Page 185 - D&D 5e - SRD
P. 185
Discord. Each target must make a Constitution creature up to 30 feet in any direction, including
saving throw. On a failed save, a target bickers and upward but not beyond the range of this spell. Until
argues with other creatures for 1 minute. During this the end of your next turn, the creature is restrained
time, it is incapable of meaningful communication in your telekinetic grip. A creature lifted upward is
and has disadvantage on attack rolls and ability suspended in mid- air.
checks. On subsequent rounds, you can use your action to
Fear. Each target must make a Wisdom saving attempt to maintain your telekinetic grip on the
throw and becomes frightened for 1 minute on a creature by repeating the contest.
failed save. While frightened, the target drops Object. You can try to move an object that weighs
whatever it is holding and must move at least 30 feet up to 1,000 pounds. If the object isn’t being worn or
away from the glyph on each of its turns, if able. carried, you automatically move it up to 30 feet in
Hopelessness. Each target must make a Charisma any direction, but not beyond the range of this spell.
saving throw. On a failed save, the target is If the object is worn or carried by a creature, you
overwhelmed with despair for 1 minute. During this must make an ability check with your spellcasting
time, it can’t attack or target any creature with ability contested by that creature’s Strength check. If
harmful abilities, spells, or other magical effects. you succeed, you pull the object away from that
Insanity. Each target must make an Intelligence creature and can move it up to 30 feet in any
saving throw. On a failed save, the target is driven direction but not beyond the range of this spell.
insane for 1 minute. An insane creature can’t take You can exert fine control on objects with your
actions, can’t understand what other creatures say, telekinetic grip, such as manipulating a simple tool,
can’t read, and speaks only in gibberish. The GM opening a door or a container, stowing or retrieving
controls its movement, which is erratic. an item from an open container, or pouring the
Pain. Each target must make a Constitution saving contents from a vial.
throw and becomes incapacitated with excruciating
pain for 1 minute on a failed save. Telepathic Bond
Sleep. Each target must make a Wisdom saving 5th- level divination (ritual)
throw and falls unconscious for 10 minutes on a Casting Time: 1 action
failed save. A creature awakens if it takes damage or Range: 30 feet
if someone uses an action to shake or slap it awake. Components: V, S, M (pieces of eggshell from two
Stunning. Each target must make a Wisdom different kinds of creatures)
saving throw and becomes stunned for 1 minute on Duration: 1 hour
a failed save.
You forge a telepathic link among up to eight willing
Telekinesis creatures of your choice within range, psychically
5th- level transmutation linking each creature to all the others for the
duration. Creatures with Intelligence scores of 2 or
Casting Time: 1 action
Range: 60 feet less aren’t affected by this spell.
Until the spell ends, the targets can communicate
Components: V, S telepathically through the bond whether or not they
Duration: Concentration, up to 10 minutes
have a common language. The communication is
You gain the ability to move or manipulate creatures possible over any distance, though it can’t extend to
or objects by thought. When you cast the spell, and other planes of existence.
as your action each round for the duration, you can
exert your will on one creature or object that you Teleport
can see within range, causing the appropriate effect 7th- level conjuration
below. You can affect the same target round after Casting Time: 1 action
round, or choose a new one at any time. If you switch
targets, the prior target is no longer affected by the Range: 10 feet
Components: V
spell. Duration: Instantaneous
Creature. You can try to move a Huge or smaller
creature. Make an ability check with your This spell instantly transports you and up to eight
spellcasting ability contested by the creature’s willing creatures of your choice that you can see
Strength check. If you win the contest, you move the within range, or a single object that you can see
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 185

