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M;Concentration

  • casting time and nonmagical light can't illuminate it.
    If the point you choose is on an object you are holding or one that isn't being worn or carried
  • range the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object

  • components such as a bowl or a helm
  • duration blocks the darkness.
    If any of this spell's area overlaps with an area of light created by a spell of or lower

the spell that created the light is dispelled. ;Wizard

Wizard up to 10 minutes;(bat fur and a drop of pitch or piece of coal)Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness

M;Concentration

  • casting time throw itself onto a spear
  • range immolate itself

  • components or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save
  • duration it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time

the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example

Wizard up to 8 hours;(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

S

  • casting time up to 1 minute;(a bit of tallow
  • range a pinch of brimstone

  • components and a dusting of powdered iron)A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save
  • duration or half as much damage on a successful one.
    As a bonus action

you can move the sphere up to 30 feet. If you ram the sphere into a creature

Wizard M;Concentration

you teleport up to 30 feet to an unoccupied space that you can see.;Wizard

Wizard

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)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

  • components the target can make another Wisdom saving throw. On a success
  • duration 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. ;Wizard

Wizard M;Concentration

S

  • casting time up to 1 hour;(a drop of bitumen and a spider)Until the spell ends
  • range one willing creature you touch gains the ability to move up

  • components down
  • duration and across vertical surfaces and upside down along ceilings

while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Wizard

Wizard M;Concentration

S

  • casting time up to 1 hour;(a bit of spider web)You conjure a mass of thick
  • range 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

  • components wall
  • duration or ceiling

the conjured web collapses on itself

Wizard M;Concentration

S

  • casting time up to 1 hour;(an eyelash encased in gum arabic)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
  • range you can target one additional creature for each slot level above 2nd. ;Wizard

Wizard M;Concentration

up to 1 minute;Your body becomes blurred

  • casting time any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight
  • range as with blindsight

  • components or can see through illusions
  • duration as with truesight.;Wizard

Wizard shifting and wavering to all who can see you. For the duration

2;Dunkelheit;2nd level Evocation;1 action;60 feet;V 2;Dunkelheit;2nd level Evocation;1 action;60 feet;V
2;Einflüsterung;2nd level Enchantment;1 action;30 feet;V 2;Einflüsterung;2nd level Enchantment;1 action;30 feet;V
2;Flammenkugel;2nd level Conjuration;1 action;60 feet;V 2;Flammenkugel;2nd level Conjuration;1 action;60 feet;V
2;Nebelschritt;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Nebelschritt;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist
2;Person festhalten;2nd level Enchantment ;1 action;60 feet;V 2;Person festhalten;2nd level Enchantment ;1 action;60 feet;V
2;Spinnenklettern;2nd level Transmutation;1 action;Touch;V 2;Spinnenklettern;2nd level Transmutation;1 action;Touch;V
2;Spinnennetz;2nd level Conjuration;1 action;60 feet;V 2;Spinnennetz;2nd level Conjuration;1 action;60 feet;V
2;Unsichtbarkeit;2nd level Illusion;1 action;Touch;V 2;Unsichtbarkeit;2nd level Illusion;1 action;Touch;V
2;Verschwimmen;2nd level Illusion;1 action;Self;V;Concentration 2;Verschwimmen;2nd level Illusion;1 action;Self;V;Concentration