Page 182 - D&D 5e - SRD
P. 182

Spider Climb                                          neutral)	   or	   3d8	   necrotic	   damage	   (if	   you	   are	   evil).	   On	   
             2nd-   level	   transmutation	                        a	   successful	   save,	   the	   creature	   takes	   half	   as	   much	   
                                                                   damage.	   
             Casting	   Time:	   1	   action	                      	    At	   Higher	   Levels.	   When	   you	   cast	   this	   spell	   using	   a	   
             Range:	   Touch	                                      spell	   slot	   of	   4th	   level	   or	   higher,	   the	   damage	   increases	   
             Components:	   V,	   S,	   M	   (a	   drop	   of	   bitumen	   and	   a	     by	   1d8	   for	   each	   slot	   level	   above	   3rd.	   
              spider)	   
             Duration:	   Concentration,	   up	   to	   1	   hour	     Spiritual Weapon
             Until	   the	   spell	   ends,	   one	   willing	   creature	   you	   touch	     2nd-   level	   evocation	   
             gains	   the	   ability	   to	   move	   up,	   down,	   and	   across	     Casting	   Time:	   1	   bonus	   action	   
             vertical	   surfaces	   and	   upside	   down	   along	   ceilings,	     Range:	   60	   feet	   
             while	   leaving	   its	   hands	   free.	   The	   target	   also	   gains	   a	     Components:	   V,	   S	   
             climbing	   speed	   equal	   to	   its	   walking	   speed.	     Duration:	   1	   minute	   

             Spike Growth                                          You	   create	   a	   floating,	   spectral	   weapon	   within	   range	   
             2nd-   level	   transmutation	                        that	   lasts	   for	   the	   duration	   or	   until	   you	   cast	   this	   spell	   
                                                                   again.	   When	   you	   cast	   the	   spell,	   you	   can	   make	   a	   melee	   
             Casting	   Time:	   1	   action	                      spell	   attack	   against	   a	   creature	   within	   5	   feet	   of	   the	   
             Range:	   150	   feet	                                weapon.	   On	   a	   hit,	   the	   target	   takes	   force	   damage	   
             Components:	   V,	   S,	   M	   (seven	   sharp	   thorns	   or	   seven	     equal	   to	   1d8	   +	   your	   spellcasting	   ability	   modifier.	   
              small	   twigs,	   each	   sharpened	   to	   a	   point)	     	    As	   a	   bonus	   action	   on	   your	   turn,	   you	   can	   move	   the	   
             Duration:	   Concentration,	   up	   to	   10	   minutes	     weapon	   up	   to	   20	   feet	   and	   repeat	   the	   attack	   against	   a	   

             The	   ground	   in	   a	   20-   foot	   radius	   centered	   on	   a	   point	     creature	   within	   5	   feet	   of	   it.	   
             within	   range	   twists	   and	   sprouts	   hard	   spikes	   and	     	    The	   weapon	   can	   take	   whatever	   form	   you	   choose.	   
             thorns.	   The	   area	   becomes	   difficult	   terrain	   for	   the	     Clerics	   of	   deities	   who	   are	   associated	   with	   a	   
             duration.	   When	   a	   creature	   moves	   into	   or	   within	   the	     particular	   weapon	   (as	   St.	   Cuthbert	   is	   known	   for	   his	   
             area,	   it	   takes	   2d4	   piercing	   damage	   for	   every	   5	   feet	   it	     mace	   and	   Thor	   for	   his	   hammer)	   make	   this	   spell’s	   
             travels.	                                             effect	   resemble	   that	   weapon.	   
             	    The	   transformation	   of	   the	   ground	   is	   camouflaged	     	    At	   Higher	   Levels.	   When	   you	   cast	   this	   spell	   using	   a	   
             to	   look	   natural.	   Any	   creature	   that	   can’t	   see	   the	   area	     spell	   slot	   of	   3rd	   level	   or	   higher,	   the	   damage	   
             at	   the	   time	   the	   spell	   is	   cast	   must	   make	   a	   Wisdom	     increases	   by	   1d8	   for	   every	   two	   slot	   levels	   above	   2nd.	   
             (Perception)	   check	   against	   your	   spell	   save	   DC	   to	   
             recognize	   the	   terrain	   as	   hazardous	   before	   entering	   it.	     Stinking Cloud
                                                                   3rd-   level	   conjuration	   
             Spirit Guardians                                      Casting	   Time:	   1	   action	   
             3rd-   level	   conjuration	                          Range:	   90	   feet	   
             Casting	   Time:	   1	   action	                      Components:	   V,	   S,	   M	   (a	   rotten	   egg	   or	   several	   skunk	   
             Range:	   Self	   (15-   foot	   radius)	               cabbage	   leaves)	   
             Components:	   V,	   S,	   M	   (a	   holy	   symbol)	     Duration:	   Concentration,	   up	   to	   1	   minute	   
             Duration:	   Concentration,	   up	   to	   10	   minutes	     You	   create	   a	   20-   foot-   radius	   sphere	   of	   yellow,	   

             You	   call	   forth	   spirits	   to	   protect	   you.	   They	   flit	   around	     nauseating	   gas	   centered	   on	   a	   point	   within	   range.	   The	   
             you	   to	   a	   distance	   of	   15	   feet	   for	   the	   duration.	   If	   you	     cloud	   spreads	   around	   corners,	   and	   its	   area	   is	   heavily	   
             are	   good	   or	   neutral,	   their	   spectral	   form	   appears	     obscured.	   The	   cloud	   lingers	   in	   the	   air	   for	   the	   
             angelic	   or	   fey	   (your	   choice).	   If	   you	   are	   evil,	   they	     duration.	   
             appear	   fiendish.	                                  	    Each	   creature	   that	   is	   completely	   within	   the	   cloud	   
             	    When	   you	   cast	   this	   spell,	   you	   can	   designate	   any	     at	   the	   start	   of	   its	   turn	   must	   make	   a	   Constitution	   
             number	   of	   creatures	   you	   can	   see	   to	   be	   unaffected	   by	     saving	   throw	   against	   poison.	   On	   a	   failed	   save,	   the	   
             it.	   An	   affected	   creature’s	   speed	   is	   halved	   in	   the	   area,	     creature	   spends	   its	   action	   that	   turn	   retching	   and	   
             and	   when	   the	   creature	   enters	   the	   area	   for	   the	   first	     reeling.	   Creatures	   that	   don’t	   need	   to	   breathe	   or	   are	   
             time	   on	   a	   turn	   or	   starts	   its	   turn	   there,	   it	   must	   make	   a	     immune	   to	   poison	   automatically	   succeed	   on	   this	   
             Wisdom	   saving	   throw.	   On	   a	   failed	   save,	   the	   creature	     saving	   throw.	   
             takes	   3d8	   radiant	   damage	   (if	   you	   are	   good	   or	   






             Not	   for	   resale.	   Permission	   granted	   to	   print	   or	   photocopy	   this	   document	   for	   personal	   use	   only.	   	     System	   Reference	   Document	   5.1	       182	   
   177   178   179   180   181   182   183   184   185   186   187