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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,

