Page 228 - DnD_5e_Players_Handbook_(BnW_OCR)
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H a i l o f T h o r n s Energy Vulnerability. Affected creatures in the area
1st-level conjuration have vulnerability to one damage type of your choice,
except for bludgeoning, piercing, or slashing.
Casting Time: 1 bonus action
Everlasting Rest. Dead bodies interred in the area
Range: Self
can’t be turned into undead.
Components: V
Extradimensional Interference. Affected creatures
Duration: Concentration, up to 1 minute
can’t move or travel using teleportation or by
The next time you hit a creature with a ranged weapon extradimensional or interplanar means.
attack before the spell ends, this spell creates a rain Fear. Affected creatures are frightened
o f thorns that sprouts from your ranged weapon or while in the area.
ammunition. In addition to the norm al effect of the Silence. No sound can emanate from within the area,
attack, the target of the attack and each creature within and no sound can reach into it.
5 feet of it must make a Dexterity saving throw. A Tongues. Affected creatures can com m unicate with
creature takes 1dlO piercing damage on a failed save, or any other creature in the area, even if they don’t share a
half as much damage on a successful one. com m on language.
At Higher Levels. If you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d10 H a l l u c i n a t o r y T e r r a i n
for each slot level above 1st (to a maximum of 6 d10). 4th-level illusion
Casting Time: 10 minutes
H a l l o w
Range: 300 feet
5th-level evocation
Components: V, S, M (a stone, a twig, and a bit
Casting Time: 24 hours of green plant)
Range: Touch Duration: 24 hours
Components: V, S, M (herbs, oils, and incense worth at
You make natural terrain in a 150-foot cube in range
least 1,000 gp, which the spell consum es)
look, sound, and smell like som e other sort of natural
Duration: Until dispelled
terrain. Thus, open fields or a road can be made to
You touch a point and infuse an area around it with holy resem ble a swamp, hill, crevasse, or som e other difficult
(or unholy) power. The area can have a radius up to 60 or impassable terrain. A pond can be made to seem
feet, and the spell fails if the radius includes an area like a grassy meadow, a precipice like a gentle slope,
already under the effect a hallow spell. The affected area or a rock-strewn gully like a wide and sm ooth road.
is subject to the following effects. Manufactured structures, equipment, and creatures
First, celestials, elementals, fey, fiends, and undead within the area aren’t changed in appearance.
can’t enter the area, nor can such creatures charm, The tactile characteristics of the terrain are
frighten, or possess creatures within it. Any creature unchanged, so creatures entering the area are likely to
charmed, frightened, or possessed by such a creature see through the illusion. If the difference isn’t obvious
is no longer charmed, frightened, or possessed upon by touch, a creature carefully exam ining the illusion can
entering the area. You can exclude one or m ore of those attempt an Intelligence (Investigation) check against
types of creatures from this effect. your spell save DC to disbelieve it. A creature who
Second, you can bind an extra effect to the area. discerns the illusion for what it is, sees it as a vague
C hoose the effect from the following list, or choose an image superim posed on the terrain.
effect offered by the DM. Som e of these effects apply to
creatures in the area; you can designate whether the H a r m
effect applies to all creatures, creatures that follow a 6 th-level necromancy
specific deity or leader, or creatures of a specific sort, Casting Time: 1 action
such as ores or trolls. W hen a creature that would be Range: 60 feet
affected enters the spell’s area for the first time on a Components: V, S
turn or starts its turn there, it can make a Charisma Duration: Instantaneous
saving throw. On a success, the creature ignores the
You unleash a virulent disease on a creature that
extra effect until it leaves the area.
you can see within range. The target must make a
Courage. Affected creatures can’t be frightened
Constitution saving throw. On a failed save, it takes
while in the area.
14d6 necrotic damage, or half as much damage on a
Darkness. Darkness fills the area. Normal light,
successful save. The damage can’t reduce the target’s
as well as magical light created by spells of a lower
hit points below 1. If the target fails the saving throw,
level than the slot you used to cast this spell, can’t
its hit point maximum is reduced for 1 hour by an
illuminate the area.
amount equal to the necrotic damage it took. Any effect
Daylight. Bright light fills the area. Magical darkness
that removes a disease allows a creature’s hit point
created by spells of a lower level than the slot you used
maximum to return to normal before that time passes.
to cast this spell can’t extinguish the light.
Energy Protection. Affected creatures in the area
have resistance to one damage type of your choice,
except for bludgeoning, piercing, or slashing.

