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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

