Page 171 - Xanathar's Guide To Everything
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VITRIOLIC SPHERE up to 30 feet long, 10 feet high, and 10 feet thick, and it
4th-leve1 evocation vanishes when the spell ends. It blocks line of sight but
not movement. A creature is blinded while in the walls
Casting Time: 1 action space and must spend 3 feet of movement for every 1
Range: 150 feet foot it moves there.
Components: V, S, M (a drop of giant slug bile)
Duration: Instantaneous WALL OF WATER
You point at a location within range, and a glowing, 3rd-level evocation
1-foot—diameter ball of emerald acid streaks there and Casting Time: 1 action
explodes in a 20-foot—radius sphere. Each creature in Range: 60 feet
that area must make a Dexterity saving throw. On a Components: V, S, M (a drop of water)
failed save, a creature takes 10d4 acid damage and an— Duration: Concentration, up to 10 minutes
other 5d4 acid damage at the end of its next turn. On a
successful save, a creature takes half the initial damage You create a wall of water on the ground at a point you
and no damage at the end of its next turn. can see within range. You can make the wall up to 30
At Higher Levels. When you cast this spell using a feet long, 10 feet high, and 1 foot thick, or you can make
spell slot of 5th level or higher, the initial damage in— a ringed wall up to 20 feet in diameter, 20 feet high, and
creases by 2d4 for each slot level above 4th. 1 foot thick. The wall vanishes when the spell ends. The
wall’s space is difficult terrain.
WALL OF LIGHT Any ranged weapon attack that enters the walls space
Stir-level evocation has disadvantage on the attack roll, and fire damage
Casting Time: 1 action is halved if the fire effect passes through the wall to
reach its target. Spells that deal cold damage that pass
Range: 120 feet through the wall cause the area of the wall they pass
Components: V, S, M (a hand mirror) through to freeze solid (at least a S-foot-square section is
Duration: Concentration, up to 10 minutes frozen). Each 5-foot—square frozen section has AC 5 and
A shimmering wall of bright light appears at a point you 15 hit points. Reducing a frozen section to 0 hit points
choose within range. The wall appears in any orienta- destroys it. When a section is destroyed, the walls water
tion you choose: horizontally, vertically, or diagonally. It doesn’t fill it.
can be free floating, or it can rest on a solid surface. The
wall can be up to 60 feet long, 10 feet high, and 5 feet WA R DIN G WIN D
thick. The wall blocks line of sight, but creatures and ob- 2nd—Ieve] evocation
jects can pass through it. It emits bright light out to 120 Casting Time: 1 action
feet and dim light for an additional 120 feet. Range: Self
When the wall appears, each creature in its area must Components: V
make a Constitution saving throw. On a failed save, a Duration: Concentration, up to 10 minutes
creature takes 4d8 radiant damage, and it is blinded for
1 minute. On a successful save, it takes half as much A strong wind (20 miles per hour) blows around you in a
damage and isn’t blinded. A blinded creature can make 10-foot radius and moves with you, remaining centered
a Constitution saving throw at the end of each of its on you. The wind lasts for the spell’s duration.
turns, ending the effect on itself on a success. The wind has the following effects:
A creature that ends its turn in the wall’s area takes - It deafens you and other creatures in its area.
4d8 radiant damage. . lt extinguishes unprotected flames in its area that are
Until the spell ends, you can use an action to launch a torch—sized or smaller.
beam of radiance from the wall at one creature you can - It hedges out vapor, gas, and fog that can be dispersed
see within 60 feet of it. Make a ranged spell attack. On by strong wind.
a hit, the target takes 4d8 radiant damage. Whether you . The area is difficult terrain for creatures
hit or miss, reduce the length of the wall by 10 feet. If other than you.
the walls length drops to 0 feet, the spell ends. - The attack rolls of ranged weapon attacks have disad—
At Higher Levels. When you cast this spell using a vantage if the attacks pass in or out of the wind.
spell slot of 6th level or higher, the damage increases by
1d8 for each slot level above 5th. WATERY SPHERE
4th-Ieve1 conjuration
WALL or SAND Casting Time: 1 action
3rd—ievei evocation Range: 90 feet
Casting Time: 1 action Components: V, S, M (a droplet of water)
Range: 90 feet Duration: Concentration, up to 1 minute
Components: V, S, M (a handful of sand) You conjure up a sphere of water with a 5~foot radius at
Duration: Concentration, up to 10 minutes a point you can see within range. The sphere can hover
You create a wall of swirling sand on the ground at a but no more than 10 feet off the ground. The sphere re-
point you can see within range. You can make the wall mains for the spell’s duration.
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L3

