dungeons and dragons players handbook

(Jeff_L) #1

252


HYPNOTIC PATTERN
3rd-level iIIusion
Casting Time: 1action
Range: 120 feet
Components: 5, M(aglowing stick ofincense or a
crystal viaIfilledwith phosphorescent material)
Duration: Concentration, up to 1minute
Voucreate a twisting pattern ofcolors that weaves
through the air inside a 30-foot cube within range.
The pattern appears for a moment and vanishes. Each
creature in the area who sees the pattern must make
a Wisdom saving throw. On a failed save, the creature
becomes charmed for the duration. While charmed
bythis spell, the creature is incapacitated and has
a speed ofO.
The spell ends for an affected creature ifit takes any
damage or ifsomeone e1seuses an action to shake the
creature out ofits stupor.

ICE STORM
4th-levei evocation
Casting Time: 1action
Range: 300 feet
Components: V,5, M(a pinch ofdust and a few
drops ofwater)
Duration: Instantaneous
Ahail ofrock-hard ice pounds to the ground in a
20-foot-radius, 40-foot-high cylinder centered on a
point within range. Each creature in the cylinder must
make a Dexterity saving throw. Acreature takes 2d8
bludgeoning damage and 4d6 cold damage on a failed
save, or half as much damage on a successful one.
Hailstones turn the storm's area ofeffect into difficult
terrain until the end ofyour next turno
At Higher Leve/s. When you cast this spell using a
spell slot of5th leveIor higher, the bludgeoning damage
increases by ld8 for each slot leveiabove 4th.

IDENTIFY
1st-levei divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V,5, M(apearl worth at least 100 gp and
an owl feather)
Duration: Instantaneous
Vouchoose one object that you must touch throughout
the casting of the spe11.Ifit is a magic item or some
other magic-imbued object, you learn its properties
and how to use them, whether it requires attunement
to use, and how many charges it has, ifany.Voulearn
whether any spells are affecting the item and what they
are. lf the item was crealed by a spell, you learn which
spell created it.
lfyou instead louch a crealure lhroughoullhe casling,
you learn whal spells, ifany, are currenlly affecting i!.

ILLUSORY SCRIPT
1st-levei iIIusion (ritual)
Casting Time: 1minule
Range: Touch

PART 3ISPELLS

Components: 5, M(a lead-based ink worlh alleast 10
gp,which the spell consumes)
Duration: 10days
Vouwrite on parchmenl, paper, or some olher suilable
writing malerial and imbue ilwilh a polent illusion lhal
lasls for the duralion.
Toyou and any crealures you designate when you
casllhe spell, the writing appears normal, written in
your hand, and conveys whalever meaning you intended
when you wrole lhe lex!. Toali olhers, lhe writing
appears as ifilwere written in an unknown ar magical
scripllhal is uninlelligible. Alternalively, you can cause
lhe wriling lo appear to be an entire1ydifferenl message,
written in a differenl hand and language, lhough lhe
language must be one you know.
5hould the spell be dispelled, the original scripl and
the illusion bolh disappear.
Acrealure wilh lruesighl can read the
hidden message.

IMPRISONMENT
9th-levei abjuration
Casting Time: 1minule
Range: 30 feel
Components: V,5, M(avellum depiclion or a carved
staluette in lhe likeness ofthe larget, and a special
componenllhal varies according lo lhe version oflhe
spell you choose, worth at least 500 gp per Hit Die
of lhe target)
Duration: Until dispelled
Voucreate a magical restraint to hold a creature that
you can see within range. The target must succeed on
a Wisdom saving throw or be bound bythe spell; ifit
succeeds, it is immune lo this spell ifyou cast itagain.
While affected by this spell, the creature doesn't need
to breathe, eat, or drink, and itdoesn't age. Divination
spells can't locate or perceive the targe!.
When you cast the spell, you choose one ofthe
following forms ofimprisonment.
Buria/. The target is entombed far beneath the earth
in a sphere ofmagical force that isjust large enough to
contain the targe!. Nothing can pass through the sphere,
nor can any creature teleport or use planar traveI to get
into or out ofi!.
The special component for this version ofthe spell is a
small mithral orb.
Chaining. Heavy chains, firmly rooted in the ground,
hold the target in place. The target is restrained until
the spell ends, and it can't move or be moved by any
means until then.
The special component for this version ofthe spell is a
fine chain ofprecious metal.
Hedged Prison. The spell transports the target into
a tiny demiplane that is warded against teleportation
and planar traveI. The demiplane can be a labyrinth, a
cage, a tower, or any similar confined structure or area
ofyour choice.
The special component for this version ofthe spell is a
miniature representation ofthe prison made from jade.
Minimus Containment. The target shrinks to a height
of 1inch and is imprisoned inside a gemstone ar similar
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