A spectral,floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object,open an unlocked door or container,stow or retrieve an item from an open container,or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack,activate magical items,or carry more than 10 pounds.
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous,harmless sensory effect,such as a shower of sparks,a puff of wind,faint musical notes,or an odd odor.
• You instantaneously light or snuff out a candle,a torch,or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill,warm,or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color,a small mark,or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times,you can have up to three of its non-instantaneous effects active at a time,and you can dismiss such an effect as an action.
You point at one creature you can see within range,and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take ld8 necrotic damage. If the target is missing any of its hit points,it instead takes 1d12 necrotic damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12),11th level (3d8 or 3d12),and 17th level (4d8 or 4d12).
You set an alarm against unwanted intrusion. Choose a door,a window,or an area within range that is no larger than a 20-foot cube. Until the spell ends,an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell,you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
For the duration,you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see,but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or glyph,such as an arcane sigil,that isn't part of a written language.
For the duration,you sense the presence of magic within 30 feet of you. If you sense magic in this way,you can use your action to see a faint aura around any visible creature or object in the area that bears magic,and you learn its school of magic,if any.
The spell can penetrate most barriers,but is blocked by 1 foot of stone,1 inch of common metal,a thin sheet of lead,or 3 feet of wood or dirt.
Reaction - When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends,it takes no falling damage and can land on its feet,and the spell ends for that creature.
You gain the service of a familiar,a spirit that takes an animal form you choose - bat,cat,crab,frog (toad),hawk,lizard,octopus,owl,poisonous snake,fish (quipper),rat,raven,sea horse,spider,or weasel. Appearing in an unoccupied space within range,the familiar has the statistics of the chosen form,though it is a celestial,fey or fiend (your choice) instead of a beast.
Your familiar acts independently of you,but it always obeys your commands. In combat,it rolls its own initiative and acts on its own turn. A familiar can't attack,but it can take other actions as normal.
When the familiar drops to 0 hit points,it disappears,leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you,you can communicate with it telepathically. Additionally,as an action,you can see through your familiar's eyes and hear what it hears until the start of your next turn,gaining the benefits of any special senses that the familiar has. During this time,you are deaf and blind with
regard to your own senses.
As an action,you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively,you can dismiss it forever. As an action while it is temporarily dismissed,you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar,you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally,when you cast a spell with a range of touch,your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you,and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll,you use your attack modifier for the roll.
You touch a willing creature who isn't wearing armor,and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the spell creates one more dart for each slot above 1st.
This spell sends creatures into a magical slumber. Roll 5d8,the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points,each creature affected by this spell falls unconscious until the spell ends,the sleeper takes damage,or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,roll an additional 2d8 for each slot level above 1st.
You touch one willing creature and imbue it with the power to spew magical energy from its mouth,provided it has one. Choose acid,cold,fire,lightning,or poison. Until the spell ends,the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw,taking 3d6 damage of the chosen type on a failed save,or half as much damage on a successful one.
At Higher Levels: When you cast this spell us ing a spell slot of 3rd level or higher,the damage increases by 1d6 for each slot level above 2nd.
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns,the target can make another Wisdom saving throw. On a success,the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can target one additional creature for each slot level above 2nd.
One creature or object of your choice that you can see within range rises vertically,up to 20 feet,and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling),which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target,you can move up or down as part of your move. Otherwise,you can use your action to move the target,which must remain within the spell's range.
When the spell ends,the target floats gently to the ground if it is still aloft.
You conjure a mass of thick,sticky webbing at a point of your choice within range. The webs fill a 20-foot 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 feet.
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 actions to make a Strength check against your spell save DC. If it succeeds,it is no longer restrained.
The webs are flammable. Any 5-foot 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.
By casting gem-inlaid sticks,rolling dragon bones,laying out ornate cards,or employing some other divining tool,you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens.
• Weal,for good results
• Woe,for bad results
• Weal and woe,for both good and bad results
• Nothing,for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome,such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest,there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Przy twoim następnym trafieniu bronią dystansową,w trakcie trwania zaklęcia,z twojego pocisku lub rzuconej broni wylatuje deszcz kolców. Atak ma swój normalny efekt,a dodatkowo jego cel i wszystkie istoty w obrębie 1,5m od niego,muszą wykonać rzut obronny na Zręczność. W przypadku niepowodzenia,otrzymują po 1k10 obrażeń kłutych. Udany rzut zmniejsza obrażenia o połowę.
Na wyższych kręgach. Jeśli rzucasz ten czar,wykorzystując komórkę co najmniej 2. kręgu,za każdy krąg powyżej 1.,zwiększasz obrażenia o 1k10 (maksymalnie 6k10).
Istota,której dotykasz,odzyskuje punkty wytrzymałości w liczbie równej 1k8 + twój modyfikator z cechy bazowej. Czar nie działa na nieumarłych i kostuchy.
Na wyższych kręgach. Jeśli rzucasz ten czar,
wykorzystując komórkę co najmniej 2. kręgu,za każdy krąg powyżej 1. przywracasz dodatkowe 1k8 punktów wytrzymałości.
Gdy następnym razem trafisz przeciwnika w ataku bronią,podczas działania czaru,w miejscu uderzenia pojawia się kłębowisko ciernistych pnączy,a przeciwnik musi wykonać rzut obronny na Siłę. Stworzenia Duże i większe,mają ułatwienie w tym rzucie. W przypadku niepowodzenia,cel zostaje unieruchomiony na czas działania czaru. Udany rzut obronny,powoduje uschnięcie i padnięcie pnączy.
Unieruchomione tym zaklęciem stworzenie,na początku każdej swojej tury otrzymuje 1k6 obrażeń kłutych. Cel zaklęcia lub istota,która jest w stanie go dotknąć,może wykorzystać swoją akcję i wykonać test Siły o ST rzutu obronnego przeciw twoim czarom,by usunąć pnącza. Udany rzut oznacza,że cel zaklęcia zostaje uwolniony.
Na wyższych kręgach. Jeśli rzucasz ten czar,
wykorzystując komórkę co najmniej 2. kręgu,za każdy krąg powyżej 1.,zwiększasz zadawane obrażenia o 1k6.
Wybierasz istotę,którą widzisz w zasięgu czaru,i magicznie oznaczyć ją jako swoją zdobycz. Podczas trwania czaru,przy każdym trafieniu bronią,zadajesz jej dodatkowo 1k6 obrażeń,
a ponadto masz ułatwienie w testach Mądrości (Percepcji) i Mądrości (Sztuka przetrwania),gdy chcesz ją znaleźć. Jeżeli przed zakończeniem działania czaru,PW celu spadną do 0,możesz w ramach akcji dodatkowej w swojej następnej turze,przenieść to oznaczenie na następną istotę.
Na wyższych kręgach. Jeśli rzucasz ten czar,
wykorzystując komórkę 3. lub 4. kręgu,możesz
koncentrować się na nim do 8h. Jeśli wykorzystujesz komórkę co najmniej 5. kręgu,możesz utrzymać koncentrację do 24h.