Page 225 - Player's Handbook
P. 225

COMMUNE    WITH NATURE                              This speIl doesn't decode secret messages in a text
          5th-levei divination (ritual)                      or a glyph, such as an arcane sigil, that isn't part of a
                                                             written language.
          Casting Time: I minute
          Range: 5elf                                        COMPULSION
          Components:  V,5                                   4th-levei enchantment
          Duration: Instantaneous
                                                             Casting Time: 1 action
          Vou briefty become one with nature and gain knowledge  Range: 30 feet
          of the surrounding  territory. In the outdoors, the spell  Components:  V, 5
          gives you knowledge of the land within 3 miles of you.  Duration: Concentration, up to I minute
          In caves and other natural underground settings, the
          radius is Iimited to 300 feet. The spell doesn't function  Creatures of your choice that you can see within range
          where nature has been replaced by construction, such  and that can hear you must make a Wisdom saving
          as in dungeons and towns.                          throw. A target automatically succeeds on this saving
            Vou instantly gain knowledge of up to three facts of  throw if it can't be charmed. On a failed save, a target
          your choice about any of the following subjects as they  is affected by this spelI. Until the speIl ends, you can
          relate to the area:                                use a bonus action on each of your turns to designate a
                                                             direction that is horizontal to YOU. Each affected target
            terrain and bodies of water                      must use as much of its movement as possible to move
            prevalent plants, minerais, animais, or peoples  in that direction on its next turno It can take its action
            powerful celestiaIs, fey, fiends, elementals, or undead  before it moves. After moving in this way, it can make
            influence from other planes of existence         another Wisdom saving to try to end the effect.
            buildings                                         A target isn't compeIled to move into an obviously
            For example, you could determine the location of  deadly hazard, such as a fire or pit, but it will provoke
          powerful undead in the area, the location of major  opportunity attacks to move in the designated direction.
          sources of safe drinking water, and the location of any
           nearby towns.                                     CONE  OF COLD
                                                             5th-levei evocation
           COMPELLED   DUEL                                  Casting Time: I action
           1st-levei enchantment                             Range: 5elf (60-foot cone)
          Casting Time: I bonus act ion                      Components:  V,5, M (a small crystal or glass cone)
           Range: 30 feet                                    Duration: Instantaneous
          Components:  V                                     A blast of cold air erupts from your hands. Each
          Duration: Concentration, up to I minute            creature in a 60-foot cone must make a Constitution
          Vou attempt to compel a creature into a dueI. One  saving throw. A creature takes 8d8 cold damage on a
          creature that you can see within range must make a  failed save, or half as much damage on a successful one.
          Wisdom saving throw. On a failed save, the creature is  A creature killed by this spell becomes a frozen statue
           drawn to you, compelled by your divine demando For  until it thaws.
           the duration, it has disadvantage on attack rolls against  At Higher LeveIs. When you cast this speIl using a
           creatures other than you, and must make a Wisdom  spell slot of 6th level or higher, the damage increases by
           saving throw each time it attempts to move to a space  ld8 for each slot leveI above 5th.
           that is more than 30 feet away from you; if it succeeds
           on this saving throw, this spell doesn't restrict the  CONFUSION
           target's movement for that turno                  4th-levei enchantment
            The spell ends if you attack any other creature, if you  Casting Time: 1 action
           cast a spell that targets a hostile creature other than the  Range: 90 feet
           target, if a creature friendly to you damages the target or  Components:  V, 5, M (three nut shells)
           casts a harmful spell on it, or ifyou end your turn more  Duration: Concentration, up to I minute
           than 30 feet away from the target.                This spell assaults and twists creatures' minds,
                                                             spawning delusions and provoking uncontrolled action.
           COMPREHEND    LANGUAGES                           Each creature in a lO-foot-radius sphere centered on
           1st-levei divination (ritual)
                                                             a point you choose within range must succeed on a
           Casting Time: 1 action                            Wisdom saving throw when you cast this spell or be
           Range: 5elf                                       affected by it.
           Components:  V, 5, M (a pinch of soot and salt)    An affected target can't take reactions and must roIl
           Duration:  1 hour                                 adIO at the start of each of its turns to determine its
           For the duration, you understand  the literal meaning of  behavior for that turno
           any spoken language that you hear. Vou also understand
           any written language that you see, but you must be
           touching the surface on which the words are written. It
           takes about I minute to read one page of text.


           PAR1  3 I SPELLS
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