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Player Spells — page 106

Player Spells rules and reference.

Spell Descriptions

The spells are presented in alphabetical order.

Blade Of Dis As Ter

9th-level conjuration

Casting Time: 1 bonus action

Range: 60 feet

Com ponents: V, S

Duration: Concentration, up to 1 minute

You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8dl2 force damage (for a total of 12d12 force damage).

As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again. The blade can harmlessly pass through any barrier, including a wall of force.

Booming Blade

Evocation cantrip

Casting Time: 1 action

Range: Self (5-foot radius)

Components: S, M (a melee weapon worth at

least 1 sp)

Duration: 1 round

You brandish the weapon used in the spell's cast ing and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder da m a g e, an d th e sp ell en d s . This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8.

Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Dream Of The Blue Ve Il

7th-level conjuration

Casting Time: 10 minutes

Range: 20 feet

Components: V, S, M (a magic item or a willing

creature from the destination world)

Duration: 6 hours

Traveling To Other Worlds

The Material Plane holds an infinite number of worlds. Some like Oerth, Toril, Krynn, and Eberror---are well documented, but there are countless others. You and your friends may even have created some homemade D&D worlds yourselves! It was not always so. Various scholars speak of a primordial state, a single reality they call the First World, which preceded the multiverse as we know it. Many of the peoples and monsters that inhabit the worlds in the Material Plane originated there.

After the First World was shattered by a great cataclysm- giving birth to the worlds that came in its wake t he progeny of the first elves, dwarves, beholders, and other iconic creatures took root on world after world, like seeds scattered by a cosmic wind. If the musings of these great sages are true, every world is a reflection- and in some cases, a distortion- of the First World. Transit between these worlds is rare but not im possible and can be accomplished in various ways. One such method is called the Great Journey, an epic voyage fraught with peril and littered with obstacles to be overcome.

This journey most often occurs aboard a vessel powered by magic. Another method is the Dream of Other Worlds; travelers fall into a deep slumber and dream themselves into a new realm. The spell dream of the blue veil employs this method of transit. The most direct method is the Leap to Another Realm; a spellcaster casts teleportation circle or tele port, aiming to appear in a known teleportation circle or some other location in another world. Whatever method you use to reach a world, the DM determines whether you succeed and where exactly you appear if you do arrive in that realm.

You and up to eight willing creatures within range fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions. To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name.

Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born. The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.

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Source & compatibility

Source: Tasha's Cauldron of Everything · page 106 · Legacy 5e.

Tasha's Cauldron of Everything; locally supplied reference, original publisher rights retained.

Compatibility: Original option; manual use pending compatibility review.