Page 264 - DnD_5e_Players_Handbook_(BnW_OCR)
P. 264

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
   259   260   261   262   263   264   265   266   267   268   269