Page 237 - Player's Handbook
P. 237
]f another creature is holding or carrying the item, for c1ear skies, a c10ud for rain, falling snowflakes for
crushing the sapphire doesn't transport the item to you, snow, and so on. This effect persists for I round.
but instead you learn who the creature possessing the Vou instantly make a flower blossom, a seed pod open,
object is and roughly where that creature is located or a leaf bud bloom.
at that moment. Vou create an instantaneous, harmless sensory effect,
Dispel magic or a similar effect successfully applied to such as falling leaves, a puff of wind, the sound of a
the sapphire ends this spell's effect. small animal, or the faint odor of skunk. The effect
must fit in a 5-foot cube.
DREAM Vou instantly light or snuff out a candle, a torch, or a
5th-leveI iIIusion small campfire.
Casting Time: I minute
Range: 5pecial EARTHQUAKE
Components: V,5, M (a handful of sand, a dab of ink, 8th-leveI evocation
and a writing quill plucked from a sleeping bird) Casting Time: I action
Duration: 8 hours Range: 500 feet
This spell shapes a creature's dreams. Choose a Components: V, 5, M (a pinch of dirl, a piece of rock,
creature known to you as the target of this spell. The and a lump of c1ay)
target must be on the same plane of existence as you. Duration: Concentration, up to I minute
Creatures that don't sleep, such as elves, can't be Vou create a seismic disturbance at a point on the
contacted by this spell. Vou, or a willing creature you ground that you can see within range. For the duration,
touch, enlers a trance state, acting as a messenger. an intense tremor rips through the ground in a
While in the trance, the messenger is aware of his or 100-foot-radius circ1e centered on that point and shakes
her surroundings, but can't take actions or move. creatures and structures in contact with the ground
If the target is asleep, the messenger appears in the in that area.
target's dreams and can converse with the target as The ground in the area becomes difficult terrain.
long as it remains asleep, through the duration of the Each creature on the ground that is concentrating must
spell. The messenger can also shape the environment make a Constitution saving throw. On a failed save, the
of the dream, creating landscapes. objects, and other creature's concentration is broken.
images. The messenger can emerge from the trance at When you cast this spell and at the end of each turn
any time, ending the effect of the spell early. The target you spend concentrating on it, each creature on the
recalls the dream perfectly upon waking. If the target is ground in the area must make a Dexterity saving throw.
awake when you cast the spell, the messenger knows it, On a failed save, the creature is knocked prone.
and can either end the trance (and the spell) or wait for This spell can have additional effects depending on
the target to fali asleep, at which point the messenger the terra in in the area, as determined by the DM.
appears in the target's dreams. Fissures. Fissures open throughout the spell's area at
Vou can make the messenger appear monstrous the start of your next turn after you cast the spell. A total
and terrifying to the target. If you do, the messenger of Id6 such fissures open in locations chosen by the DM.
can deliver a message of no more than ten words and Each is IdlO x 10 feet deep, la feet wide, and extends
then the target must make a Wisdom saving throw. On from one edge of the spell's area to the opposite side.
a failed save, echoes of the phantasmal monstrosity A creature standing on a spot where a fissure opens
spawn a nightmare that lasts the duration of the target's must succeed on a Dexterity saving throw or fali in. A
sleep and prevents the target from gaining any benefit creature that sllccessfully saves moves with the fissure's
from that rest. In addition, when the target wakes up, it edge as it opens.
takes 3d6 psychic damage. A fissure that opens beneath a structure causes it to
If you have a body part, lock of hair, c1ipping from a automatically collapse (see below).
nail, or similar portion of the target's body, the target Structures. The tremor deals 50 bludgeoning damage
makes its saving throw with disadvantage. to any structure in contact with the ground in the area
when you cast the spell and at the start of each of your
DRUIDCRAFT turns until the spell ends. ]f a structure drops to Ohit
Transmutation cantrip points, it collapses and potentially damages nearby
Casting Time: I action creatures. A crealure within half the distance of a
Range: 30 feet structure's height must make a Dexterity saving throw.
Components: V,5 On a failed save, the creature takes 5d6 bludgeoning
Duration: Instantaneous damage, is knocked prone, and is buried in the rubble,
requiring a DC 20 Strength (Athletics) check as an
Whispering to the spirits of nature, you create one of the action to escape. The DM can adjust the DC higher
following effects within range: or lower, depending on the nalure of the rubble. On
Vou create a tiny, harmless sensory effect that predicts a successful save, the creature takes half as much
what the weather will be at your location for the next damage and doesn't fali prone or become buried.
24 hours. The effect might manifest as a golden orb
PA RT 3 I SPELI.S

