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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
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