Page 281 - Player's Handbook
P. 281

Vou transmute your quiver so it produces an endless  it is incapable of meaningful communication  and has
          supply of nonmagical ammunition, which seems to leap  disadvantage on attack rolls and ability checks.
          into your hand when you reach for it.               Fear. Each target must make a Wisdom saving throw
            On each of your turns until the spell ends, you can use  and becomes frightened for 1 minute on a failed save.
          a bonus action to make two attacks with a weapon that  While frightened, the target drops whatever it is holding
          uses ammunition from the quiver. Each time you make  and must move at least 30 feet away from the glyph on
          such a ranged attack, your quiver magically replaces  each of its turns, if able.
          the piece of ammunition you used with a similar piece  Hope/essness. Each target must make a Charisma
          of nonmagical ammunition. Any pieces of ammunition  saving throw. On a failed save, the target is
          created by this spell disintegrate when the spell ends. ]f  overwhelmed with despair for 1 minute. During this
          the quiver leaves your possession, the spell ends.  time, it can't attack or target any creature with harmful
                                                            abilities, spells, or other magical effects.
          SYMBOL                                              Insanity. Each target must make an lntelligence saving
          7th-levei abjuration                              throw. On a failed save, the target is driven insane for
          Casting Time: 1 minute                            1 minute. An insane creature can't take actions, can't
          Range: Touch                                      understand what other creatures say, can't read, and
          Components:  V,S, M (mercury, phosphorus, and     speaks only in gibberish. The DM contrais its movement,
            powdered diamond and opa I with a total value of at  which is erratic.
            least 1,000 gp, which the spell consumes)         Pain. Each target must make a Constitution saving
          Duration:  Until dispelled or triggered           throw and becomes incapacitated with excruciating pain
                                                            for 1 minute on a failed save.
          When you cast this spell, you inscribe a harmful glyph  S/eep. Each target must make a Wisdom saving throw
          either on a surface (such as a section of floor, a wall, or  and falls unconscious for 10 minutes on a failed save. A
          a table) or within an object that can be c10sed to conceal  creature awakens if it takes damage or if someone uses
          the glyph (such as a book, a scroll, or a treasure chest).  an action to shake or slap it awake.
          ]f you choose a surface, the glyph can cover an area of  Stunning. Each target must make a Wisdom saving
          the surface no larger than 10 feet in diameter. If you  throw and becomes stunned for 1 minute on a failed save.
          choose an object, that object must remain in its place; if
          the object is moved more than 10 feet from where you  TASHA'S HIDEOUS  LAUGHTER
          cast this spell, the glyph is broken, and the spell ends  1st-levei enchantment
          without being triggered.
           The glyph is nearly invisible, requiring an Intelligence  Casting Time: 1 action
          (lnvestigation) check against your spell save     Range: 30 feet
          DC to find it.                                    Components:  V,S, M (tiny tarts and a feather that is
           Vou decide what triggers the glyph when you cast the  waved in the air)
          spell. For glyphs inscribed on a surface, the most typical  Duration: Concentration, up to 1 minute
          triggers include touching or stepping on the glyph,  A creature of your choice that you can see within range
          removing another object covering it, approaching within  perceives everything as hilariously funny and falls
          a certain distance of it, or manipulating the object  into fits of laughter if this spell affects it. The target
          that holds it. For glyphs inscribed within an object,  must succeed on a Wisdom saving throw or fali prone,
          the most common triggers are opening the object,  becoming incapacitated and unable to stand up for the
          approaching within a certain distance of it, or seeing or  duration. A creature with an lntelligence score of 4 or
          reading the glyph.                                less isn't affected.
           Vou can further refine the trigger so the spell is  At the end of each of its turns, and each time it takes
          activated only under certain circumstances  or according  damage, the target can make another Wisdom saving
          to a creature's physical characteristics  (such as height  throw. The target has advantage on the saving throw if
          or weight), or physical kind (for example, the ward could  it's triggered by damage. On a success, the spell ends.
          be set to affect hags or shapechangers).  Vou can also
          specify creatures that don't trigger the glyph, such as  TELEKINESIS
          those who say a certain password.                 5th.level trallsmutation
           When you inscribe the glyph, choose one of the   Casting Time: 1 action
          options below for its effect. Once triggered, the glyph  Range: 60 feet
          glows, filling a 60-foot-radius sphere with dim Iight  Components:  V, S
          for 10 minutes, after which time the spell ends. Each  Duration: Concentration, up to 10 minutes
          creature in the sphere when the glyph activates is
          targcted by its effect, as is a creature that enters the  Vou gain the ability to move or manipulate creatures
          sphere for the first time on a turn or ends its turn there.  or objects by thought. When you cast the spell, and as
           Death. Each target must make a Constitution saving  your action each round for the duration, you can exert
          throw, taking IOdlO necrotic damage on a failed save, or  your will on one creature or object that you can see
                                                            within range, causing the appropriate effect below. Vou
          half as much damage on a successful save.
           Discord. Each target must make a Constitution saving  can affect the same target round after round, or choose
                                                            a new one at any time. ]f you switch targets, the prior
          throw. On a failed save, a target bickers and argues  target is no longer affected by the spell.
          with other creatures for 1 minute. During this time,
 --       PART 3 I SPELLS
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