Page 250 - Player's Handbook
P. 250

HAIL OF THORNS                                      Energy VuInerabiJity. Affected creatures in the area
            1st-levei conjuration                             have vulnerability to one damage type of your choice,
                                                              except for bludgeoning, piercing, or slashing.
            Casting Time: I bonus action                        EverIasting Rest. Dead bodies interred in the area
            Range: Self                                       can't be turned into undead.
            Components:  V
            Duration: Concentration, up to I minute             Extradimensionallnterference.  Affected creatures
                                                              can't move or traveI using teleportation or by
            The next time you hit a creature with a ranged weapon  extradimensional  or interplanar means.
            atlack before the spell ends, this spell creates a rain  Fear. Affected creatures are frightened
            of thorns that sprouts from your ranged weapon or  while in the area.
            ammunition. In addition to the normal effect of the  SiJence. No sound can emanate from within the area,
            attack, the target of the atlack and each creature within  and no sound can reach into it.
            5 feet of it must make a Dexterity saving throw. A  Tongues. Affected creatures can communicate with
            creature takes Id 10 piercing damage on a failed save, ar  any other creature in the area, even if they don't share a
            half as much damage on a successful one.          common language.
              At Higher LeveIs. If you cast this spell using a spell
            slot of 2nd levei or higher, the damage increases by IdlO  HALLUCINATORY  TERRAIN
            for each slot leveI above Ist (to a maximum of 6d 10).  4th-levei iIIusion
                                                              Casting Time: 10 minutes
            HALLOW                                            Range: 300 feet
            5th-levei evocation
                                                              Components:  V,S, M (a stone, a twig, and a bit
            Casting Time: 24 hours                              of green plant)
            Range: Touch                                      Duration:  24 hours
            Components:  V,S, M (herbs, oils, and incense worth at
              least 1,000 gp, which the spell consumes)       Vou make natural terrain in a 150-foot cube in range
            Duration: Until dispelled                         look, sound, and smelllike some other sort of natural
                                                              terrain. Thus, open fields or a road can be made to
            Vou touch a point and infuse an area around it with holy  resemble a swamp, hill, crevasse, or some other difficult
            (or unholy) power. The area can have a radius up to 60  or impassable terrain. A pond can be made to seem
            feet, and the spell fails if the radius includes an area  like a grassy meadow, a precipice like a gentle slope,
            already under the effect a hallow spell. The affected area  or a rock-strewn gully like a wide and smooth road.
            is subject to the following effects.              Manufactured structures, equipment, and creatures
              First, celestiais, elementals, fey, fiends, and undead  within the area aren't changed in appearance.
            can't enter the area, nor can such creatures charm,  The tactile characteristics  of the terrain are
            frighten, or possess creatures within it. Any creature  unchanged, so creatures entering the area are likely to
            charmed, frightened, or possessed by such a creature  see through the illusion. If the difference isn't obvious
            is no longer charmed, frightened, or possessed upon  by touch, a creature carefully examining the illusion can
            entering the area. Vou can exclude one or more of those  atlempt an Intelligence (lnvestigation) check against
            types of creatures from this effect.              your spell save DC to disbelieve it. A creature who
              Second, you can bind an extra effect to the area.  discerns the illusion for what it is, sees it as a vague
            Choose the effect from the following list, or choose an  image superimposed  on the terrain.
            effect offered by the DM. Some of these effects apply to
            creatures in the area; you can designate whether the  HARM
            effect applies to ali creatures, creatures that follow a  6th-levei necromancy
            specific deity or leader, or creatures of a specific sort,  Casting Time: I action
            such as orcs or trolls. When a creature that would be  Range: 60 feet
            affected enters the spell's area for the first time on a  Components:  V, S
            turn or starts its turn there, it can make a Charisma  Duration: Instantaneous
            saving throw. On a success, the creature ignores the
            extra effect until it leaves the area.            Vou unleash a virulent disease on a creature that
              Courage. Affected creatures can't be frightened  you can see within range. The target must make a
            while in the area.                                 Constitution saving throw. On a failed save, it takes
              Darkness.  Darkness fills the area. Normallight,  14d6 necrotic damage, or half as much damage on a
            as well as magicallight  created by spells of a lower  successful save. The damage can't reduce the target's
            levei than the slot you used to cast this spell, can't  hit points below I. ]f the target fails the saving throw,
            illuminate the area.                               its hit point maximum is reduced for I hour byan
              DayJight. Bright light fills the area. Magical darkness  amount equal to the necrotic damage it took. Any effect
            created by spells of a lower levei than the slot you used  that removes a disease allows a creature's hit point
            to cast this spell can't extinguish the light.     maximum to return to normal before that time passes,
              Energy Protection.  Affected creatures in the area
             have resistance to one damage type of your choice,
            except for bludgeoning, piercing, or slashing.



                                                                                                PART 3  SPELLS
                                                                                                                 249
   245   246   247   248   249   250   251   252   253   254   255