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VITRIOLIC SPHERE                                      up to 30 feet long, 10 feet high, and 10 feet thick, and it
             4th-level evocation                                   vanishes when the spell ends. It blocks line of sight but
                                                                   not movement. A creature is blinded while in the wall's
             Casting Time: 1 action
                                                                   space and must spend 3 feet of movement for every 1
             Range: 150 feet
                                                                   foot it moves there.
             Components: V, S , M (a drop of giant slug bile)
             Duration: Instantaneous
                                                                  WALL OF WATER
             You point at a location within range, and a glowing,   3rd-level evocation
             1-foot-cliameter ball of emerald acid streaks there and
                                                                  Casting Time: 1 action
             explodes in a 20-foot-radius sphere. Each creature in
                                                                  Range: 60 feet
             that area must make a Dexterity saving throw. On a
                                                                  Components: V, S, M (a drop of  water)
             failed save, a creature takes 10d4 acid damage and an-
                                                                  Duration: Concentration, up to 10 minutes
             other 5d4 acid damage at the end of its next turn. On a
             s uccessful save, a creature takes half the initial damage   You create a wall of water on the ground at a point you
             and no damage at the end of its next turn.           can see within range. You can make the wall up to 30
              At  Higher Levels. When you cast this spell using a   feet long, 10 feet high, and 1 foot thick, or you can make
             spell slot of  5th level or higher, the initial damage in-  a ringed wall up to 20 feet in diameter, 20 feet high, and
             creases by 2d4 for each slot level above 4th.        1 foot thick. The wall vanishes when the spell ends. The
                                                                  wall's space is difficult terrain.
            WALL OF LIGHT                                           Any ranged weapon attack that enters the wall's space
             5th-level evocation                                  has disadvantage on the attack roll, and fire damage
                                                                  is halved if the fire effect passes through the wall to
             Casting  Time: 1 action
                                                                  reach its  target. Spells that deal cold damage that pass
             Range: 120 feet
                                                                  through the wall cause the area of the wall they pass
             Components: V, S, M (a hand mirror)
                                                                  through to freeze solid (at least a 5-foot-square section is
             Duration: Concentration, up to 10 minutes
                                                                  frozen). Each 5-foot-square frozen section has AC 5 and
             A s himmering wall of bright Light appears at a point you   15 hit points. Reducing a frozen section to 0 hit points
             choose within range. The wall appears in any orienta-  destroys it. When a section is destroyed, the wall's water
             tion you choose: horizontally, vertica lly, or diagonally. It   doesn't fill it.
             can be free floating, or it can rest on a solid surface. The
             wall can be up to 60 feet long, 10 feet high, and 5 feet   WARDING WIND
             thick. The wall blocks line of sight, but creatures and ob-  2nd-level evocation
            jects can pass through it. It emits bright light out to 120
                                                                  Casting Time: 1 action
            feet and dim light for an additional 120 feet.
                                                                  Range: Self
              When the wall appears, each creature in its area must
                                                                  Components: V
            make a Constitution saving throw. On a failed save, a
                                                                  Duration: Concentration, up to 10 minutes
            creature takes 4d8 radiant damage, and it is blinded for
            1 minute. On a s uccessful save, it takes half as much   A strong wind (20 miles per hour) blows around you in a
            damage and isn't blinded. A blinded creature can make   10-foot radius and moves with you, remaining centered
            a Constitution saving throw at the end of each of its   on you. The wind lasts for the spell's duration.
            turns, ending the effect on itself on a success.       The wind has the following effects:
              A creature that ends its turn in the wall's area takes   •  It deafens you and other creatures in its area  .
            4d8 radiant damage.                                   •  It extinguishes unprotected flames in its area that are
              Until the spell ends, you can use an action to launch a   torch-sized or sma ller.
            beam of radiance from the wall at one creature you can   •  It hedges out vapor, gas, and fog that can be dispersed
            see within 60 feet of it. Make a ranged spell attack. On   by strong wind.
            a hit, the target takes 4d8 radiant damage. Whether you   •  The area is difficult terrain for creatures
            hit or miss, reduce the length of the wall by 10 feet. If   other than you.
            the wall's length drops to 0 feet, the spell ends.    •  The attack rolls of ranged weapon attacks have disad-
              At  Higher Levels. When you cast this spell  using a   vantage if the attacks pass in or out of the wind.
            spell slot of  6th level or higher, the damage increases by
            ld8 for each slot level above 5th.                   WATERY SPHERE
                                                                  4th-level conjuration
            WALL OF SAND
                                                                  Casting  Time: 1 action
            3rd-level evocation
                                                                  Range: 90 feet
            Casting  Time: 1 action                              Components: V, S, M (a droplet of water)
            Range: 90 feet                                       Duration: Concentration, up to 1 minute
            Components: V, S, M (a handful of  sand)
                                                                 You conjure up a sphere of water with a 5-foot radius at
            Duration: Concentration, up to 10 minutes
                                                                 a point you can see within range. The sphere can hover
            You create a wall of  swirling sand on the ground at a   but no more than 10 feet off the ground. The sphere re-
            point you can see within range. You can make the wall   mains for the spell's duration.
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