Page 202 - DnD_5e_Players_Handbook_(BnW_OCR)
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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
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