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.
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