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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 |
Subsets and Splits