Page 265 - Player's Handbook
P. 265

OTILUKE'S  RESILIENT  SPHERE                      (Stealth) checks and can't be tracked except by magical
          4th-levei evocation                               means. A creature that receives this bonus leaves
                                                            behind no tracks ar other traces of its passage.
          Casting Time: I action
          Range: 30 feet                                    PASSWALL
          Components: V,S, M (a hemispherical piece of      5th-levei transmutation
           clear crystal and a matching hemispherical piece
           of gum arabic)                                   Casting Time: I action
          Duration: Concentration. up to I minute           Range: 30 feet
                                                            Components: V.S. M (a pinch of sesame seeds)
          A sphere of shimmering force encloses a creature  Duration: I hour
          ar object of Large size ar smaller within range. An
          unwilling creature must make a Dexterity saving   A passage appears at a point of your choice that you
          throw. On a failed save. the creature is enclosed for  can see on a wooden. plaster. or stone surface (such as
          the duration.                                     a wall, a ceiling, or a floor)within range, and lasts for
           Nothing-not  physical objects. energy. ar other spell  the duration. Vouchoose the opening's dimensions: up
          effects-can  pass through the barrier. in ar out. though  to 5 feet wide. 8 feet tall, and 20 feet deep. The passage
          a creature in the sphere can breathe there. The sphere  creates no instability in a structure surrounding it.
          is immune to ali damage. and a creature or object inside  When the opening disappears, any creatures or
          can't be damaged by attacks or effects originating from  objects still in the passage created by the spell are safely
          outside, nor can a creature inside the sphere damage  ejected to an unoccupied space nearest to the surface on
          anything outside it.                              which you cast the spell.
           The sphere is weightless and just large enough to
          contain the creature or object inside. An enclosed  PHANTASMAL  FORCE
          creature can use its action to push against the sphere's  2nd-levei i11usion
          walls and thus roll the sphere at up to half the creature's  Casting Time: 1 action
          speed. Similarly, the globe can be picked up and moved  Range: 60 feet
          by other creatures.                               Components: V.S. M (a bit of fleece)
           A disintegrate spell targeting the globe destroys it  Duration: Concentration. up to I minute
          without harming anything inside it.               Voucraft an illusion that takes root in the mind of a
                                                            creature that you can see within range. The target must
          OTTO'S  IRRESISTIBLE  DANCE                       make an Intelligence saving throw. On a failed save, you
          6th-levei enchantment
                                                            create a phantasmal object, creature. or other visible
          Casting Time: I action                            phenomenon of your choice that is no larger than a
          Range: 30 feet                                    lO-foot cube and that is perceivable only to the target
          Components: V                                     for the duration. This spell has no effect on undead
          Duration: Concentration. up to I minute           ar constructs.
          Choose one creature that you can see within range. The  The phantasm includes sound, temperature. and other
          target begins a comic dance in place: shuffling, tapping  stimuli, also evident only to the creature.
          its feet, and capering for the duration. Creatures that  The target can use its action to examine the phantasm
          can't be charmed are immune to this spell.        with an Intelligence (Investigation) check against your
           A dancing creature must use ali its movement to  spell save DC. If the check succeeds, the target realizes
          dance without leaving its space and has disadvantage  that the phantasm is an illusion, and the spell ends.
          on Dexterity saving throws and attack rolls. While  While a target is affected by the spell, the target treats
          the target is affected by this spell, other creatures  the phantasm as if it were real. The target rationalizes
          have advantage on attack rolls against it. As an  any illogical outcomes from interacting with the
          action, a dancing creature makes a Wisdom saving  phantasm. For example. a target attempting to walk
          throw to regain control of itself. On a successful save.  across a phantasmal bridge that spans a chasm falls
          the spell ends.                                   once it steps anta the bridge. ]f the target survives the
                                                            fali, it still believes that the bridge exists and comes up
          PASS WITHOUT   TRACE                              with some other explanation for its fall-it was pushed,
          2nd-levei abjuration                              it slipped, ar a strong wind might have knocked it off.
                                                             An affected target is so convinced of the phantasm's
          Casting Time: I action
          Range: Self                                       reality that it can even take damage from the illusion. A
                                                            phantasm created to appear as a creature can attack the
          Components: V.S, M (ashes from a burned leaf of   target. Similarly. a phantasm created to appear as tire. a
           mistletoe anel a sprig of spruce)
          Duration: Concentration, up to 1 hour             pool of acid. ar lava can burn the target. Each round on
                                                            your turn. the phantasm can deal Id6 psychic damage
          A veil of shadows and silence radiates from you,  to the target if it is in the phantasm's area ar within 5
          masking you and your companions from detection.   feet of the phantasm, provided that the illusion is of a
          For the duration. each creature you choose within 30  creature ar hazard that could logically deal damage.
          feet of you (including you) has a +10 bonus to Dexterity  such as by attacking. The target perceives the damage
                                                            as a type appropriate to the illusion.


          PART 3 I SPELLS
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