Page 264 - DnD_5e_Players_Handbook_(BnW_OCR)
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W a l l o f St o n e make a Dexterity saving throw. It takes 7d8 slashing
5th-level evocation damage on a failed save, or half as much damage on a
successful one.
Casting Time: 1 action
At Higher Levels. W hen you cast this spell using a
Range: 120 feet
spell slot of 7th level or higher, both types of damage
Components: V, S, M (a small block of granite)
increase by 1d8 for each slot level above 6th.
Duration: Concentration, up to 10 minutes
A nonm agical wall of solid stone springs into existence W a r d i n g B o n d
at a point you choose within range. The wall is 6 inches 2nd-level abjuration
thick and is com posed of ten 10-foot-by-10-foot panels.
Casting Time: 1 action
Each panel must be contiguous with at least one other
Range: Touch
panel. Alternatively, you can create 10-foot-by-20-foot
Components: V, S, M (a pair of platinum rings worth at
panels that are only 3 inches thick.
least 50 gp each, which you and the target must wear
If the wall cuts through a creature’s space when it for the duration)
appears, the creature is pushed to one side of the wall Duration: 1 hour
(your choice). If a creature w ould be surrounded on all
sides by the wall (or the wall and another solid surface), This spell wards a willing creature you touch and
that creature can make a Dexterity saving throw. On a creates a mystic connection between you and the target
until the spell ends. W hile the target is within 60 feet of
success, it can use its reaction to move up to its speed so
you, it gains a +1 bonus to AC and saving throws, and
that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it it has resistance to all damage. Also, each time it takes
can’t occupy the same space as a creature or object. damage, you take the sam e amount of damage.
The wall doesn’t need to be vertical or rest on any firm The spell ends if you drop to 0 hit points or if you
foundation. It must, however, merge with and be solidly and the target becom e separated by m ore than 60 feet.
It also ends if the spell is cast again on either o f the
supported by existing stone. Thus, you can use this spell
connected creatures. You can also dismiss the spell
to bridge a chasm or create a ramp.
as an action.
If you create a span greater than 20 feet in length, you
must halve the size of each panel to create supports.
W a t e r B r e a t h i n g
You can crudely shape the wall to create crenellations,
3rd-level transmutation (ritual)
battlements, and so on.
The wall is an object made of stone that can be Casting Time: 1 action
damaged and thus breached. Each panel has AC 15 and Range: 30 feet
30 hit points per inch of thickness. Reducing a panel Components: V, S, M (a short reed or piece of straw)
to 0 hit points destroys it and might cause connected Duration: 24 hours
panels to collapse at the DM ’s discretion.
This spell grants up to ten willing creatures you can see
If you maintain your concentration on this spell for
within range the ability to breathe underwater until the
its whole duration, the wall becom es permanent and
spell ends. Affected creatures also retain their normal
can’t be dispelled. Otherwise, the wall disappears when
m ode of respiration.
the spell ends.
W a t e r W a l k
W a l l o f T h o r n s
3rd-level transmutation (ritual)
6th-level conjuration
Casting Time: 1 action
Casting Time: 1 action
Range: 30 feet
Range: 120 feet
Components: V, S, M (a piece of cork)
Components: V, S, M (a handful of thorns) Duration: 1 hour
Duration: Concentration, up to 10 minutes
This spell grants the ability to move across any liquid
You create a wall of tough, pliable, tangled brush surface—such as water, acid, mud, snow, quicksand,
bristling with needle-sharp thorns. The wall appears or lava—as if it were harm less solid ground (creatures
within range on a solid surface and lasts for the crossing molten lava can still take damage from the
duration. You choose to make the wall up to 60 feet heat). Up to ten willing creatures you can see within
long, 10 feet high, and 5 feet thick or a circle that has range gain this ability for the duration.
a 20-foot diameter and is up to 20 feet high and 5 feet If you target a creature submerged in a liquid, the
thick. The wall blocks line of sight.
spell carries the target to the surface of the liquid at a
W hen the wall appears, each creature within its area rate of 60 feet per round.
must make a Dexterity saving throw. On a failed save,
a creature takes 7d8 piercing damage, or half as much W eb
damage on a successful save. 2nd-level conjuration
A creature can move through the wall, albeit slowly
Casting Time: 1 action
and painfully. For every 1 foot a creature m oves
Range: 60 feet
through the wall, it must spend 4 feet of movement.
Components: V, S, M (a bit o f spiderweb)
Furthermore, the first time a creature enters the wall
Duration: Concentration, up to 1 hour
on a turn or ends its turn there, the creature must

