↓
 
Wyrmworks Publishing logo: A navy blue dragon head, the horns forming a W, letters in tribal font

Wyrmworks Publishing

Helping you make lives better through Tabletop Roleplaying Games (5e & more)

Wyrmworks Publishing
logo
  • Shop
    • Shop
    • Wishlist
    • Send Gift Cards
    • Account details
    • Orders
    • Downloads
  • Free5e 🐉
  • The Lair 📚
  • Gaining Advantage Show
  • About
    • About Wyrmworks Publishing
    • Sign up for updates and deals
    • Contact Us
    • Apply to freelance for us!
    • Become a Wyrmworks Publishing Affiliate
    • Retail Locations
Wyrmworks Publishing - Page 22 << 1 2 … 20 21 22 23 >>

Wizard Spells

Post navigation

← Older posts
Newer posts →

Wall of Stone

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

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 one 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 rest 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 GM’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.

Continue reading →
Leave a reply

Wall of Ice

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

Continue reading →
Leave a reply

Wall of Force

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Continue reading →
Leave a reply

Web

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

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 action 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.

Continue reading →
Leave a reply

Weird

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

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.

Continue reading →
Leave a reply

Water Breathing

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

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.

Continue reading →
Leave a reply

Wish

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

The basic use of this spell is to duplicate any other spell of 8th level 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 GM as precisely as possible. The GM 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.

Continue reading →
Leave a reply

Zaganna’s Lightvision

Wyrmworks Publishing Posted on November 18, 2022 by Dale CritchleyNovember 18, 2022

The Dragon’s Lair, an integrated system of our products similar to D&D Beyond, is available by subscription via our Patreon. Sign up (7-day free trial available!) for full access and other bonuses like VTT support and more. See the tier … Continue reading →

Leave a reply

Vitality Exchange

Wyrmworks Publishing Posted on November 18, 2022 by Dale CritchleyNovember 18, 2022

The Dragon’s Lair, an integrated system of our products similar to D&D Beyond, is available by subscription via our Patreon. Sign up (7-day free trial available!) for full access and other bonuses like VTT support and more. See the tier … Continue reading →

Leave a reply

A’elea’s Clarifying Familiar

Wyrmworks Publishing Posted on November 18, 2022 by Dale CritchleyNovember 18, 2022

The Dragon’s Lair, an integrated system of our products similar to D&D Beyond, is available by subscription via our Patreon. Sign up (7-day free trial available!) for full access and other bonuses like VTT support and more. See the tier … Continue reading →

Leave a reply

Post navigation

← Older posts
Newer posts →

We treasure you! Join the Dragon’s Hoard for free battle maps, exclusive add-ons, opportunities to improve TTRPG accessibility, and more.

  • Book & Kindle displaying cover: As our heroes fight the hydra, we see just some of the variety of symptoms represented in this book. The paladin has a prosthetic arm to assist with their amputation. The barbarian rages from their wheelchair, providing mobility for their paralyzed legs. The ranger, whose body is more accustomed to an aquatic environment just as someone in the real world may be more comfortable in a quieter or darker sensory environment, finds ways to compensate and keep fighting. The wizard’s vitiligo may not be thought of as a disability, nor should it be, yet many in the real world experience severe discrimination due to unusual skin pigment — how many celebrities, corporate executives, or politicians do you know with visibly irregular skin?
    Limitless Heroics: Including Characters with Disabilities, Mental Illness, and Neurodivergence in Fifth Edition
    Select options

Latest in the Lair

  • Andovir
  • Intersex
  • Ardent
  • Embodiment of Disgust
  • Embodiment of Surprise
  • Embodiment of Sadness
  • Embodiment of Happiness
  • Embodiment of Fear

Meta

  • Register
  • Log in
  • Entries feed
  • Comments feed
  • WordPress.org

A note on language: I am aware that terminology is important when discussing disability; no community is homogenous, and I am aware that, in the debate between people who prefer identity-first or person-first language, there is an obvious access clash. Since this is currently unavoidable without being less than ideal for someone, I have decided to alternate the two approaches in my writing.

Wyrmworks Publishing participates in the OneBookShelf Affiliate Program and is an Amazon Associate. These programs provide advertising fees by linking to DriveThruRPG and Amazon.

All content on this site is © Wyrmworks Publishing
Wyrmworks Publishing is a division of Making It Better LLC and is owned by Dale and Teresa Critchley [email protected]
Privacy Policy of Wyrmworks Publishing
↑

10 adventures on a haphazard pile of maps👀 Get 10 Free Adventures
+ Free Hi-Res Battle Maps!

 

We treasure you! Join the Dragon’s Hoard for free battle maps, exclusive add-ons, opportunities to improve TTRPG accessibility, and more.

Loving the treasures of the Dragon’s Lair?
For only $5/month, you get:

  • Full access to all Lair content, the most affordable and accessible way to use our products
  • Previews of future projects
  • Discord access to chat with the team
  • Full access to all of our Foundry VTT modules
  • And more…

Get a 7-day free trialSubscribe with Patreon button