Page 208 - DnD_5e_Players_Handbook_(BnW_OCR)
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failure, you take 6d6 psychic damage and are insane   Components: V, S, M (a statuette of yourself carved
         until you finish a long rest. W hile insane, you can’t take   from ivory and decorated with gems worth at
         actions, can’t understand what other creatures say, can’t   least  1,500 gp)
         read, and speak only in gibberish. A greater restoration   Duration:  10 days
         spell cast on you ends this effect.
                                                           Choose a spell of 5th level or lower that you can cast, that
          On a successful save, you can ask the entity up to five
                                                           has a casting time of 1  action, and that can target you.
         questions. You must ask your questions before the spell
                                                           You cast that spell—called the contingent spell—as part
         ends. The DM answers each question with one word,
                                                           of casting contingency, expending spell slots for both, but
         such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or
                                                           the contingent spell doesn't com e into effect. Instead, it
         “unclear” (if the entity doesn’t know the answer to the
                                                           takes effect when a certain circumstance occurs. You
         question). If a one-word answer would be misleading,
                                                           describe that circumstance when you cast the two spells.
         the DM might instead offer a short phrase as an answer.
                                                           For example, a contingency cast with water breathing
                                                           might stipulate that water breathing com es into effect
         C o n t a g i o n
                                                           when you are engulfed in water or a similar liquid.
         5th-level necromancy
                                                            The contingent spell takes effect immediately after the
         Casting Time:  1  action                          circumstance is met for the first time, whether or not you
         Range: Touch                                      want it to. and then contingency ends.
         Component: V, S                                    The contingent spell takes effect only on you, even
         Duration: 7 days                                  if it can normally target others. You can use only one
         Your touch inflicts disease. Make a melee spell attack   contingency spell at a time. If you cast this spell again,
         against a creature within your reach. On a hit, you afflict   the effect of another contingency spell on you ends. Also,
         the creature with a disease of your choice from any of   contingency ends on you if its material com ponent is
         the ones described below.                         ever not on your person.
          At the end of each of the target’s turns, it must make
                                                           C o n t i n u a l  F l a m e
         a Constitution saving throw. After failing three of
                                                           2nd-level evocation
         these saving throws, the disease’s effects last for the
         duration, and the creature stops making these saves.   Casting Time:  1  action
         After succeeding on three of these saving throws, the   Range: Touch
         creature recovers from the disease, and the spell ends.  Components: V, S, M (ruby dust worth 50 gp, which the
          Since this spell induces a natural disease in its   spell consum es)
         target, any effect that removes a disease or otherwise   Duration: Until dispelled
         ameliorates a disease’s effects apply to it.
                                                           A flame, equivalent in brightness to a torch, springs
          Blinding Sickness. Pain grips the creature’s mind,
                                                           forth from an object that you touch. The effect looks like
         and its eyes turn milky white. The creature has
                                                           a regular flame, but it creates no heat and doesn’t use
         disadvantage on W isdom  checks and W isdom  saving
                                                           oxygen. A continual flame can be covered or hidden but
         throws and is blinded.
                                                           not smothered or quenched.
          Filth Fever. A raging fever sw eeps through the
         creature’s body. The creature has disadvantage on   C o n t r o l  W a t e r
         Strength checks, Strength saving throws, and attack   4th-level transmutation
         rolls that use Strength.
                                                           Casting Time:  1  action
          Flesh Rot. The creature’s flesh decays. The creature
                                                          Range: 300 feet
         has disadvantage on Charisma checks and vulnerability
                                                           Components: V, S , M (a drop of water and a
         to all damage.
                                                            pinch of dust)
          Mindfire. The creature’s mind becom es feverish. The
                                                          Duration: Concentration, up to  10 minutes
         creature has disadvantage on Intelligence checks and
         Intelligence saving throws, and the creature behaves as   Until the spell ends, you control any freestanding water
         if under the effects of the confusion spell during combat.  inside an area you choose that is a cube up to  100 feet
          Seizure. The creature is overcom e with shaking.  on a side. You can choose from any of the following
         The creature has disadvantage on Dexterity checks,   effects when you cast this spell. As an action on your
         Dexterity saving throws, and attack rolls that   turn, you can repeat the sam e effect or choose a
        use Dexterity.                                    different one.
          Slimy Doom. The creature begins to bleed          Flood. You cause the water level of all standing water in
        uncontrollably. The creature has disadvantage on   the area to rise by as much as 20 feet. If the area includes
         Constitution checks and Constitution saving throws.  a shore, the flooding water spills over onto dry land.
        In addition, whenever the creature takes damage, it is   If you choose an area in a large body of water, you
        stunned until the end of its next turn.           instead create a 20-foot tall wave that travels from  one
                                                          side of the area to the other and then crashes down. Any
         C o n t i n g e n c y                            Huge or smaller vehicles in the wave’s path are carried
        6 th-level evocation                              with it to the other side. Any Huge or smaller vehicles
        Casting Time:  10 minutes                         struck by the wave have a 25 percent chance of capsizing.
        Range: Self                                         The water level remains elevated until the spell ends
                                                          or you choose a different effect. If this effect produced
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