Page 219 - DnD_5e_Players_Handbook_(BnW_OCR)
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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
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