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3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of water)
Duration: Concentration, up to 10 minutes
You conjure up a wall of water on the ground at a point
you can see within range. You can make the wall up to
30 feet long, 10 feet high, and 1 foot thick, or you can
make a ringed wall up to 20 feet in diameter, 20 feet
high, and 1 foot thick. The wall vanishes when the spell
ends. The wall’s space is difficult terrain.
Any ranged weapon attack that enters the wall’s space
has disadvantage on the attack roll, and fire damage
is halved if the fire effect passes through the wall to
reach its target. Spells that deal cold damage that pass
through the wall cause the area of the wall they pass
through to freeze solid (at least a 5-foot square section is
frozen). Each 5-foot-square frozen section has AC 5 and
15 hit points. Reducing a frozen section to 0 hit points
destroys it. When a section is destroyed, the wall’s water
doesn’t fill it.
Warding Wind
2nd-level evocation
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes
A strong wind (20 miles per hour) blows around you in a
10-foot radius and moves with you, remaining centered
on you. The wind lasts for the spell’s duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are
torch-sized or smaller.
• The area is difficult terrain for creatures
other than you.
• The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
• It hedges out vapor, gas, and fog that can be dispersed
by strong wind.
Watery Sphere
4th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a droplet of water)
Duration: Concentration, up to 1 minute
You conjure up a sphere of water with a 10-foot radius
on a point you can see within range. The sphere can
hover in the air, but no more than 10 feet off the ground.
The sphere remains for the spell’s duration.
Any creature in the sphere’s space must make a
Strength saving throw. On a successful save, a creature
is ejected from that space to the nearest unoccupied
space outside it. A Huge or larger creature succeeds
on the saving throw automatically. On a failed save, a
creature is restrained by the sphere and is engulfed by
the water. At the end of each of its turns, a restrained
target can repeat the saving throw.
The sphere can restrain a maximum of four Medium
or smaller creatures or one Large creature. If the
sphere restrains a creature in excess of these numbers,
a random creature that was already restrained by the
sphere falls out of it and lands prone in a space within
5 feet of it.
As an action, you can move the sphere up to 30 feet in
a straight line. If it moves over a pit, cliff, or other drop, it
safely descends until it is hovering 10 feet over ground.
Any creature restrained by the sphere moves with it. You
can ram the sphere into creatures, forcing them to make
the saving throw, but no more than once per turn.
When the spell ends, the sphere falls to the ground
and extinguishes all normal flames within 30 feet of it.
Any creature restrained by the sphere is knocked prone
in the space where it falls.
24
Chapter 2 | Spells
Whirlwind
7th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, M (a piece of straw)
Duration: Concentration, up to 1 minute
A whirlwind howls down to a point on the ground you
specify. The whirlwind is a 10-foot-radius, 30-foot-high
cylinder centered on that point. Until the spell ends, you
can use your action to move the whirlwind up to 30 feet
in any direction along the ground. The whirlwind sucks
up any Medium or smaller objects that aren’t secured to
anything and that aren’t worn or carried by anyone.
A creature must make a Dexterity saving throw
the first time on a turn that it enters the whirlwind or
that the whirlwind enters its space, including when
the whirlwind first appears. A creature takes 10d6
bludgeoning damage on a failed save, or half as much
damage on a successful one. In addition, a Large or
smaller creature that fails the save must succeed on
a Strength saving throw or become restrained in the
whirlwind until the spell ends. When a creature starts
its turn restrained by the whirlwind, the creature is
pulled 5 feet higher inside it, unless the creature is at
the top. A restrained creature moves with the whirlwind