Page 228 - Player's Handbook
P. 228

failure, you take 6d6 psychic damage and are insane  Components:  V, S, M (a statuetle of yourself carved
            until you finish a long rest. While insane, you can't take  from ivory and decorated with gems worth at
            actions, can't understand what other creatures say, can't  least 1,500 gp)
            read, and speak only in gibberish, Agreater restoration  Duration:  10 days
            spell cast on you ends this effect.               Choose a spell of 5th levei or lower that you can cast, that
             On a successful save, you can ask the entity up to five
            questions, Vou must ask your questions before the spell  has a casting time of 1 action, and that can target YOU.
                                                              Vou cast that spell-called
                                                                                                      part
                                                                                   the contingent spell-as
            ends, The DM answers each question with one word,  of casting contingency, expending spell slots for both, but
            such as uyes," "no," "maybe," "never/' "irrelevant." ar  the contingent spell doesn't come into effect. Instead, it
            "unclear" (if the entity doesn't know the answer to the  takes effect when a certain circumstance occurs. Vou
            question), ]f a one-word answer would be misleading,  describe that circumstance when you cast the two spells.
            the DM might instead offer a short phrase as an answer,  For example, a contingency cast with water breathing
                                                              might stipulate that water breathing comes into effect
            CONTAGION
            5th-leveI necromancy                              when you are engulfed in water or a similar liquid.
                                                                The contingent spell takes effect immediately after thc
            Casting Time: 1 action                            circumstance is met for the first time, whether or not you
            Range: Touch                                      want it to, and then contingencyends.
            Component:  V,S                                     The contingent spell takes effect only on you, even
            Duration: 7 days                                  if it can normally target others. Vou can use only one
            Your touch inflicts disease. Make a melee spell atlack  contingency spell at a time. If you cast this spell again,
            against a creature within your reach. On a hit, you aftlict  the effect of another contingency spell on you ends. Also,
            the creature with a disease of your choice from any of  contingency ends on you if its material component is
            the ones described below.                         ever not on your person.
              At the end of each of the target's turns, it must make
            a Constitution saving throw. After failing three of  CONTINUAL  FLAME
            these saving throws, the disease's effects last for the  2nd./evel evocation
            duration, and the creature stops making these saves.  Casting Time: 1 action
            After succeeding on three of these saving throws, the  Range: Touch
            creature recovers from the disease, and the spell ends.  Components:  V,S, M (ruby dust worth 50 gp, which the
              Since this spell induces a natural disease in its  spell consumes)
            target, any effect that removes a disease or otherwise  Duration: Until dispelled
            ameliorates a disease's effects apply to it.      A flame, equivalent in brightness to a torch, springs
              Blinding Sickness.  Pain grips the creature's mind,  forth from an object that you touch. The cffect looks like
            and its eyes turn milky white. The creature has   a regular flame, hut it creates no heat and doesn't use
            disadvantage on Wisdom checks and Wisdom saving   oxygen. A continuaI liame can be covered or hidden but
            throws and is blinded,                            not smothered or quenched.
              FiJth Fever. A raging fever sweeps through the
            creature's body. The creature has disadvantage on  CONTROL  WATER
            Strength checks, Strength saving throws. and attack  4th-leveI transnllltation
            rolls that use Strength.
              Flesh Rot. The creature's flesh decays. The creature  Casting Time: 1 action
            has disadvantage on Charisma checks and vulnerability  Range: 300 fect
            to ali damage.                                    Components:  V,S, M (a drop ofwater and a
              Mindfire. The creature's mind becomes feverish. The  pinch of dust)
            creature has disadvantage on Intelligcnce checks and  Duration: Concentration, up to 10 minutes
            Intelligence saving throws, and the creature behaves as  Until the spell cnds, you control any frcestanding water
            if under the effects of the confusion spell during combat.  inside an arca you choose that is a cube up to 100 feet
              Seizure.  The creature is ovcrcomc with shaking.  on a side. Vou can choose from any of the following
            The creature has disadvantage on Dexterity checks,  effccts when you cast this spcll. As an action on your
            Dcxterity saving throws, and attack rolls that    turn, you can rcpeat the same effect or choosc a
            use Dexterity.                                    different one.
              Slimy Doom. The creaturc begins to bleed          Flood. Vou cause the water Icvel of ali standing water in
            uncontrollably. The creature has disadvantagc on  the area to rise by as much as 20 feet. If the area includes
            Constitution checks and Constitution saving throws.  a shore, the flooding water spills over onto dry land.
            In addition, whenever the creature takcs damage, it is  If you choose an area in a large body of water. you
            stunned until the end of its next turno           instead create a 20-foot tall wave that travels from one
                                                              side of the area to the other and then crashes down. Any
            CONTINGENCY                                       Huge or smaller vehiclcs in the wave's path are carried
            6th-leveI evocation                               with it lo the other side. Any Huge or smaller vehicles
            Casting Time: 10 minutes                          struck by the wave have a 25 percent chance of capsizing.
            Range: Self                                         The water levei remains elevated until the spell ends
                                                              or you choose a different effect. Ifthis effect produced

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