dungeons and dragons players handbook

(Jeff_L) #1
When you cast this spell, youcan elect tocause its
magic tooperate inthe reverse direction, preventing a
creature ofthe specified type from leaving the cylinder
and protecting targets outside it.
At Higher LeveIs. When youcast this spell using a
spell slot of4th leveIor higher, the duration increases by
1hour foreach slot leveiabove 3rd.

MAGICJAR
6th./evel necromancy
Casting Time: 1minute
Range: Self
Components: V,S, M(agem, crystal, reliquary, or some
other ornamental container worth at least 500 gp)
Duration: Untildispelled
Yourbody falls into a catatonic state as your soulleaves
itand enters the container you used forthe spell's
material component. While your soul inhabits the
container, youare aware ofyour surroundings as ifyou
were inthe container's space. Voucan't moveor use
reactions. The onlyaction youcan take is toproject your
soul up to 100feetout ofthe container, either returning
toyour livingbody(and ending the spell) or attempting
topossess a humanoids body.
Voucan attempt topossess any humanoid within
100feetofyou that you can see (creatures warded bya
protection [romevil and goodormagic circIespell can't
be possessed). The target must make a Charisma saving
throw. On a failure, your soul moves into the target's
body,and the target's soul becomes trapped inthe
container. On a success, the target resists your efforts
topossess it,and youcan't attempt topossess itagain
for24 hours.
Once you possess a creature's body,youcontrol it.
Yourgame statistics are replaced bythe statistics ofthe
creature, though you retain your alignment and your
Intelligence, Wisdom, and Charisma scores. Vouretain
the benefit ofyour own class features.Irthe target has
any class leveis,youcan't use anyofitsclass features.
Meanwhile, the possessed creature's soul can
perceive from the container using its own senses, but it
can't moveor take actions at ali.
While possessing a body,youcan use your action to
return from the host body tothe container ifitis within
100feetofyou,returning the host creature's soul to
its body.Ifthe host body dies while you're in it,the
creature dies, and youmust make a Charisma saving
throw against your own spellcasting DC.Ona success,
youreturn tothe container ifitiswithin 100feetofyou.
Otherwise, you die.
Ifthe container isdestroyed or the spell ends, your
soul immediately returns toyour body.Ifyour body is
more than 100feetaway fromyouor ifyour body is
dead when you attempt to return toit,youdie.Iranother
creature's soul is in the container when itis destroyed,
the creature's soul returns toits body ifthe body isalive
and within 100feet.Otherwise, that creature dies.
When the spell ends, the container is destroyed.


MAGIC MISSILE
Ist./evel evocation
Casting Time: 1action
Range: 120feet
Components: V,S
Duration: Instantaneous
Voucreate three glowing darts ofmagical force. Each
dart hits a creature ofyour choice that you can see
within range. Adart deals Id4 + I force damage toits
target. The darts ali strike simultaneously, and youcan
direct them tohit one creature orsevera!.
At Higher LeveIs. When youcast this spell using a
spell slot of2nd leveior higher, the spell creates one
more dart foreach slot leveIabove 1st.

MAGIC MOUTH
2nd./evel iI1usion (ritual)
Casting Time: 1minute
Range: 30 feet
Components: V,S, M(asmall bitofhoneycomb
andjade dust worth at least 10gp,which the
spell consumes)
Duration: Until dispelled
Vouimplant a message within an object in range, a
message that is uttered when a trigger condition is met.
Choose an object that youcan see and that isn't being
worn or carried byanother creature. Then speak the
message, which must be 25 words or less, though it
can be delivered overas long as 10minutes. Finally,
determine the circumstance that willtrigger the spell to
deliver your message.
When that circumstance occurs, a magical mouth
appears on the object and recites the message inyour
voiceand at the same volumeyouspoke.Irthe object
you chose has a mouth or something that looks likea
mouth (forexample, the mouth ofa statue), the magical
mouth appears there so that the words appear tocome
from the object's mouth. When youcast this spell, you
can have the spell end after itdelivers its message, or
itcan remain and repeat its message whenever the
trigger occurs.
The triggering circumstance can be as general or as
detailed as you like,though itmust be based onvisual
oraudible conditions that occur within 30 feetofthe
object. For example, youcould instruct the mouth to
speak when any creature moves within 30 feetofthe
object orwhen a silver bell rings within 30 feetofit.

MAGIC WEAPON
2nd./evel transmutation
Casting Time: 1bonus action
Range: Touch
Components: V,S
Duration: Concentration, up to 1hour
Voutouch a nonmagical weapon. Untilthe spell ends,
that weapon becomes a magic weapon with a +1bonus
toattack rolls and damage rolls.
At Higher LeveIs. When youcast this spell using a
spell slot of4th leveior higher, the bonus increases to
+2.When you use a spell slot of6th leveIor higher, the
bonus increases to+3.

PART 3ISPELLS
257
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