Page 240 - Player's Handbook
P. 240
each of your turns until the spell ends, you can use FALSE LIFE
your aclion to target auother creature but can't target 1st-levei necromancy
a creature agaiu if it has succeeded on a saving throw
against this casting of eyebite, Casting Time: I action
As/eep. The targel falls unconscious, lt wakes up if it Range: Self
takes any damage nr if another creature uses its action Components: V,S, M (a small amount of alcohol or
to shake the sleeper awake, distilled spirits)
Panicked. The target is frightened of you. On each Duration: I hour
of its lurns, the frightened creature must take the Bolstering yourself with a necromantic facsimile of life,
Dash action and move away from you by the safest and you gain Id4 + 4 temporary hit points for the rluration.
shortest available route, unless there is nowhere to At Higher LeveIs. When you casl this spell using a
move. lf the target moves to a place at least 60 feet away spell slot of 2nd levei or higher, you gain 5 adrlitional
from you where it can no longer see you, this effect ends. temporary hit points for each slollevel above 1st.
Sickened. The target has disadvantage ou attack rolls
and ability checks. At the end of each of its turns, it can FEAR
make another Wisdom saving throw. lf it succeeds, 3rd-level iIIusion
the effect ends. Casting Time: I action
Range: Self (30-foot cone)
FABRICATE Components: V, S, M (a white feather or the
4th-levei transmutation heart of a hen)
Casting Time: lO minutes Duration: Concentration, up lo 1 minule
Range: 120 feet Vou project a phantasmal image of a creature's worst
Components: V,S fears. Each creature in a 30-foot cone must succeed on
Duration: Instantaneous
a Wisdom saving throw or rlrop whatever it is holrling
Vou convert raw materiais into products of the same anrl beco me frightened for the duration.
material. For example, you can fabricate a wooden While frightened by this spell, a creature must take
bridge from a c1ump of trees, a rope from a patch of the Dash action and move away from you by lhe safest
hemp, and C10thes from flax or wool. available route on each of its turns, unless there is
Choose raw materiais that you can see wilhin range. nowhere to move. If the creature enrls its turn in a
Vou can fabricale a Large or smaller object (contained location where it doesn't have line of sight to you,
within a lO-fool cube. ar eight connected 5-foot cubes), the creature can make a Wisdom saving throw. On a
given a sufficient quantity of raw material. Ifyou successful save, the spell enrls for that creature.
are working with metal. stone, or anolher mineral
substance, however, the fabricated object can be no FEATHER FALL
larger than Medium (coutained within a single 5-foot 1st-levei transmutation
cube). The quality of objects made by the spell is Casting Time: I reaction, which you take when you or a
commensurate with the quality of the raw materiais. creature within 60 feet of YOII falls
Creatures or magic items can't be created or Range: 60 feet
transmuted by this spell. Vou also can't use it to Components: V, M (a sma 11feat her or piece of down)
create items that ordinarily require a high degree of Duration: I minute
craftsmanship, such as jewelry, weapons. glass, or
armor, unless you have proficiency with the type of Choose up to five falling creatures within range. A
artisan's tools used to craft such objects. falling creature's rate of descent slows to 60 feet per
round until the spell ends. lf the creature lands before
FAERIE FIRE the spell ends, it takes no falling damage and can land
1st-leveI evocation on its feel, and the spell ends for that creature.
Casting Time: I action FEEBLEMIND
Range: 60 feet 8th-levei enchantment
Components: V
Duration: Concentration, up to 1 minute Casting Time: I action
Range: ISO feet
Each object in a 20-foot cube within range is outlined in Components: V,S, M (a handful of c1ay,crystal, glass,
blue, green, or violet light (your choice). Any creature in or mineral spheres)
the area when lhe spell is cast is also outlined in light if Durat;on: Instantaneous
it fails a Dexterity saving throw. For lhe duration, objects
and affected creatures shed dim light in a 10.fool radius. Vou hlast the mind of a crealure that you can see within
Any attack roll against an affected creature or object range, altempting to shatter its intellect and personality.
has arlvantage if the attacker can see it, and the affected The target takes 4d6 psychic damage and must make an
creature or object can't benefit from being invisible. Intelligence saving throw.
On a failed save, the creature's Intclligence and
Charisma scores become I. The creature can't cast
spells, activate magic items, understand language, or
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