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Forcecage Freedom of Movement
7th- level evocation 4th- level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 100 feet Range: Touch
Components: V, S, M (ruby dust worth 1,500 gp) Components: V, S, M (a leather strap, bound around
Duration: 1 hour the arm or a similar appendage)
Duration: 1 hour
An immobile, invisible, cube- shaped prison
composed of magical force springs into existence You touch a willing creature. For the duration, the
around an area you choose within range. The prison target’s movement is unaffected by difficult terrain,
can be a cage or a solid box, as you choose. and spells and other magical effects can neither
A prison in the shape of a cage can be up to 20 feet reduce the target’s speed nor cause the target to be
on a side and is made from 1/2- inch diameter bars paralyzed or restrained.
spaced 1/2 inch apart. The target can also spend 5 feet of movement to
A prison in the shape of a box can be up to 10 feet automatically escape from nonmagical restraints,
on a side, creating a solid barrier that prevents any such as manacles or a creature that has it grappled.
matter from passing through it and blocking any Finally, being underwater imposes no penalties on
spells cast into or out from the area. the target’s movement or attacks.
When you cast the spell, any creature that is
completely inside the cage’s area is trapped. Freezing Sphere
Creatures only partially within the area, or those too 6th- level evocation
large to fit inside the area, are pushed away from the Casting Time: 1 action
center of the area until they are completely outside Range: 300 feet
the area. Components: V, S, M (a small crystal sphere)
A creature inside the cage can’t leave it by
nonmagical means. If the creature tries to use Duration: Instantaneous
teleportation or interplanar travel to leave the cage, A frigid globe of cold energy streaks from your
it must first make a Charisma saving throw. On a fingertips to a point of your choice within range,
success, the creature can use that magic to exit the where it explodes in a 60- foot- radius sphere. Each
cage. On a failure, the creature can’t exit the cage and creature within the area must make a Constitution
wastes the use of the spell or effect. The cage also saving throw. On a failed save, a creature takes 10d6
extends into the Ethereal Plane, blocking ethereal cold damage. On a successful save, it takes half as
travel. much damage.
This spell can’t be dispelled by dispel magic. If the globe strikes a body of water or a liquid that
is principally water (not including water- based
Foresight creatures), it freezes the liquid to a depth of 6 inches
9th- level divination over an area 30 feet square. This ice lasts for 1
minute. Creatures that were swimming on the
Casting Time: 1 minute surface of frozen water are trapped in the ice. A
Range: Touch
Components: V, S, M (a hummingbird feather) trapped creature can use an action to make a
Strength check against your spell save DC to break
Duration: 8 hours
free.
You touch a willing creature and bestow a limited You can refrain from firing the globe after
ability to see into the immediate future. For the completing the spell, if you wish. A small globe about
duration, the target can’t be surprised and has the size of a sling stone, cool to the touch, appears in
advantage on attack rolls, ability checks, and saving your hand. At any time, you or a creature you give
throws. Additionally, other creatures have the globe to can throw the globe (to a range of 40
disadvantage on attack rolls against the target for feet) or hurl it with a sling (to the sling’s normal
the duration. range). It shatters on impact, with the same effect as
This spell immediately ends if you cast it again the normal casting of the spell. You can also set the
before its duration ends. globe down without shattering it. After 1 minute, if
the globe hasn’t already shattered, it explodes.
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 147

