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You transmute your quiver so it produces an endless   it is incapable o f meaningful com m unication and has
                    supply of nonm agical ammunition, which seem s to leap   disadvantage on attack rolls and ability checks.
                    into your hand when you reach for it.              Fear. Each target must make a W isdom  saving throw
                     On each of your turns until the spell ends, you can use   and becom es frightened for 1  minute on a failed save.
                    a bonus action to make two attacks with a weapon that   W hile frightened, the target drops whatever it is holding
                    uses ammunition from the quiver. Each time you make   and must move at least 30 feet away from the glyph on
                    such a ranged attack, your quiver magically replaces   each of its turns, if able.
                    the piece of ammunition you used with a similar piece   H opelessness. Each target must make a Charisma
                    of nonm agical ammunition. Any pieces of ammunition   saving throw. On a failed save, the target is
                    created by this spell disintegrate when the spell ends. If   overwhelmed with despair for  1  minute. During this
                    the quiver leaves your possession, the spell ends.  time, it can’t attack or target any creature with harmful
                                                                      abilities, spells, or other magical effects.
                    Sy m b o l                                         Insanity. Each target must make an Intelligence saving
                    7th-level abjuration                             throw. On a failed save, the target is driven insane for
                    Casting Time:  1  minute                          1  minute. An insane creature can’t take actions, can't
                    Range: Touch                                     understand what other creatures say, can’t read, and
                    Components: V, S, M (mercury, phosphorus, and    speaks only in gibberish. The DM controls its movement,
                     powdered diamond and opal with a total value of at   which is erratic.
                     least  1,000 gp, which the spell consum es)       Pain. Each target must make a Constitution saving
                   Duration: Until dispelled or triggered            throw and becom es incapacitated with excruciating pain
                                                                     for  1  minute on a failed save.
                   W hen you cast this spell, you inscribe a harmful glyph
                                                                       Sleep. Each target must make a W isdom  saving throw
                   either on a surface (such as a section of floor, a wall, or
                                                                      and falls unconscious for  10 minutes on a failed save. A
                   a table) or within an object that can be closed to conceal
                                                                      creature awakens if it takes damage or if som eone uses
                   the glyph (such as a book, a scroll, or a treasure chest).
                                                                     an action to shake or slap it awake.
                   If you choose a surface, the glyph can cover an area of
                                                                       Stunning.  Each target must make a W isdom  saving
                   the surface no larger than 10 feet in diameter. If you
                                                                     throw and becom es stunned for 1  minute on a failed save.
                   choose an object, that object must remain in its place; if
                   the object is moved m ore than  10 feet from where you
                                                                     T a s h a ’s  H id e o u s   L a u g h t e r
                   cast this spell, the glyph is broken, and the spell ends   1st-level enchantment
                   without being triggered.
                                                                     Casting Time:  1  action
                     The glyph is nearly invisible, requiring an Intelligence
                                                                     Range: 30 feet
                   (Investigation) check against your spell save
                                                                     Components: V, S, M (tiny tarts and a feather that is
                   DC to find it.
                                                                       waved in the air)
                     You decide what triggers the glyph when you cast the
                                                                     Duration: Concentration, up to  1  minute
                   spell. For glyphs inscribed on a surface, the most typical
                   triggers include touching or stepping on the glyph,   A creature of your choice that you can see within range
                   removing another object covering it, approaching within   perceives everything as hilariously funny and falls
                   a certain distance of it, or manipulating the object   into fits of laughter if this spell affects it. The target
                   that holds it. For glyphs inscribed within an object,   must succeed on a W isdom  saving throw or fall prone,
                   the most com m on triggers are opening the object,   becom ing incapacitated and unable to stand up for the
                   approaching within a certain distance of it, or seeing or   duration. A creature with an Intelligence score of 4 or
                   reading the glyph.                                less isn’t affected.
                     You can further refine the trigger so the spell is   At the end of each of its turns, and each time it takes
                   activated only under certain circum stances or according   damage, the target can make another W isdom  saving
                   to a creature’s physical characteristics (such as height   throw. The target has advantage on the saving throw if
                   or weight), or physical kind (for example, the ward could   it’s triggered by damage. On a success, the spell ends.
                   be set to affect hags or shapechangers). You can also
                   specify creatures that don’t trigger the glyph, such as   T e l e k i n e s i s
                   those who say a certain password.                 5th-level transmutation
                     W hen you inscribe the glyph, choose one of the   Casting Time:  1  action
                   options below  for its effect. Once triggered, the glyph   Range: 60 feet
                   glows, filling a 60-foot-radius sphere with dim light   Components: V, S
                   for  10 minutes, after which time the spell ends. Each   Duration: Concentration, up to  10 minutes
                   creature in the sphere when the glyph activates is
                                                                     You gain the ability to move or manipulate creatures
                   targeted by its effect, as is a creature that enters the
                                                                     or objects by thought. W hen you cast the spell, and as
                   sphere for the first time on a turn or ends its turn there.
                                                                     your action each round for the duration, you can exert
                     Death. Each target must make a Constitution saving
                                                                     your will on one creature or object that you can see
                   throw, taking 10d 10 necrotic damage on a failed save, or
                                                                     within range, causing the appropriate effect below. You
                   half as much damage on a successful save.
                                                                     can affect the same target round after round, or choose
                     Discord. Each target must make a Constitution saving
                                                                     a new one at any time. If you switch targets, the prior
                   throw. On a failed save, a target bickers and argues
                                                                     target is no longer affected by the spell.
                   with other creatures for 1  minute. During this time,
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