dungeons and dragons players handbook

(Jeff_L) #1

LOCATE ANIMALS OR PLANTS
2nd-leveI divinatian (ritual)


Casting Time: 1 action
Range: Self
Components: V,S, M (a bitaffur from a bloodhound)
Duration: Instantaneous


Describe ar name a specific kind ofbeast ar plant.
Concentrating on the voice of nature in your
surroundings, you learn the direction and distance to
the closest creature or plant of that kind within 5 miles,
ifany are present.


LOCATE CREATURE
4th-leveI divination


Casting Time: 1action
Range: Self
Components: V,S, M(a bit of furframa bloodhound)
Duration: Concentration, up to 1 hour


Describe ar name a creature that is familiar to you. Vou
sense the direction to the creature's lacation, as long as
that creature is within 1,000 feet ofyou.lfthe creature
is moving, you know the direction ofits mavement.
The spell can locate a specific creature known to
you, ar the nearest creature of a specific kind (such as
a human ar a unicorn), 50 long as you have seen such a
creature up close-within 30 feet-at least once. If the
creature you described ar named is in a different form,
such as being under the effects of apalymarph spell,
this spell doesn't locate the creature.
This spel1can't locate a creature ifrunning water at
least 10 feet wide blocks a direct path between you and
the creature.


LOCATE OBJECT
2nd-leveI divinatian
Casting Time: 1 action
Range: Self
Components: V,S, M(a farked twig)
Duration: Cancentration, upto10 minutes
Describearname an object that is familiar to you. Vou
sense the direction to the object's location, as lang as
that object is within 1,000 feet af you. If the object is in
motion,yau know the direction of its movement.
The spell can locate a specific object known toyou,
as long as you have seen it up close-within 30 feet-at
least once, Alternatively, the spel1can locate the nearest
abjectofa particular kind, such as a certain kind of
apparel, jewelry, furniture, tool, ar weapon.
This spel1can't locate an object ifany thickness of
lead, even a thin sheet, blocks a direct path between you
and the object.

LONGSTRIDER
1st-leveI transmutatian
Casting Time: 1 action
Range: Touch
Components: V,S, M(a pinch of dirt)
Duration: 1 hour
Voutouch a creature. The target's speed increases by 10
feet until the spel1ends.

PART 3ISPELLS

At Higher LeveIs. When you cast this spel1using
a spell slot of 2nd levei ar higher, you can target one
additional creature for each slot leveIabove 1st.

MAGEARMOR
1st-leveI abjuration
Casting Time: 1 action
Range: Touch
Components: V,S, M (a piece of cured leather)
Duration: 8 hours
Voutouch a willing creature who isn't wearing armor,
and a pratective magical force surrounds it until the
spel1ends. The target's base ACbecomes 13+its
Dexterity modifier. The spel1ends ifthe target dons
armar ar ifyou dismiss the spell as an action.

MAGE HAND
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V,S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
within range. The hand lasts for the duration ar until
you dismiss it as an action. The hand vanishes if it is
ever more than 30 feet away from youarifyou cast
this spel1again.
Voucan use your action to contraI the hand. Voucan
use the hand to manipulate an object, open an unlocked
doar ar container, stow or retrieve an item from an open
container, ar pau r the contents out ofa via!' Voucan
move the hand up to 30 feet each time you use it.
The hand can't atlack, activate magic items,arcarry
more than 10pounds.

MAGIC CIRCLE
3rd-Ievel abjuratian
Casting Time: 1 minute
Range: 10 feet
Components: V,S, M (holywater ar powdered
silver and iron worth at least 100 gp, which the
spel1consumes)
Duration: 1hour
Voucreate a 10-foot-radius, 20-foot-tal1cylinder of
magical energy centered on a point on the ground
that you can see within range. Glowing runes appear
wherever the cylinder intersects with the lIoor ar
other surface.
Choose onearmore ofthe following types of
creatures: celestiaIs, elementals, fey,fiends, ar undead.
The circle affects a creature of the chosen type in the
fol1owingways:
The creature can't willingly enter the cylinder by
nonmagical means. If the creature tries to use tele-
portation ar interplanar traveI to do so, it must first
succeed on a Charisma saving throw.
The creature has disadvantage on attack ral1sagainst
targets within the cylinder.
Targets within the cylinder can't be charmed, fright-
ened,arpossessed by the creature.
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