Spell Reference All Spells

Weiler’s Ward

2nd-level · Conjuration Concentration

Source Deep Magic for 5th Edition

Casting Time
Bonus-Action
Range
Self
Duration
1 Hour
Components
V, S, M
Material Component

a lock of hair from a fey creature

Source Information
Combat Reference
Saving Throw
Charisma
Target
1 area
Description

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.

At Higher Levels

When 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.

About Weiler’s Ward

Weiler’s Ward is a Level 2 level spell from the school of Conjuration.

This spell has a casting time of bonus-action , and a range of Self . It has a duration of Instantaneous.

Spell Details

Complete details

Complete details about this spell:

  • At Higher Levels: When 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.

Casting Tips

2 tips

Consider these tips when casting this spell:

  • Tactical Use: Ideal for low-level encounters and utility situations. Consider environmental interactions for creative problem-solving.
  • Concentration: Requires concentration. Maintain focus to sustain the spell's effect.

School of Magic: Conjuration

Learn more

Conjuration spells create objects, creatures, or open portals to other locations.

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