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
222

