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C a l m E m o t i o n s additional creature for each slot level above 1st. The
2nd-level enchantment creatures must be within 30 feet o f each other when
you target them.
Casting Time: 1 action
Range: 60 feet
C h i l l T o u c h
Components: V, S
Necromancy cantrip
Duration: Concentration, up to 1 minute
Casting Time: 1 action
You attempt to suppress strong em otions in a group
Range: 120 feet
of people. Each humanoid in a 20-foot-radius sphere
Components: V, S
centered on a point you choose within range must make
Duration: 1 round
a Charisma saving throw; a creature can choose to
You create a ghostly, skeletal hand in the space of a
fail this saving throw if it wishes. If a creature fails its
creature within range. Make a ranged spell attack
saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be against the creature to assail it with the chill of the
charm ed or frightened. W hen this spell ends, any grave. On a hit, the target takes 1d8 necrotic damage,
and it can’t regain hit points until the start o f your next
suppressed effect resumes, provided that its duration
turn. Until then, the hand clings to the target.
has not expired in the meantime.
If you hit an undead target, it also has disadvantage on
Alternatively, you can make a target indifferent about
creatures of your choice that it is hostile toward. This attack rolls against you until the end of your next turn.
indifference ends if the target is attacked or harmed by This spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
a spell or if it w itnesses any of its friends being harmed.
W hen the spell ends, the creature becom es hostile
C h r o m a t i c O r b
again, unless the DM rules otherwise.
1st-level evocation
C h a i n L i g h t n i n g Casting Time: 1 action
6 th-level evocation Range: 90 feet
Casting Time: 1 action Components: V, S, M (a diamond worth at least 50 gp)
Duration: Instantaneous
Range: 150 feet
Components: V, S, M (a bit of fur; a piece of amber, You hurl a 4-inch-diameter sphere of energy at a
glass, or a crystal rod; and three silver pins) creature that you can see within range. You choose
Duration: Instantaneous acid, cold, fire, lightning, poison, or thunder for the type
You create a bolt of lightning that arcs toward a target of of orb you create, and then make a ranged spell attack
your choice that you can see within range. Three bolts against the target. If the attack hits, the creature takes
then leap from that target to as many as three other 3d8 damage of the type you chose.
targets, each of which must be within 30 feet of the first At Higher Levels. W hen you cast this spell using a
target. A target can be a creature or an object and can spell slot of 2nd level or higher, the damage increases by
be targeted by only one of the bolts. 1d8 for each slot level above 1st.
A target must make a Dexterity saving throw. The
C i r c l e o f D e a t h
target takes 10d8 lightning damage on a failed save, or
6 th-level necromancy
half as much damage on a successful one.
A t Higher Levels. W hen you cast this spell using Casting Time: 1 action
a spell slot o f 7th level or higher, one additional bolt Range: 150 feet
leaps from the first target to another target for each slot Components: V, S, M (the powder o f a crushed black
level above 6th. pearl worth at least 500 gp)
Duration: Instantaneous
C h a r m P e r s o n
A sphere of negative energy ripples out in a 60-foot-
1st-level enchantment
radius sphere from a point within range. Each creature
Casting Time: 1 action in that area must make a Constitution saving throw. A
Range: 30 feet target takes 8d6 necrotic damage on a failed save, or
Components: V, S half as much damage on a successful one.
Duration: 1 hour A t Higher Levels. W hen you cast this spell using a
spell slot of 7th level or higher, the damage increases by
You attempt to charm a humanoid you can see within
2d6 for each slot level above 6th.
range. It must make a W isdom saving throw, and does
so with advantage if you or your com panions are fighting
C i r c l e o f P o w e r
it. If it fails the saving throw, it is charm ed by you until
5th-level abjuration
the spell ends or until you or your com panions do
anything harmful to it. The charm ed creature regards Casting Time: 1 action
you as a friendly acquaintance. W hen the spell ends, the Range: Self (30-foot radius)
creature knows it w as charm ed by you. Components: V
At Higher Levels. W hen you cast this spell using Duration: Concentration, up to 10 minutes
a spell slot of 2nd level or higher, you can target one

