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/