Weiler’s Ward

You create four small orbs of faerie magic that float around your head and give off dim light out to a radius of 15 feet. Whenever a Large or smaller enemy enters that area of dim light, or starts its turn in the area, you can use your reaction to attack it with one or more of the orbs. The enemy creature makes a Charisma saving throw. On a failed save, the creature is pushed 20 feet directly away from you, and each orb you used in the attack explodes violently, dealing 1d6 force damage to the creature.

Classes


slugweilers-ward

higher_levelWhen you cast this spell using a spell slot of 3rd level or higher, the number of orbs increases by one for each slot level above 2nd.

page

rangeSelf

target_range_sort0

componentsV, S, M

requires_verbal_componentsYes

requires_somatic_componentsYes

requires_material_componentsYes

materiala lock of hair from a fey creature

can_be_cast_as_ritualNo

durationUp to 1 hour

requires_concentrationYes

casting_time1 bonus action

level_int2

spell_level2

schoolconjuration

dnd_classDruid, Sorcerer, Wizard

archetype

circles

document__slugdmag

document__titleDeep Magic 5e

document__license_urlhttp://open5e.com/legal

document__urlhttps://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/