Warrior’s Instincts
Warrior’s Instincts
Your senses sharpen, allowing you to anticipate incoming attacks and find weaknesses in the defenses of your foes.
Water Breathing
Water Breathing
Until the spell ends, the targets are able to breathe underwater (and still able to respirate normally).
Water Walk
Water Walk
Until the spell ends, the targets are able to move across any liquid surface (such as water, acid, mud, snow, quicksand, or lava) as if it were solid ground. Creatures can still take damage from surfaces that would deliver damage from corrosion or extreme temperatures, but they do not sink while moving across it.
A target submerged in a liquid is moved to the surface of the liquid at a rate of 60 feet per round.
Web
Web
Thick, sticky webs fill the area,
Weird
Weird
You create illusions which manifest the deepest fears and worst nightmares in the minds of all creatures in the spell’s area.
Whirlwind Kick
Whirlwind Kick
Area: Line up to 60 feet long and 15 feet wide
Wind Up
Wind Up
You wind your power up like a spring.
Wind Walk
Wind Walk
The targets assume a gaseous form and appear as wisps of cloud.
Wind Wall
Wind Wall
A wall of strong wind rises from the ground at a point you choose. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground.
Wish
Wish
This is the mightiest of mortal magics and alters reality itself.
The safest use of this spell is the duplication of any other spell of 8th-level or lower without needing to meet its requirements (including components).
You may instead choose one of the following: