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7 categories

Spells

884 of 884 entries · Showing 851–884

Wall of Thorns

Level

Level 6

School

Conjuration

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a handful of thorns)

Duration

Concentration, up to 10 minutes

Classes

Druid

Description

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.

Source: Player's Handbook p. 287

Dice Rolls

7d8

Wall of Water

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a drop of water)

Duration

Concentration, up to 10 minutes

Classes

Druid, Fighter (Eldritch Knight), Sorcerer, Wizard

Description

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.

Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.

Source: Xanathar's Guide to Everything p. 170, Volo's Guide to Monsters p. 116, Elemental Evil Player's Companion p. 23, Princes of the Apocalypse p. 241

Warding Bond

Level

Level 2

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration)

Duration

1 hour

Classes

Cleric, Paladin

Description

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Source: Player's Handbook p. 287

Warding Bond*

Level

Level 2

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration)

Duration

1 hour

Classes

Paladin (Crown), Artificer (Battle Smith), Cleric (Peace)

Description

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Source: Player's Handbook p. 287

* Circle, Domain, Oath, or Specialist spell (always prepared)

Warding Wind

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self

Components

V

Duration

Concentration, up to 10 minutes

Classes

Bard, Druid, Fighter (Eldritch Knight), Sorcerer, Wizard

Description

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.

The wind has the following effects:

• It deafens you and other creatures in its area.

• It extinguishes unprotected flames in its area that are torch-sized or smaller.

• It hedges out vapor, gas, and fog that can be dispersed by strong wind.

• The area is difficult terrain for creatures other than you.

• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Source: Xanathar's Guide to Everything p. 170, Elemental Evil Player's Companion p. 23, Princes of the Apocalypse p. 241

Warp Sense

Level

Level 2

School

Divination

Casting Time

1 action

Range

Self

Components

V, S, M (a razorvine leaf)

Duration

Concentration, up to 1 minute

Classes

Sorcerer, Warlock, Wizard

Description

For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.

If you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again.

The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 12

Water Breathing

Level

Level 3

School

Transmutation

Ritual

Yes

Casting Time

1 action

Range

30 feet

Components

V, S, M (a short reed or piece of straw)

Duration

24 hours

Classes

Druid, Ranger, Sorcerer, Wizard, Artificer

Description

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Source: Player's Handbook p. 287

Water Breathing (Ritual Only)

Level

Level 3

School

Transmutation

Ritual

Yes

Casting Time

1 action

Range

30 feet

Components

V, S, M (a short reed or piece of straw)

Duration

24 hours

Classes

Ritual Caster

Description

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Source: Player's Handbook p. 287

Water Breathing*

Level

Level 3

School

Transmutation

Ritual

Yes

Casting Time

1 action

Range

30 feet

Components

V, S, M (a short reed or piece of straw)

Duration

24 hours

Classes

Druid (Coast)

Description

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Source: Player's Handbook p. 287

* Circle, Domain, Oath, or Specialist spell (always prepared)

Water Walk

Level

Level 3

School

Transmutation

Ritual

Yes

Casting Time

1 action

Range

30 feet

Components

V, S, M (a piece of cork)

Duration

1 hour

Classes

Cleric, Druid, Ranger, Sorcerer, Artificer

Description

This spell grants the ability to move across any liquid surface — such as water, acid, mud, snow, quicksand, or lava — as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Source: Player's Handbook p. 287

Water Walk (Ritual Only)

Level

Level 3

School

Transmutation

Ritual

Yes

Casting Time

1 action

Range

30 feet

Components

V, S, M (a piece of cork)

Duration

1 hour

Classes

Ritual Caster

Description

This spell grants the ability to move across any liquid surface — such as water, acid, mud, snow, quicksand, or lava — as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Source: Player's Handbook p. 287

Water Walk*

Level

Level 3

School

Transmutation

Ritual

Yes

Casting Time

1 action

Range

30 feet

Components

V, S, M (a piece of cork)

Duration

1 hour

Classes

Druid (Coast), Druid (Swamp)

Description

This spell grants the ability to move across any liquid surface — such as water, acid, mud, snow, quicksand, or lava — as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Source: Player's Handbook p. 287

* Circle, Domain, Oath, or Specialist spell (always prepared)

Water Whip

Level

Cantrip

Ritual

No

Casting Time

1 action

Range

30 feet

Components

M (2 ki points)

Duration

Instantaneous

Classes

Monk (Way of the Four Elements)

Description

You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.

Source: Player's Handbook p. 81

Dice Rolls

3d10

Watery Sphere

Level

Level 4

School

Conjuration

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S, M (a droplet of water)

Duration

Concentration, up to 1 minute

Classes

Druid, Sorcerer, Wizard

Description

You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.

Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Source: Xanathar's Guide to Everything p. 170, Elemental Evil Player's Companion p. 23, Princes of the Apocalypse p. 241

Wave of Rolling Earth

Level

Cantrip

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (6 ki points)

Duration

Concentration, up to 10 minutes

Classes

Monk (Way of the Four Elements)

Description

Prerequisite: 17th level

You can spend 6 ki points to cast wall of stone.

Wall of Stone: A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. the wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Source: Player's Handbook p. 81

Web

Level

Level 2

School

Conjuration

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a bit of spider web)

Duration

Concentration, up to 1 hour

Classes

Sorcerer, Wizard, Artificer, Ranger (Swarmkeeper)

Description

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Source: Player's Handbook p. 287

Web*

Level

Level 2

School

Conjuration

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a bit of spider web)

Duration

Concentration, up to 1 hour

Classes

Druid (Underdark)

Description

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Source: Player's Handbook p. 287

* Circle, Domain, Oath, or Specialist spell (always prepared)

Weird

Level

Level 9

School

Illusion

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Wizard, Warlock

Description

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

• The creature can't willingly move closer to the source of its fear.

Source: Player's Handbook p. 288

Dice Rolls

4d10

Whirlwind

Level

Level 7

School

Evocation

Ritual

No

Casting Time

1 action

Range

300 feet

Components

V, M (a piece of straw)

Duration

Concentration, up to 1 minute

Classes

Druid, Sorcerer, Wizard

Description

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 x 10 feet away from it in a random direction.

Source: Xanathar's Guide to Everything p. 171, Elemental Evil Player's Companion p. 24, Princes of the Apocalypse p. 242

Dice Rolls

10d6

Wind Walk

Level

Level 6

School

Transmutation

Ritual

No

Casting Time

1 minute

Range

30 feet

Components

V, S, M (fire and holy water)

Duration

8 hours

Classes

Druid

Description

You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.

Source: Player's Handbook p. 288

Wind Wall

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a tiny fan and a feather of exotic origin)

Duration

Concentration, up to 1 minute

Classes

Druid, Ranger, Warlock (Genie Djinni)

Description

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Source: Player's Handbook p. 288

Dice Rolls

3d8

Wind Wall*

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a tiny fan and a feather of exotic origin)

Duration

Concentration, up to 1 minute

Classes

Cleric (Nature), Artificer (Artillerist)

Description

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Source: Player's Handbook p. 288

* Circle, Domain, Oath, or Specialist spell (always prepared)

Dice Rolls

3d8

Winging Shot

Level

Level 1

Ritual

No

Components

None

Classes

Trick Shots

Description

When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2

Wish

Level

Level 9

School

Conjuration

Ritual

No

Casting Time

1 action

Range

Self

Components

V

Duration

Instantaneous

Classes

Sorcerer, Wizard, Warlock (Genie Dao), Warlock (Genie Djinni), Warlock (Genie Efreeti), Warlock (Genie Marid)

Description

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:

• You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.

• You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.

• You grant up to ten creatures that you can see resistance to a damage type you choose.

• You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.

• You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance, the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

Source: Player's Handbook p. 288

Witch Bolt

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S, M (a twig from a tree that has been struck by lightning)

Duration

Concentration, up to 1 minute

Classes

Fighter (Eldritch Knight), Sorcerer, Warlock, Wizard

Description

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Source: Player's Handbook p. 289

Dice Rolls

1d12

Wither and Bloom

Level

Level 2

School

Necromancy

Casting Time

1 action

Range

60 feet

Components

V, S, M (a withered vine twisted into a loop)

Duration

Instantaneous

Classes

Druid, Sorcerer, Wizard

Description

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.

In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Source: Strixhaven: A Curriculum of Chaos p. 38

Dice Rolls

2d6

Word of Radiance

Level

Cantrip

School

Evocation

Ritual

No

Casting Time

1 action

Range

5 feet

Components

V, M (a holy symbol)

Duration

Instantaneous

Classes

Cleric

Description

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Source: Xanathar's Guide to Everything p. 171

Word of Recall

Level

Level 6

School

Conjuration

Ritual

No

Casting Time

1 action

Range

5 feet

Components

V

Duration

Instantaneous

Classes

Cleric

Description

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.

You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.

Source: Player's Handbook p. 289

Wrath of Nature

Level

Level 5

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Druid, Ranger

Description

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

Grasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.

Trees: At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.

Roots and Vines: At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.

Rock:. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

Source: Xanathar's Guide to Everything p. 171

Wrathful Smite

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 bonus action

Range

Self

Components

V

Duration

Concentration, up to 1 minute

Classes

Paladin, Warlock (Hexblade)

Description

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

• The creature can't willingly move closer to the source of its fear.

Source: Player's Handbook p. 289

Dice Rolls

1d6

Wristpocket

Level

Level 2

School

Conjuration

Ritual

Yes

Casting Time

1 action

Range

Self

Components

S

Duration

Concentration, up to 1 hour

Classes

Wizard (Chronurgy), Wizard (Graviturgy)

Description

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.

Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.

Source: Explorer's Guide to Wildemount p. 190

Zephyr Strike

Level

Level 1

School

Transmutation

Ritual

No

Casting Time

1 bonus action

Range

Self

Components

V

Duration

Concentration, up to 1 minute

Classes

Ranger

Description

You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Source: Xanathar's Guide to Everything p. 171

Zone of Truth

Level

Level 2

School

Enchantment

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

10 minutes

Classes

Bard, Cleric, Paladin, Ranger (Monster Slayer)

Description

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Source: Player's Handbook p. 289

Zone of Truth*

Level

Level 2

School

Enchantment

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

10 minutes

Classes

Paladin (Crown), Paladin (Devotion), Cleric (Order)

Description

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Source: Player's Handbook p. 289

* Circle, Domain, Oath, or Specialist spell (always prepared)