Higher Leveis. When you cast this spell using a
                                                            spell slot of 3rd levei ar higher, the damage increases by
          Casting Time: 10 minutes
          Range: 1 mile                                     2d4 for each slot levei above 2nd.
          Components: V,5, M (a focus worth at least 100
            gp, either a jeweled horn for hearing ar a glass  CLOUDKILL
            eye for seeing)                                 5th-levei conjuration
          Duration: Concentration, up to 10 minutes         Casting Time: I action
                                                            Range: 120 feet
          Vou create an invisible sensor within range in a location  Components: V,5
          familiar to you (a place you have visited ar seen before)  Duration: Concentration, up to 10 minutes
          ar in an obvious location that is unfamiliar to you (such
          as behind a doar, around a corner, ar in a grove of trees).  Vou create a 20-foot-radius sphere of poisonous, yellow-
          The senso r remains in place for the duration, and it  green fog centered on a point you choose within range.
          can't be attacked ar otherwise interacted with.   The fog spreads around corners. lt lasts for the duration
            When you cast the spell, you choose seeing ar   ar until strong wind disperses the fog, ending the spell.
          hearing. Voucan use the chosen sense through the  lts area is heavily obscured.
          senso r as if you were in its space. As your action, you  When a creature enters the spell's area for the first
          can switch between seeing and hearing.            time on a turn ar starts its turn there, that creature must
            A creature that can see the sensor (such as a creature  make a Constitution saving throw. The creature takes
          benefiting from see invisibility ar truesight) sees a  5d8 poison damage on a failed save, ar half as much
          luminous, intangible orb about the size of your fist.  damage on a successful one, Creatures are affected
                                                            even if they hold their breath ar don't need to breathe.
          CLONE                                               The fog moves 10 feet away from you at the start
          8th-levei necromancy                              of each of your turns, rolling along the surface of the
          Casting Time: 1 hour                              ground. The vapors, being heavier than air, sink to the
          Range: Touch                                      lowest levei of the land, even pouring down openings.
          Components: V,5, M (a diamond worth at least 1,000  At Higher Leveis. When you cast this spell using a
            gp and at least I cubic inch of flesh of the creature  spell slot of 6th level ar higher, the damage increases by
            that is to be cloned, which the spell consumes, and a  ld8 for each slot levei above 5th.
            vessel worth at least 2,000 gp that has a sealable lid  COLOR  SPRAY
            and is large enough to hold a Medium creature, such
            as a huge urn, coffin, mud-filled cyst in the ground, ar  Ist-/eveJ iIIusion
            crystal container filled with salt water)       Casting Time: 1 action
          Duration: !nstantaneous                           Range: 5elf (15-foot cone)
                                                            Components: V,5, M (a pinch of powder or sand that is
          This spell grows an inert duplicate of a living creature  colored red, yellow, and blue)
          as a safeguard against death. This clone forms inside  Duration: I round
          a sealed vessel and grows to full size and maturity
          after 120 days; you can also choose to have the clone  A dazzling array of flashing, colored light springs from
          be a younger version of the same creature. lt remains  your hand. Roll 6dlO; the total is how many hit points
          inert and endures indefinitely, as long as its vessel  of creatures this spell can effect. Creatures in a 15-foot
          remains undisturbed.                              cone originating from you are affected in ascending
            At any time after the clone matures, if the original  arder of their current hit points (ignoring unconscious
          creature dies, its soul transfers to the clone, provided  creatures and creatures that can't see).
          that the soul is free and willing to returno The clone is  5tarting with the creature that has the lowest current
          physically identical to the original and has the same  hit points, each creature affected by this spell is blinded
          personality, memories, and abilities, but nane of the  until the spell ends, 5ubtract each creature's hit points
          original's equipment. The original creature's physical  from the total before moving on to the creature with
          remains, if they still exist, become inert and can't  the next lowest hit points. A creature's hit points must
          thereafter be restored to life, since the creature's souI  be equal to or less than the remaining total for that
          is elsewhere.                                      creature to be affected,


           PART 3 I SPELLS
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