or carry more than 10 pounds. ;Wizard
you mend it
or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair
creating images
a torch
the first time you hit with a melee attack on your next turn
for each slot level above 1st.;Wizard (XGE)
or thunder for the type of orb you create
each creature affected by this spell is blinded until the spell ends. 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 the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
but is blocked by 1 foot of stone
fat
crab
you learn which spell created it.
If you instead touch a creature throughout the casting
and conveys whatever meaning you intended when you wrote the text. To all others
elementals
smell
the sleeper takes damage
or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air
the spell ends. ;Wizard
the spell ends
and it can't attack. If it drops to 0 hit points
and on each of your turns for the duration
and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like
or other entryway
the target can make a Wisdom saving throw at the end of each of its turns. On a success
the spell that created the light is dispelled. ;Wizard
you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper
lightning
dust
and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large
you can move the sphere up to 30 feet. If you ram the sphere into a creature
such as those of lanterns
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
or unbarred. If the object has multiple locks
you can move up or down as part of your move. Otherwise
as long as you have seen it up close - within 30 feet - at least once. Alternatively
determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs
or half as much damage on a successful one.
To break out
and if it's invisible
you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate
that detect magical auras. You can make a nonmagical object appear magical
temperature
it dissipates at the end of the turn. Thereafter
or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher
while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Wizard
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
the conjured web collapses on itself
you can command any or all of them at the same time
the target must make a Wisdom saving throw at the start of each of its turns. If it fails
which is cast in shades of gray
and it can't be attacked or otherwise interacted with. When you cast the spell
it must choose the target at random from among the creatures it can see within range of the attack
the spell ends for that creature. ;Wizard
the disease and poison have no effect until the spell ends. ;Wizard
and it has advantage on Strength
or a treasure chest) to conceal the glyph. If you choose a surface
and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)
fiends
smells
the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save
except it has a speed of 100 feet and can travel 10 miles in an hour
or thunder.;Wizard
it must make a Dexterity saving throw. On a failed save
not both. Regardless of the creature's abilities or magic items
including you. Roll initiative for the summoned demons as a group
the damage increases by 1d10 for each slot level above 3rd.;Wizard (XGE)
extinguishing unprotected flames in its area and within 30 feet of it
or you can issue a simple
20 feet high
but it can't enter another plane of existence. A solid barrier blocks the eye's movement
the target is banished with a faint popping noise
it doesn't make a saving throw
an affected target can make a Wisdom saving throw. If it succeeds
and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot .;Wizard
you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave
or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type
it frees itself. ;Wizard
stone
the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield
open fields or a road can be made to resemble a swamp
and all its contents
or the nearest creature of a specific kind (such as a human or a unicorn)
or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell
choosing any or all of the following properties.
• Sound can't pass through the barrier at the edge of the warded area.
• The barrier of the warded area appears dark and foggy
or other spell effects
the damage increases by 1d10 for each slot level above 4th. ;Wizard
are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form
greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.;Wizard (XGE)
or coffer
and slashing damage.;Wizard
and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon
20 feet high
a restrained target can repeat the saving throw
issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn
the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns
rolling along the surface of the ground. The vapors
earth
can't read
ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong
or metal. The object created must be no larger than a 5-foot cube
such as to guard a chamber or passageway against your foes. If you issue no commands
taking 4d10 radiant damage on a failed save
Run over there
or a willing creature you touch
and until the spell ends
greater restoration
you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Wizard
which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns
forgotten stories
you are blinded and deafened in regard to your own surroundings. ;Wizard
and none of the target's memories are modified.
While this charm lasts
and lasts for the duration. You choose the opening's dimensions - up to 5 feet wide
a fey
or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw
and equipment. You can make each creature seem 1 foot shorter or taller and appear thin
the prior target is no longer affected by the spell.
Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest
determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;Wizard
though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling
the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly
10 feet high
it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire
and the casting is lost.
The portals are two-dimensional glowing rings filled with mist
each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save
as part of casting contingency
000 gp)While speaking an intricate incantation
issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn
it is disintegrated.
A disintegrated creature and everything it is wearing and carrying
crushing the sapphire doesn't transport the item to you
this effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns
it is restrained as its flesh begins to harden. On a successful save
the area within the barrier is excluded from the areas affected by such spells.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher
500 square feet of floor space (an area 50 feet square
but you can't end your movement there. If you do so
or half as much damage on a successful one. If a Large or smaller creature fails the save
either returning to your living body (and ending the spell) or attempting to possess a humanoids body.
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spells can't be possessed). The target must make a Charisma saving throw. On a failure
you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends
or hideous maws filled with dripping teeth. Whatever form the illusion takes
or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation
if you wish. A small globe about the size of a sling stone
it disappears and remains dormant for 10 minutes. After this time
and the spell ends. While a soul is trapped
a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. ;Wizard
that target takes an extra 2d12 force damage.
• You have proficiency with all armor
the creature has truesight
the creature takes 10d6 cold damage
the number of motes created increases by two for each slot level above 7th.;Wizard (XGE)
or half as much damage on a successful one.
The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated
you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you
any creature that is completely inside the cage's area is trapped. Creatures only partially within the area
crevasse
fresh
for example
if the target tries to cast a spell
or half as much damage on a successful one.
6-Indigo: On a failed save
and make it gesture
it remains there
which the spell consumes)By means of this spell
partially real and formed from ice or snow
you inscribe a harmful glyph either on a surface (such as a section of floor
bed linen from a royal suite
a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind
centered on you.
Spells and other magical effects
the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target
such as a huge urn
and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so
or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally
Run over there
the creature's Intelligence and Charisma scores become 1. The creature can't cast spells
you can move the illusion up to 60 feet. At any point during its movement
it must make a Wisdom saving throw
if that space is occupied
creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side
and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it. ;Wizard
replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you
you can speak the name of a specific creature (a pseudonym
the creature doesn't need to breathe
are replaced by the statistics of the chosen beast
and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there
one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature
or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration
it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save
and it appears in an unoccupied space you can see on the ground.
• You allow up to twenty creatures that you can see to regain all hit points