Page 192 - D&D 5e - SRD
P. 192

Range:	   30	   feet	                                 only	   to	   them.	   Each	   creature	   in	   a	   30-   foot-   radius	   
             Components:	   V,	   S,	   M	   (a	   piece	   of	   cork)	     sphere	   centered	   on	   a	   point	   of	   your	   choice	   within	   
             Duration:	   1	   hour	                               range	   must	   make	   a	   Wisdom	   saving	   throw.	   On	   a	   
                                                                   failed	   save,	   a	   creature	   becomes	   frightened	   for	   the	   
             This	   spell	   grants	   the	   ability	   to	   move	   across	   any	     duration.	   The	   illusion	   calls	   on	   the	   creature’s	   deepest	   
             liquid	   surface—such	   as	   water,	   acid,	   mud,	   snow,	     fears,	   manifesting	   its	   worst	   nightmares	   as	   an	   
             quicksand,	   or	   lava—as	   if	   it	   were	   harmless	   solid	     implacable	   threat.	   At	   the	   end	   of	   each	   of	   the	   
             ground	   (creatures	   crossing	   molten	   lava	   can	   still	   take	     frightened	   creature’s	   turns,	   it	   must	   succeed	   on	   a	   
             damage	   from	   the	   heat).	   Up	   to	   ten	   willing	   creatures	     Wisdom	   saving	   throw	   or	   take	   4d10	   psychic	   damage.	   
             you	   can	   see	   within	   range	   gain	   this	   ability	   for	   the	     On	   a	   successful	   save,	   the	   spell	   ends	   for	   that	   creature.	   
             duration.	   
             	    If	   you	   target	   a	   creature	   submerged	   in	   a	   liquid,	   the	     Wind Walk
             spell	   carries	   the	   target	   to	   the	   surface	   of	   the	   liquid	   at	     6th-   level	   transmutation	   
             a	   rate	   of	   60	   feet	   per	   round.	   
                                                                   Casting	   Time:	   1	   minute	   
             Web                                                   Range:	   30	   feet	   
             2nd-   level	   conjuration	                          Components:	   V,	   S,	   M	   (fire	   and	   holy	   water)	   
                                                                   Duration:	   8	   hours	   
             Casting	   Time:	   1	   action	   
             Range:	   60	   feet	                                 You	   and	   up	   to	   ten	   willing	   creatures	   you	   can	   see	   
             Components:	   V,	   S,	   M	   (a	   bit	   of	   spiderweb)	     within	   range	   assume	   a	   gaseous	   form	   for	   the	   duration,	   
             Duration:	   Concentration,	   up	   to	   1	   hour	     appearing	   as	   wisps	   of	   cloud.	   While	   in	   this	   cloud	   form,	   
                                                                   a	   creature	   has	   a	   flying	   speed	   of	   300	   feet	   and	   has	   
             You	   conjure	   a	   mass	   of	   thick,	   sticky	   webbing	   at	   a	     resistance	   to	   damage	   from	   nonmagical	   weapons.	   The	   
             point	   of	   your	   choice	   within	   range.	   The	   webs	   fill	   a	   20-     only	   actions	   a	   creature	   can	   take	   in	   this	   form	   are	   the	   
             foot	   cube	   from	   that	   point	   for	   the	   duration.	   The	   webs	     Dash	   action	   or	   to	   revert	   to	   its	   normal	   form.	   
             are	   difficult	   terrain	   and	   lightly	   obscure	   their	   area.	     Reverting	   takes	   1	   minute,	   during	   which	   time	   a	   
             	    If	   the	   webs	   aren’t	   anchored	   between	   two	   solid	     creature	   is	   incapacitated	   and	   can’t	   move.	   Until	   the	   
             masses	   (such	   as	   walls	   or	   trees)	   or	   layered	   across	   a	     spell	   ends,	   a	   creature	   can	   revert	   to	   cloud	   form,	   which	   
             floor,	   wall,	   or	   ceiling,	   the	   conjured	   web	   collapses	   on	     also	   requires	   the	   1-   minute	   transformation.	   
             itself,	   and	   the	   spell	   ends	   at	   the	   start	   of	   your	   next	   turn.	     	    If	   a	   creature	   is	   in	   cloud	   form	   and	   flying	   when	   the	   
             Webs	   layered	   over	   a	   flat	   surface	   have	   a	   depth	   of	   5	     effect	   ends,	   the	   creature	   descends	   60	   feet	   per	   round	   
             feet.	                                                for	   1	   minute	   until	   it	   lands,	   which	   it	   does	   safely.	   If	   it	   
             	    Each	   creature	   that	   starts	   its	   turn	   in	   the	   webs	   or	     can’t	   land	   after	   1	   minute,	   the	   creature	   falls	   the	   
             that	   enters	   them	   during	   its	   turn	   must	   make	   a	     remaining	   distance.	   
             Dexterity	   saving	   throw.	   On	   a	   failed	   save,	   the	   creature	   
             is	   restrained	   as	   long	   as	   it	   remains	   in	   the	   webs	   or	     Wind Wall
             until	   it	   breaks	   free.	                       3rd-   level	   evocation	   
             	    A	   creature	   restrained	   by	   the	   webs	   can	   use	   its	   
             action	   to	   make	   a	   Strength	   check	   against	   your	   spell	     Casting	   Time:	   1	   action	   
             save	   DC.	   If	   it	   succeeds,	   it	   is	   no	   longer	   restrained.	     Range:	   120	   feet	   
             	    The	   webs	   are	   flammable.	   Any	   5-   foot	   cube	   of	   webs	     Components:	   V,	   S,	   M	   (a	   tiny	   fan	   and	   a	   feather	   of	   
             exposed	   to	   fire	   burns	   away	   in	   1	   round,	   dealing	   2d4	     exotic	   origin)	   
             fire	   damage	   to	   any	   creature	   that	   starts	   its	   turn	   in	   the	     Duration:	   Concentration,	   up	   to	   1	   minute	   
             fire.	   
                                                                   A	   wall	   of	   strong	   wind	   rises	   from	   the	   ground	   at	   a	   
             Weird                                                 point	   you	   choose	   within	   range.	   You	   can	   make	   the	   
             9th-   level	   illusion	                             wall	   up	   to	   50	   feet	   long,	   15	   feet	   high,	   and	   1	   foot	   thick.	   
                                                                   You	   can	   shape	   the	   wall	   in	   any	   way	   you	   choose	   so	   
             Casting	   Time:	   1	   action	                      long	   as	   it	   makes	   one	   continuous	   path	   along	   the	   
             Range:	   120	   feet	                                ground.	   The	   wall	   lasts	   for	   the	   duration.	   
             Components:	   V,	   S	                               	    When	   the	   wall	   appears,	   each	   creature	   within	   its	   
             Duration:	   Concentration,	   up	   to	   one	   minute	     area	   must	   make	   a	   Strength	   saving	   throw.	   A	   creature	   
                                                                   takes	   3d8	   bludgeoning	   damage	   on	   a	   failed	   save,	   or	   
             Drawing	   on	   the	   deepest	   fears	   of	   a	   group	   of	   creatures,	     half	   as	   much	   damage	   on	   a	   successful	   one.	   
             you	   create	   illusory	   creatures	   in	   their	   minds,	   visible	   






             Not	   for	   resale.	   Permission	   granted	   to	   print	   or	   photocopy	   this	   document	   for	   personal	   use	   only.	   	     System	   Reference	   Document	   5.1	       192	   
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