Page 286 - Player's Handbook
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VAMPIRIC TOUCH                                    WALL OF FORCE
            3rd-Jevel necromancy                              5th-leveI evocation
            Casting Time: I action                            Casting Time: I action
            Range: Self                                       Range: 120 feet
            Components:  V,S                                  Components:  V, S, M (a pinch of powder made by
            Duration: Concentration, up to I minute             crushing a clear gemstone)
            The touch of your shadow-wreathed  hand can siphon life  Duration: Concentration, up to 10 minutes
            force from others to heal your wounds. Make a melee  An invisible wall of force springs into existence at a
            spell attack against a creature wilhin your reach. On  point you choose within range. The wall appears in
            a hit, the target takes 3d6 necrotic damage, and you  any orientation you choose, as a horizontal ar vertical
            regain hit points equal to half the amount of necratic  barrier ar at an angle. It can be free floating ar resting
            damage dealt. Until the spell ends, you can make the  on a solid surface. Vou can form it into a hemispherical
            attack again on each of your turns as an action.  dome ar a sphere with a radius of up to 10 feet, ar you
             At Higher LeveIs. When you cast this spell using a  can shape a flat surface made up of ten IO-foot-by-
            spell slot of 4th levei ar higher, the damage increases by  IO-foot panels. Each panel must be contiguous with
            Id6 for each slot levei above 3rd.                another pane!. In any form, the wall is 1/4 inch thick.
                                                              1tlasts for the duration. If the wall cuts through a
            VICIOUS MOCKERY                                   creature's space when it appears, the creature is pushed
            Enchantmentcantrip                                to one side of the wall (your choice which side).
            Casting Time: I action                              Nothing can physically pass through the wal!. It is
            Range: 60 feet                                    immune to ali damage and can't be dispelled by dispel
            Components:  V                                    magic. A disintegrate spell destroys the wall instantly,
            Duration:  Instantaneous                          however. The wall also extends into the Ethereal Plane,
                                                              blocking ethereal travei through the wall.
            Vou unleash a string of insults laced with subtle
            enchantments  at a creature you can see within range. lf  WALL OF ICE
            the target can hear you (though it need not understand  6th-leveI evocation
            you), it must succeed on a Wisdom saving throw ar take
            Id4 psychic damage and have disadvantage on the next  Casting Time: I action
            attack rall it makes before the end of its next turo.  Range: 120 feet
             This spell's damage increases by Id4 when you reach  Components:  V, S, M (a small piece of quartz)
            5th levei (2d4), 11th levei (3d4), and 17th levei (4d4).  Duration:  Concentration, up to 10 minutes
                                                              Vou create a wall of ice on a solid surface within range.
            WALL OF FIRE                                      Vou can form it into a hemispherical dome ar a sphere
            4th-leveI evocation                               with a radius of up to 10 feet, ar you can shape a flat
            Casting Time: I action                            surface made up of ten IO-foot-square panels. Each
            Range: 120 feet                                   panel must be contiguous with another pane!. In any
            Components:  V, S, M (a small piece of phosphorus)  form, the wall is I foot thick and lasts for the duration.
            Duration: Concentration, up to I minute             If the wall cuts through a creature's space when it
                                                              appears, the creature within its area is pushed to one
            Vou create a wall of fire on a solid surface within
            range. Vou can make the wall up to 60 feet long, 20  side of the wall and must make a Dexterity saving throw.
            feet high, and I foot thick, ar a ringed wall up to 20 feet  On a failed save, the creature takes IOd6 cold damage,
            in diameter, 20 feet high, and I foot thick. The wall is  ar half as much damage on a successful save.
            opaque and lasts for the duration.                 The wall is an object that can be damaged and thus
             When the wall appears, each creature within its area  breached. 1thas AC 12 and 30 hit points per IO-foot
            must make a Dexterity saving throw. On a failed save, a  section, and it is vulnerable to fire damage. Reducing
            creature takes 5d8 fire damage, ar half as much damage  a 10-foot section ofwall to Ohit points destrays it and
            on a successful save.                             leaves behind a sheet of frigid air in the space the wall
                                                              occupied. A creature moving thraugh the sheet of frigid
             One side of the wall, selected by you when you cast  air for the first time on aturo must make a Constitution
            this spell, deals 5d8 fire damage to each creature lhat  saving thraw. That creature takes 5d6 cold damage on a
            ends its turo within 10 feet of that side ar inside the  failed save, ar half as much damage on a successful one.
            wal!. A creature takes the same damage when it enters  At Higher LeveIs. When you cast this spell using a
            the wall for the first time on a turo ar ends its turo there.  spell slot of 7th levei ar higher, the damage the wall
            The other side of the wall deals no damage.       deals when it appears increases by 2d6, and the damage
             At Higher LeveIs. When you cast lhis spell using a  fram passing through the sheet of frigid air increases by
            spell slot of 5th levei ar higher, the damage increases by  Id6, for each slot levei above 6th.
            Id8 for each slot levei above 4th.







                                                                                               PAR'I 3 I SPELLS
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