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
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