The Thieves Guild
A Collection of D&D 5e Resources
Spells & Rituals

Jim's Glowing Coin

Level 2 •
Enchantment

Casting Time: 1 action
Range: 60 ft
Components: S, M
Duration: 1 minute
Save: Wisdom
Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.

Note: 2 gp is a royalty component and disappears from the casters inventory when the spell is cast.
Material Component: a coin and 2 gp
Classes: Wizard, Rogue

Domain: Light, Illusion, Trickery

Source: Acquisitions Incorporated (page 76)

View Jim's Glowing Coin Spell Card (New Window? )

Return to Previous Page


ADVERTISING - PLEASE SUPPORT THIS SITE
ADVERTISING - PLEASE SUPPORT THIS SITE

Shop D&D Goodies

ADVERTISING - PLEASE SUPPORT THIS SITE
Visit the Thieves Guild for more Resources
www.thievesguild.cc