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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.
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