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
PART 3 SPEI L~
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