Page 249 - Player's Handbook
P. 249
can see within range. The guardian occupies that space Place a suggestion in one location. Vou select an area
and is indistinct except for a gleaming sword and shield of up to 5 feet square, and any creature that enters
emblazoned with the symbol of your deity. or passes through the area receives the suggestion
Any creature hostile to you that moves to a space mentally.
within lO feet of the guardian for the first time on a The whole warded area radiates magic. A dispel
turn must succeed on a Dexterity saving throw. The magic cast on a specific effect, if successful, removes
creature takes 20 radiant damage on a failed save, or only that effect.
half as much damage on a successful one. The guardian Vou can create a permanently guarded and warded
vanishes when it has dealt a total of 60 damage.
structure by casting this spell there every day
for one year.
GUARDS AND WARDS
6th-levei abjuration
GUIDANCE
Casting Time: 10 minutes Divination cantrip
Range: Touch Casting Time: I action
Components: V, S, M (burning incense, a small Range: Touch
measure of brimstone and oil, a knotled string, a Components: V, S
small amount of umber hulk blood, and a small silver Duration: Concentration, up to I minute
rod worth at least 10 gp)
Duration: 24 hours Vou touch one willing creature. Once before the spell
ends, the target can roll a d4 and add the number rolled
Vou create a ward that protects up to 2,500 square feet to one ability check of its choice. lt can roll the die before
of floor space (an area 50 feet square, or one hundred or after making the ability check. The spell then ends.
5-foot squares or twenty-five lO-foot squares). The
warded area can be up to 20 feet tall, and shaped as you GUIDING BOLT
desire. Vou can ward several stories of a stronghold by 1st-levei evocation
dividing the area among them, as long as you can walk
into each contiguous area while you are casting the spell. Casting Time: I action
When you cast this spell, you can specify individuais Range: 120 feet
that are unaffected by any or ali of the effects that Components: V, S
you choose. Vou can also specify a password that, Duration: I rOllnd
when spoken aloud, makes the speaker immune to A flash of light streaks toward a creature of your choice
these effects. within range. Make a ranged spell attack against the
Guards and wards creates the following effects within target. On a hit, the target takes 4d6 radiant damage,
the warded area. and the next atlack roll made against this target before
Corridors. Fog fills ali the warded corridors, making the end ofyour next turn has advantage, thanks to the
them heavily obscured. In addition, at each intersection mystical dim light glittering on the target until then.
or branching passage offering a choice of direction, At Higher LeveIs. When YOllcast this spell using a
there is a 50 percent chance that a creature other than spell slot of 2nd levei or higher, the damage increases by
you will believe it is going in the opposite direction from Id6 for each slot levei above 1st.
the one it chooses.
Doors. Ali doors in the warded area are magically GUSTOFWIND
locked, as if sealed by an arcane lock spell. In addition, 2nd-levei evocation
you can cover up to ten doors with an illusion (equivalent Casting Time: I action
to the illusory object function of the minor illusion spell) Range: Self (60-foot line)
to make them appear as plain sections of wall. Components: V,S, M (a legume seed)
Stairs. Webs fill ali stairs in the warded area from top Duration: Concentration, up to I minute
to botlom, as the web spell. These strands regrow in 10
minutes if they are burned or torn away while guards Aline of strong wind 60 feet long and 10 feet wide
and wards lasts. blasts from you in a direction you choose for the spell's
Other SpelJ Effect. Vou can place your choice of one duration. Each creature that starts its turn in the line
of the following magical effects within the warded area must succeed on a Strength saving throw or be pushed
of the stronghold. 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of
Place dancing lights in four corridors. Vou can desig- movement for every I foot it moves when moving
nate a simple program that the lights repeat as long as doser to YOU.
guards and wards lasts. The gust disperses gas or vapor, and it extinguishes
Place magic mouth in two locations. candles, torches, and similar unprotected flames in
Place stinking cloud in two locations. The vapors the area. It causes protected fiames, such as those of
appear in the places you designate; they return within lanterns, to dance wildly and has a 50 percent chance to
10 minutes if dispersed by wind while guards and extingllish them.
wards lasts. As a bonus action on each of your turns before the
Place a constant gust of wind in one corridor or room. spell ends, you can change the direction in which the
line blasts from you.
PART 3 I SPELLS

