Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until
the spell ends, the sphere moves with you, centered on
you. For the duration, each friendly creature in the area
(including you) has advantage on saving throws against
spells and other magical effects. Additionally, when
an affected creature succeeds on a saving throw made
against a spell or magical effect that allows it to make a
saving throw to take only half damage, it instead takes
no damage if it succeeds on the saving throw.
Clairvoyan ce
3rd-level divination
Casting Time: 10 minutes
Range: 1 mile
Components: V, S, M (a focus worth at least 100
gp, either a jeweled horn for hearing or a glass
eye for seeing)
Duration: Concentration, up to 10 minutes
You create an invisible sensor within range in a location
familiar to you (a place you have visited or seen before)
or in an obvious location that is unfamiliar to you (such
as behind a door, around a corner, or in a grove of trees).
The sensor remains in place for the duration, and it
can’t be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or
hearing. You can use the chosen sense through the
sensor as if you were in its space. As your action, you
can switch between seeing and hearing.
A creature that can see the sensor (such as a creature
benefiting from see invisibility or truesight) sees a
luminous, intangible orb about the size of your fist.
Clone
8 th-level necrom ancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth at least 1,000
gp and at least 1 cubic inch of flesh of the creature
that is to be cloned, which the spell consum es, and a
vessel worth at least 2,000 gp that has a sealable lid
and is large enough to hold a Medium creature, such
as a huge urn, coffin, mud-filled cyst in the ground, or
crystal container filled with salt water)
Duration: Instantaneous
This spell grows an inert duplicate of a living creature
as a safeguard against death. This clone forms inside
a sealed vessel and grows to full size and maturity
after 120 days; you can also choose to have the clone
be a younger version of the same creature. It remains
inert and endures indefinitely, as long as its vessel
remains undisturbed.
At any time after the clone matures, if the original
creature dies, its soul transfers to the clone, provided
that the soul is free and willing to return. The clone is
physically identical to the original and has the same
personality, memories, and abilities, but none of the
original’s equipment. The original creature’s physical
remains, if they still exist, becom e inert and can’t
thereafter be restored to life, since the creature’s soul
is elsewhere.
Clou d of Daggers
2 nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a sliver of glass)
Duration: Concentration, up to 1 minute
You fill the air with spinning daggers in a cube 5 feet on
each side, centered on a point you choose within range.
A creature takes 4d4 slashing damage when it enters
the spell’s area for the first time on a turn or starts
its turn there.
A t H igh er L evels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by
2d4 for each slot level above 2nd.
Clo u d k ill
5th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a 20-foot-radius sphere of poisonous, yellow-
green fog centered on a point you choose within range.
The fog spreads around corners. It lasts for the duration
or until strong wind disperses the fog, ending the spell.
Its area is heavily obscured.
W hen a creature enters the spell’s area for the first
time on a turn or starts its turn there, that creature must
make a Constitution saving throw. The creature takes
5d8 poison damage on a failed save, or half as much
damage on a successful one. Creatures are affected
even if they hold their breath or don’t need to breathe.
The fog moves 10 feet away from you at the start
of each of your turns, rolling along the surface of the
ground. The vapors, being heavier than air, sink to the
lowest level of the land, even pouring down openings.
A t H ig h er L evels. When you cast this spell using a
spell slot of 6th level or higher, the damage increases by
1d8 for each slot level above 5th.
Color Spray
1st-level illusion
Casting Time: 1 action
Range: S elf (15-foot cone)
Components: V, S, M (a pinch of powder or sand that is
colored red, yellow, and blue)
Duration: 1 round
A dazzling array of flashing, colored light springs from
your hand. Roll 6d10; the total is how many hit points
of creatures this spell can effect. Creatures in a 15-foot
cone originating from you are affected in ascending
order of their current hit points (ignoring unconscious
creatures and creatures that can’t see).
Starting with the creature that has the lowest current
hit points, each creature affected by this spell is blinded
until the spell ends. Subtract each creature’s hit points
from the total before moving on to the creature with
the next lowest hit points. A creature’s hit points must
be equal to or less than the remaining total for that
creature to be affected.