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can see within range. The guardian occupies that space • Place a suggestion in one location. You select an area
and is indistinct except for a gleam ing sword and shield of up to 5 feet square, and any creature that enters
em blazoned with the symbol of your deity. or passes through the area receives the suggestion
Any creature hostile to you that m oves to a space mentally.
within 10 feet of the guardian for the first time on a
The whole w arded area radiates magic. A dispel
turn must succeed on a Dexterity saving throw. The
magic cast on a specific effect, if successful, removes
creature takes 20 radiant damage on a failed save, or
only that effect.
half as much damage on a successful one. The guardian
You can create a permanently guarded and warded
vanishes when it has dealt a total of 60 damage.
structure by casting this spell there every day
for one year.
G u a r d s a n d W a r d s
6 th-level abjuration
G u i d a n c e
Casting Time: 10 minutes Divination cantrip
Range: Touch
Casting Time: 1 action
Components: V, S, M (burning incense, a small
Range: Touch
measure of brim stone and oil, a knotted string, a
Components: V, S
small amount of umber hulk blood, and a small silver
Duration: Concentration, up to 1 minute
rod worth at least 10 gp)
Duration: 24 hours You touch one w illing creature. Once before the spell
ends, the target can roll a d4 and add the number rolled
You create a ward that protects up to 2,500 square feet
to one ability check of its choice. It can roll the die before
of floor space (an area 50 feet square, or one hundred
or after making the ability check. The spell then ends.
5-foot squares or twenty-five 10-foot squares). The
warded area can be up to 20 feet tall, and shaped as you G u i d i n g B o l t
desire. You can ward several stories of a stronghold by 1st-level evocation
dividing the area am ong them, as long as you can walk
Casting Time: 1 action
into each contiguous area while you are casting the spell.
Range: 120 feet
W hen you cast this spell, you can specify individuals
Components: V, S
that are unaffected by any or all of the effects that
Duration: 1 round
you choose. You can also specify a password that,
when spoken aloud, makes the speaker immune to A flash of light streaks toward a creature of your choice
these effects. within range. Make a ranged spell attack against the
Guards and wards creates the following effects within target. On a hit, the target takes 4d6 radiant damage,
the warded area. and the next attack roll made against this target before
Corridors. Fog fills all the warded corridors, making the end of your next turn has advantage, thanks to the
them heavily obscured. In addition, at each intersection mystical dim light glittering on the target until then.
or branching passage offering a choice of direction, At Higher Levels. W hen you cast this spell using a
there is a 50 percent chance that a creature other than spell slot of 2nd level or higher, the damage increases by
you will believe it is going in the opposite direction from 1d6 for each slot level above 1st.
the one it chooses.
Doors. All doors in the warded area are magically G u s t o f W i n d
locked, as if sealed by an arcane lock spell. In addition, 2nd-level evocation
you can cover up to ten doors with an illusion (equivalent Casting Time: 1 action
to the illusory object function of the minor illusion spell) Range: Self (60-foot line)
to make them appear as plain sections of wall. Components: V, S, M (a legum e seed)
Stairs. W ebs fill all stairs in the warded area from top Duration: Concentration, up to 1 minute
to bottom, as the web spell. These strands regrow in 10
A line of strong wind 60 feet long and 10 feet wide
minutes if they are burned or torn away while guards
blasts from you in a direction you choose for the spell’s
and wards lasts.
duration. Each creature that starts its turn in the line
Other Spell Effect. You can place your choice of one
must succeed on a Strength saving throw or be pushed
of the following magical effects within the warded area
15 feet away from you in a direction following the line.
of the stronghold.
Any creature in the line must spend 2 feet of
• Place dancing lights in four corridors. You can desig movement for every 1 foot it m oves when moving
nate a simple program that the lights repeat as long as closer to you.
guards and wards lasts. The gust disperses gas or vapor, and it extinguishes
• Place magic mouth in two locations. candles, torches, and similar unprotected flames in
• Place stinking cloud in two locations. The vapors the area. It causes protected flames, such as those of
appear in the places you designate; they return within lanterns, to dance wildly and has a 50 percent chance to
10 minutes if dispersed by wind while guards and extinguish them.
wards lasts. As a bonus action on each of your turns before the
• Place a constant gust of wind in one corridor or room. spell ends, you can change the direction in which the
line blasts from you.

