te despertara. Una alarma sonora produce un sonido de campanilla durante 10 segundos audible a 60 pies de distancia.;Nivel 1
it immediately takes 1d8 thunder damage
the hand clings to the target.
If you hit an undead target
you can have up to three non-instantaneous effects created by it active at a time
and a light winks out if it exceeds the spell's range. ;Nivel 1
and 17th level (4d6).;Nivel 1
the melee attack deals an extra 1d8 fire damage to the target
south: 3
activate magical items
leaving no trace of the former damage.
This spell can physically repair a magic item or construct
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
or both to appear on the dirt or stone
or an odd odor.
• You instantaneously light or snuff out a candle
and 17th level (4d8). ;Nivel 1
and the damage increases by 1d8
each target takes 1d6 extra damage of the type rolled for each slot level above 1st.;Nivel 1
or thunder for the type of orb you create
the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points
if any.
The spell can penetrate most barriers
fat
you can alter its appearance so that its movements appear natural for the image. For example
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
you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
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
as with truesight.;Nivel 1
the target must make a Wisdom saving throw. If it fails
taking 3d6 damage of the chosen type on a failed save
dust
for example. If there isn't enough room for the target to double its size
you can change the direction in which the line blasts from you. ;Nivel 1
unstuck
you can move up or down as part of your move. Otherwise
the target escapes and is no longer restrained by the hand.
As an action
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
the target realizes that the phantasm is an illusion
you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot
the activity isn't performed.
If you or any of your companions damage the target
it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round
and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you
intangible orb about the size of your fist.
When you cast the spell
or other ability it's using. lf an enemy provokes an opportunity attack from the affected creature
narrow openings
Hide
or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion
the spell doesn't take effect until the creature's next turn
the damage increases by 1d10 for each slot level above 3rd.;
the wall's water doesn't fill it.;
the target doesn't return.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher
it simply withers and dies.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher
it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn
it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form
a creature takes 5d8 fire damage
you can move the sphere up to 30 feet in a straight line. If it moves over a pit
such as to guard a particular chamber or corridor. If you issue no commands
sink to the lowest level of the land
the creature is knocked prone.
Updraft: You cause a sustained updraft within the cube
use the shortest duration.
Duration: Vegetable matter - 1 day. Stone/crystal - 12 hours. Precious metals - 1 hour. Gems - 10 minutes. Adamantine/Mithral - 1 minute.
Using any material created by this spell as another spell's material component causes that spell to fail.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn
if the target is ever outside the spell's range
the damage increases by 1d10 for each slot level above 5th. ;
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including upward but not beyond the range of this spell. Until the end of your next turn
each creature in its area must make a Constitution saving throw. On a failed save
merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length
which is the side that functions as a portal.
Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other
one additional bolt leaps from the first target to another target for each slot level above 6th. ;
are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force
the effect ends. ;
this spell ends
the activity isn't performed.
If you or any of your companions damage a creature affected by this spell
the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion
or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So
and can see into the Ethereal Plane
the spell ends immediately
unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane
before its Gate of Ashes
if the target tries to cast a spell
the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times
affected objects and creatures fall back down. ;
bed linen from a royal suite
unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends
it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn
as determined by the DM.
Fissures: Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep
the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature
and personality.
Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it bas no more temporary hit points or it dies. If the spell ends before then
you could make yourself and all your companions immune to a lich's life drain attack.
• You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example