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each of your turns until the spell ends, you can use Fa l s e L i f e
your action to target another creature but can’t target 1st-level necromancy
a creature again if it has succeeded on a saving throw
Casting Time: 1 action
against this casting of eyebite.
Range: Self
A sleep. The target falls unconscious. It w akes up if it
Components: V, S, M (a small amount of alcohol or
takes any damage or if another creature uses its action
distilled spirits)
to shake the sleeper awake.
Duration: 1 hour
Panicked. The target is frightened of you. On each
of its turns, the frightened creature must take the Bolstering yourself with a necromantic facsimile of life,
Dash action and move away from you by the safest and you gain 1d4 + 4 temporary hit points for the duration.
shortest available route, unless there is nowhere to At Higher Levels. W hen you cast this spell using a
move. If the target m oves to a place at least 60 feet away spell slot of 2nd level or higher, you gain 5 additional
from you where it can no longer see you, this effect ends. temporary hit points for each slot level above 1st.
Sickened. The target has disadvantage on attack rolls
and ability checks. At the end of each of its turns, it can F e a r
3rd-level illusion
make another W isdom saving throw. If it succeeds,
the effect ends. Casting Time: 1 action
Range: Self (30-foot cone)
Fa b r i c a t e
Components: V, S, M (a white feather or the
4th-level transmutation heart of a hen)
Casting Time: 10 minutes Duration: Concentration, up to 1 minute
Range: 120 feet
You project a phantasmal image of a creature’s worst
Components: V, S
fears. Each creature in a 30-foot cone must succeed on
Duration: Instantaneous
a W isdom saving throw or drop whatever it is holding
You convert raw materials into products of the same and becom e frightened for the duration.
material. For example, you can fabricate a w ooden W hile frightened by this spell, a creature must take
bridge from a clump o f trees, a rope from a patch of the Dash action and move away from you by the safest
hemp, and clothes from flax or wool. available route on each of its turns, unless there is
Choose raw materials that you can see within range. nowhere to move. If the creature ends its turn in a
You can fabricate a Large or smaller object (contained location where it doesn’t have line of sight to you,
within a 10-foot cube, or eight connected 5-foot cubes), the creature can make a W isdom saving throw. On a
given a sufficient quantity of raw material. If you successful save, the spell ends for that creature.
are working with metal, stone, or another mineral
substance, however, the fabricated object can be no F e a t h e r Fa l l
larger than Medium (contained within a single 5-foot 1st-level transmutation
cube). The quality of objects made by the spell is Casting Time: 1 reaction, which you take when you or a
com m ensurate with the quality of the raw materials. creature within 60 feet of you falls
Creatures or magic items can’t be created or Range: 60 feet
transmuted by this spell. You also can’t use it to Components: V, M (a small feather or piece of down)
create items that ordinarily require a high degree of Duration: 1 minute
craftsmanship, such as jewelry, weapons, glass, or
Choose up to five falling creatures within range. A
armor, unless you have proficiency with the type of
falling creature's rate of descent slows to 60 feet per
artisan’s tools used to craft such objects.
round until the spell ends. If the creature lands before
the spell ends, it takes no falling damage and can land
Fa e r i e F i r e
1st-level evocation on its feet, and the spell ends for that creature.
Casting Time: 1 action F e e b l e m i n d
Range: 60 feet 8 th-level enchantment
Components: V
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: 150 feet
Each object in a 20-foot cube within range is outlined in Components: V, S, M (a handful of clay, crystal, glass,
blue, green, or violet light (your choice). Any creature in or mineral spheres)
the area when the spell is cast is also outlined in light if Duration: Instantaneous
it fails a Dexterity saving throw. For the duration, objects
You blast the mind of a creature that you can see within
and affected creatures shed dim light in a 10-foot radius.
range, attempting to shatter its intellect and personality.
Any attack roll against an affected creature or object
The target takes 4d6 psychic damage and must make an
has advantage if the attacker can see it, and the affected
Intelligence saving throw.
creature or object can’t benefit from being invisible.
On a failed save, the creature’s Intelligence and
Charisma scores becom e 1. The creature can’t cast
spells, activate magic items, understand language, or

