Page 281 - Dungeons and Dragons - Players Handbook
P. 281
Vou transmute your quiver so it produces an endless it is incapable of meaningful communication and has
supply of nonmagical ammunition, which seems to leap disadvantage on attack rolls and ability checks.
into your hand when you reach for it. Fear. Each target must make a Wisdom saving throw
On each of your turns until the spell ends, you can use and becomes frightened for 1 minute on a failed save.
a bonus action to make two attacks with a weapon that While 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 Hope/essness. Each target must make a Charisma
of nonmagical ammunition. Any pieces of ammunition saving throw. On a failed save, the target is
created by this spell disintegrate when the spell ends. ]f 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.
SYMBOL Insanity. Each target must make an lntelligence saving
7th-levei 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 contrais its movement,
powdered diamond and opa I with a total value of at which is erratic.
least 1,000 gp, which the spell consumes) Pain. Each target must make a Constitution saving
Duration: Until dispelled or triggered throw and becomes incapacitated with excruciating pain
for 1 minute on a failed save.
When you cast this spell, you inscribe a harmful glyph S/eep. Each target must make a Wisdom 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 c10sed to conceal creature awakens if it takes damage or if someone uses
the glyph (such as a book, a scroll, or a treasure chest). an action to shake or slap it awake.
]f you choose a surface, the glyph can cover an area of Stunning. Each target must make a Wisdom saving
the surface no larger than 10 feet in diameter. If you throw and becomes stunned for 1 minute on a failed save.
choose an object, that object must remain in its place; if
the object is moved more than 10 feet from where you TASHA'S HIDEOUS LAUGHTER
cast this spell, the glyph is broken, and the spell ends 1st-levei enchantment
without being triggered.
The glyph is nearly invisible, requiring an Intelligence Casting Time: 1 action
(lnvestigation) check against your spell save Range: 30 feet
DC to find it. Components: V,S, M (tiny tarts and a feather that is
Vou decide what triggers the glyph when you cast the waved in the air)
spell. For glyphs inscribed on a surface, the most typical Duration: Concentration, up to 1 minute
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 Wisdom saving throw or fali prone,
the most common triggers are opening the object, becoming incapacitated and unable to stand up for the
approaching within a certain distance of it, or seeing or duration. A creature with an lntelligence score of 4 or
reading the glyph. less isn't affected.
Vou 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 circumstances or according damage, the target can make another Wisdom 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). Vou can also
specify creatures that don't trigger the glyph, such as TELEKINESIS
those who say a certain password. 5th.level trallsmutation
When 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 Iight 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
targcted by its effect, as is a creature that enters the Vou gain the ability to move or manipulate creatures
sphere for the first time on a turn or ends its turn there. or objects by thought. When you cast the spell, and as
Death. Each target must make a Constitution saving your action each round for the duration, you can exert
throw, taking IOdlO necrotic damage on a failed save, or your will on one creature or object that you can see
within range, causing the appropriate effect below. Vou
half as much damage on a successful save.
Discord. Each target must make a Constitution saving can affect the same target round after round, or choose
a new one at any time. ]f 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,
-- PART 3 I SPELLS
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