Spell Lists Alphabetical W and Z

W Spells


 

Wall of Fire

4th Level Evocation
  Casting Time: 1 action
Range: 120 Ft
Components: V, S, M (a small piece of phosphorus)
Duration: Concentration, up to 1 minute

  You create a wall of fire on a solid surface within range. You can make the wall up to 60 ft long, 20 ft high, and 1 foot thick, or a ringed wall up to 20 ft in diameter, 20 ft high, and 1 ft thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 ft on that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

 

Wall of Force

5th level Evocation
  Casting Time: 1 action
Range: 120 ft
Components: V, S, M (a pinch of powder made by crushing a clear gemstone)
Duration: COncentration, up to 10 minutes

  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 any 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 ft, or you can shape a flat surface made up of ten 10 ft by 10 ft 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 hoice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking etheral travel through the wall.

 

Wall of Ice

6th Level Evocation
  Casting Time: 1 action
Range: 120 ft
Components: V, S, M (a small piece of quartz)
Duration: Concentration, up to 10 minutes

  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 ft, or you can can shape a flat surface made up to ten 10 ft 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 ft section, and it is vulnerable to fire damage. Reducing a 10 ft 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.

 

Wall of Light

5th Level Evocation
  Casting Time: 1 action
Range: 120 ft
Components: V, S, M (a hand mirror)
Duration: Concentration, up to 10 minutes

  A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be freefloating, or it can rest on a solid surface. The wall can be up to 60 ft long, 10 ft high, and 5 ft thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 ft and dim light for an additional 120 ft.
When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
A creature that ends its turn in the wall's area takes 4d8 radiant damage.
Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 ft of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 ft. If the wall's length drops to 0 ft, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

 

Wall of Sand

3rd Level Evocation
  Casting Time: 1 action
Range: 90 ft
Components: V, S, M (a handful of sand)
Duration: Concentration, up to 10 minutes

  You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 ft long, 10 ft high, and 10 ft thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 ft of movement for every 1 ft it moves there.

 

Wall of Stone

5th Level Evocation
  Casting Time: 1 action
Range: 120 ft
Components: V, S, M (a small block of granite)
Duration: Concentration, up to 10 minutes

  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 ft by 10 ft panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10 ft by 20 ft 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 per inch of thickness. Reducing a panel to 0 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.

 

Wall of Thorns

6th Level Conjuration
  Casting Time: 1 action
Range: 120 Ft
Components: V, S, M (a handful of thorns)
Duration: COncentration, up to 10 minutes

  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 duration. You choose to make the wall up to 60 ft long, 10 ft high, and 5 ft thick or a circle that has a 20 ft diameter and is up to 20 ft high and 5 ft 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 ft a creature moves through the wall, it must spend 4 ft of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the 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 damage on a successful one.
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.

 

Wall of Water

3rd Level Evocation
  Casting Time: 1 action
Range: 60 ft
Components: V, S, M (a drop of water)
Duration: Concentration, up to 10 minutes

  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 ft long, 10 ft high, and 1 ft thick, or you can make a ringed wall up to 20 ft in diameter, 20 ft high, and 1 ft 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 ft square section is frozen). Each 5 ft square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a sections is destroyed, the wall's water doesn't fill it.

 

Warding Bond

2nd Level Abjuration
  Casting Time: 1 action
Range: Touch
Components: V, S, M (A pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
Duration: 1 hour

  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 ft 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 ft. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

 

Warding Wind

2nd Level Evocation
  Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes

  A strong wind (20 miles per hour) blows around you in a 10 ft 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 torched 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.


 

Water Breathing

3rd Level Transmutation (ritual)
  Casting Time: 1 action
Range: 30 ft
Components: V, S, M (a short reed or piece of straw)
Duration: 24 hours

  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.

 

Water Walk

3rd Level Transmutation (Ritual)
  Casting Time: 1 action
Range: 30 ft
Components: V, S, M (a piece of cork)
Duration: 1 hour

  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 you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 ft per round.

 

Watery Sphere

4th Level Conjuration
  Casting Time: 1 action
Range: 90 ft
Components: V, S, M (a droplet of water)
Duration: Concentration, up to 1 minute

  You conjure up a sphere of water with a 5 ft radius at a point you can see within range. THe sphere can hover but no more than 10 ft 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 the 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 ft of it.
as an action, you can move the sphere up to 30 ft in a straight line. If it moves over a pit, a cliff, or other drop off, it safely descends until it is hovering 10 ft 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 ft of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

 

Web

2nd Level Conjuration
  Casting Time: 1 action
Range: 60 ft
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour

  You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20 ft 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 ft.
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 ft 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. Any webs on the edge of that cube will catch fire and burn in the next round.

 

Weird

9th Level Illusion
  Casting Time: 1 action
Range: 120 ft
Components: V, S
Duration: Concentration, up to one minute

  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 ft 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.

 

Whirlwind

7th level evocation
  Casting Time: 1 action
Range: 300 ft
Components: V, M (a piece of straw)
Duration: Concentration, up to 1 minute

  A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10 ft radius, 30 ft high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 ft in any direction along the ground. The whirlwind up to 30 ft 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 ft 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 ft away from it in a random direction.


 

Wind Walk

6th level Transmutation
  Casting Time: 1 minute
Range: 30 ft
Components: V, S, M (fire and holy water)
Duration: 8 hours

  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 ft 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.

 

Wind Wall

3rd Level Evocation
  Casting Time: 1 action
Range: 120 ft
Components: V, S, M (a tiny fan and a feather of exotic origin)
Duration: Concentration, up to 1 minute

  A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 ft long, 15 ft high, and 1 ft 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 erected 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.

Wish

9th Level Conjuration
  Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous

  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 8th level or lower. You don't need to meet any requirements in that spell, including costly components. This 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 ft 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 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.

 

Witch Bolt

1st Level Evocation
  Casting Time: 1 action
Range: 30 ft
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute

  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.

 

Word of Radiance

Evocation cantrip
  Casting Time: 1 action
Range: 5 ft
Components: V, M (a holy symbol)
Duration: Instantaneous

  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)

 

Word of Recall

6th level Conjuration
  Casting Time: 1 action
Range: 5 ft
Components: V
Duration: Instantaneous

  You and up to five willing creatures within 5 ft 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 yours 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.

 

Word of Recall

6th Level Conjuration
  Casting Time: 1 action
Range: 5 ft
Components: V
Duration: Instantaneous

  You and up to five willing creatures within 5 ft 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.

Wrathful Smite

1st Level Evocation
  Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

  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.

 

Wrath of Nature

5th Level Evocation
  Casting Time: 1 action
Range: 120 ft
Components: V, S
Duration: Concentration, up to 1 minute

  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 ft 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 ft 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 Athletics Check against your spell save DC, ending the effect on itself on a success.
Rocks. 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.

 

Z Spells


 

Zephyr Strike

1st Level Transmutation
  Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

  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 ft until the end of that turn.

 

Zone of Truth

2nd Level Enchantment
  Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: 10 minutes

  You create a magical zone that guards against deception in a 15 ft 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 a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

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