Page 286 - Dungeons and Dragons - Players Handbook
P. 286
VAMPIRIC TOUCH WALL OF FORCE
3rd-Jevel necromancy 5th-leveI evocation
Casting Time: I action Casting Time: I action
Range: Self Range: 120 feet
Components: V,S Components: V, S, M (a pinch of powder made by
Duration: Concentration, up to I minute crushing a clear gemstone)
The touch of your shadow-wreathed hand can siphon life Duration: Concentration, up to 10 minutes
force from others to heal your wounds. Make a melee An invisible wall of force springs into existence at a
spell attack against a creature wilhin your reach. On point you choose within range. The wall appears in
a hit, the target takes 3d6 necrotic damage, and you any orientation you choose, as a horizontal ar vertical
regain hit points equal to half the amount of necratic barrier ar at an angle. It can be free floating ar resting
damage dealt. Until the spell ends, you can make the on a solid surface. Vou can form it into a hemispherical
attack again on each of your turns as an action. dome ar a sphere with a radius of up to 10 feet, ar you
At Higher LeveIs. When you cast this spell using a can shape a flat surface made up of ten IO-foot-by-
spell slot of 4th levei ar higher, the damage increases by IO-foot panels. Each panel must be contiguous with
Id6 for each slot levei above 3rd. another pane!. In any form, the wall is 1/4 inch thick.
1tlasts for the duration. If the wall cuts through a
VICIOUS MOCKERY creature's space when it appears, the creature is pushed
Enchantmentcantrip to one side of the wall (your choice which side).
Casting Time: I action Nothing can physically pass through the wal!. It is
Range: 60 feet immune to ali damage and can't be dispelled by dispel
Components: V magic. A disintegrate spell destroys the wall instantly,
Duration: Instantaneous however. The wall also extends into the Ethereal Plane,
blocking ethereal travei through the wall.
Vou unleash a string of insults laced with subtle
enchantments at a creature you can see within range. lf WALL OF ICE
the target can hear you (though it need not understand 6th-leveI evocation
you), it must succeed on a Wisdom saving throw ar take
Id4 psychic damage and have disadvantage on the next Casting Time: I action
attack rall it makes before the end of its next turo. Range: 120 feet
This spell's damage increases by Id4 when you reach Components: V, S, M (a small piece of quartz)
5th levei (2d4), 11th levei (3d4), and 17th levei (4d4). Duration: Concentration, up to 10 minutes
Vou create a wall of ice on a solid surface within range.
WALL OF FIRE Vou can form it into a hemispherical dome ar a sphere
4th-leveI evocation with a radius of up to 10 feet, ar you can shape a flat
Casting Time: I action surface made up of ten IO-foot-square panels. Each
Range: 120 feet panel must be contiguous with another pane!. In any
Components: V, S, M (a small piece of phosphorus) form, the wall is I foot thick and lasts for the duration.
Duration: Concentration, up to I minute If the wall cuts through a creature's space when it
appears, the creature within its area is pushed to one
Vou create a wall of fire on a solid surface within
range. Vou can make the wall up to 60 feet long, 20 side of the wall and must make a Dexterity saving throw.
feet high, and I foot thick, ar a ringed wall up to 20 feet On a failed save, the creature takes IOd6 cold damage,
in diameter, 20 feet high, and I foot thick. The wall is ar half as much damage on a successful save.
opaque and lasts for the duration. The wall is an object that can be damaged and thus
When the wall appears, each creature within its area breached. 1thas AC 12 and 30 hit points per IO-foot
must make a Dexterity saving throw. On a failed save, a section, and it is vulnerable to fire damage. Reducing
creature takes 5d8 fire damage, ar half as much damage a 10-foot section ofwall to Ohit points destrays it and
on a successful save. leaves behind a sheet of frigid air in the space the wall
occupied. A creature moving thraugh the sheet of frigid
One side of the wall, selected by you when you cast air for the first time on aturo must make a Constitution
this spell, deals 5d8 fire damage to each creature lhat saving thraw. That creature takes 5d6 cold damage on a
ends its turo within 10 feet of that side ar inside the failed save, ar half as much damage on a successful one.
wal!. A creature takes the same damage when it enters At Higher LeveIs. When you cast this spell using a
the wall for the first time on a turo ar ends its turo there. spell slot of 7th levei ar higher, the damage the wall
The other side of the wall deals no damage. deals when it appears increases by 2d6, and the damage
At Higher LeveIs. When you cast lhis spell using a fram passing through the sheet of frigid air increases by
spell slot of 5th levei ar higher, the damage increases by Id6, for each slot levei above 6th.
Id8 for each slot levei above 4th.
PAR'I 3 I SPELLS

