Page 260 - Player's Handbook
P. 260

Components: V, S                                  MENDING
            Duration: Concentration, up to \O minutes         Transmutation cantrip
            Vou banish a creature that you can see within range into  Casting Time: 1 minute
            a labyrinthine demiplane. The target remains there for  Range: Touch
            the duration or until it escapes the maze.        Components: V.S, M (two lodestones)
              The target can use its action to altempt to escape.  Duration: Instantaneous
            When it does so, it makes a DC 20 Intelligence check. If
            it succeeds, it escapes, and lhe spell ends (a minotallr or  This spell repairs a single break or tear in an object
            goristro demon automatically succeeds).           you touch, such as a broken chain link. two halves of
                                                              a broken key, a torn c1oak, or a leaking wineskin. As
              When the spell ends, the target reappears in the  long as the break or tear is no larger than 1 foot in
            space it left or, if that space is occupied, in the nearest
            unoccupied space.                                 any dimension, you mend it. leaving no trace of the
                                                              former damage.
            MELD INTO STONE                                     This spell can physically repair a magic item
            3rd-/evel transmutation (ritual)                  or construct, but the spell can't restore magic to
                                                              such an object.
            Casting Time: 1 action
            Range: Touch                                      MESSAGE
            Components: V, S                                  Transmutation cantrip
            Duration: 8 hours
                                                              Casting Time: 1 action
            Vou step into a stone object or surface large enough to  Range: 120 feet
            fully contain your body, melding yourself and ali the  Components: V,S, M (a short piece of copper wire)
            equipment you carry with the stone for the dllration.  Duration: I round
            Using your movement, you step into the stone at a point
            you can touch. Nothing of your presence remains visible  Vou point your finger toward a creature within range
            or otherwise detectable by nonmagical senses.     and whisper a message. The target (and only the target)
              While merged with the stone, you can't see what  hears the message and can reply in a whisper that only
            occurs outside it, and any Wisdom (Perception) checks  you can hear.
            you make to hear sounds outside it are made with    Vou can cast this spell through solid objects if you
            disadvantage. Vou remain aware of the passage of  are familiar with the target and know it is beyond
            time and can cast spells on yourself while merged in  the barrier. Magical silence, 1 foot of stone, 1 inch of
            the stone. Vou can use your movement to leave the  common metal, a thin sheet of lead, or 3 feet of wood
            stone where you entered it, which ends the spell. Vou  blocks the spell. The spell doesn't have to follow a
            otherwise can't move.                             straight line and can travei freely around corners or
              Minor physical damage to the stone doesn't harm  throllgh openings.
            you, but its partial destruction or a change in its shape  METEOR  SWARM
            (to the extent that YOllno longer fit within it) expels YOll  9th-levei evocation
            and deals 6d6 bludgeoning damage to YOll.The stone's
            complete destruction (or transmutation  into a different  Casting Time: I action
            sllbstance) expels YOlland deals 50 bludgeoning damage  Range: 1 mile
            to you. If expelled, you fali prone in an lInoccupied space  Components: V, S
            cIosest to where you first entered.               Duration: Instantaneous
                                                              Blazing orbs of fire plummet to the ground at four
            MELF'S ACID ARROW                                 different points YOllcan see within range. Each creature
            2nd-levei evocation                               in a 40-foot-radius sphere centered on each point you
            Casting Time: 1 action                            choose must make a Dexterity saving throw. The sphere
            Range: 90 feet                                    spreads around corners. A creature takes 20d6 fire
            Components: V, S, M (powdered rhubarb leaf and an  damage and 20d6 bludgeoning damage on a failed
              adder's stomach)                                save, or half as much damage on a successful one. A
            Duration: 1nstantaneous                           creature in lhe area of more than one fiery burst is
                                                              affected only once.
            A shimmering green arrow streaks toward a targel
            within range and bllrsts in a spray of acid. Make a  The spell damages objects in the area and ignites
            ranged spell attack against the target. On a hit, the  flammable objects that aren't being worn or carried.
            target takes 4d4 acid damage immediately and 2d4 acid  MIND  BLANK
            damage aI the end of its next turno On a miss, the arrow  8th-levei abjuration
            splashes the target with acid for half as much of the
            initial damage and no damage at the end of its next turno  Casting Time: 1 action
             At Higher LeveIs. When you cast this spellllsing a  Range: Touch
            spell slot of 3rd levei or higher, lhe damage (both initial  Components: V, S
            and later) increases by 1d4 for each slot levei above 2nd.  Duration: 24 hOllrs
                                                              Unti! the spell ends, one willing creatllre you tOllch is
                                                              immune to psychic damage, any effect lhat would sense

                                                                                               PART 3 I SPELLS
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