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che egli sia in grado di vedere e che sia contenuta in un cubo con spigolo di 1

  • casting time5 metri in una direzione
  • range purch nella nuova direzione sia disponibile della legna o altro materiale combustibile.
    • L'incantatore estingue istantaneamente le fiamme all'interno del cubo.
    • L'incantatore raddoppia o dimezza l'area di luce intensa e luce fioca proiettata dalla fiamma

  • components cambia il suo colore o entrambe le cose. Il cambiamento dura per 1 ora.
    • L'incantatore fa in modo che alcune forme semplici (come la vaga forma di una creatura
  • duration un oggetto inanimato o un luogo) compaiano tra le fiamme e si animino a suo piacimento. Le forme permangono per 1 ora.
    Se l'incantatore lancia questo incantesimo pi volte

pu mantenere attivi fino a tre dei suoi effetti non istantanei contemporaneamente e pu congedare uno di questi effetti con un'azione.;Druido

Druid 5 metri. L'incantatore la influenza in uno dei modi seguenti:
• L'incantatore espande istantaneamente la fiamma di 1

S;Concentrazione

  • casting time il falo' occupa un cubo con spigolo di 1
  • range5 metri. Ogni creatura nello spazio del falo' nel momento in cui l'incantatore lancia l'incantesimo deve superare un tiro salvezza su Destrezza

  • components altrimenti subisce 1d8 danni da fuoco. Una creatura deve effettuare il tiro salvezza anche quando entra nello spazio del falo' per la prima volta in un turno o vi termina il proprio turno. Il falo' incendia gli oggetti infiammabili entro l'area che non siano indossati o trasportati.
    I danni dell'incantesimo aumentano di 1d8 quando l'incantatore raggiunge il 5 livello (2d8)
  • duration 11 livello (3d8) e il 17 livello (4d8).;Druido

Druid fino a 1 minuto;L'incantatore crea un falo' su un punto del terreno situato entro gittata e che egli sia in grado di vedere. Finche' l'incantesimo non termina

S;Instantaneo;Sussurrando agli spiriti della natura

  • casting time una nube in caso di pioggia
  • range un ammasso di fiocchi di neve in caso di neve e cosi' via. L'effetto permane per 1 round.
    L'incantatore fa sbocciare istantaneamente un fiore

  • components aprire un baccello o schiudere un germoglio.
    L'incantatore crea un effetto sensoriale istantaneo e innocuo come un cumulo di foglie volanti
  • duration uno sbuffo di vento

il rumore di un piccolo animale o il vago odore di una puzzola. L'effetto non deve essere piu' grande di un cubo con spigolo di 1

Druid l'incantatore crea uno degli effetti seguenti entro gittata:
L'incantatore crea un minuscolo sensore innocuo che predice il tempo atmosferico nel suo luogo per le 24 ore successive. Il sensore potrebbe manifestarsi come un globo dorato in caso di cielo sereno

S;Instantaneo;L'incantatore crea una patina di gelo che intorpidisce su una creatura situata entro gittata e che egli sia in grado di vedere. Il bersaglio deve effettuare un tiro salvezza su Costituzione; se lo fallisce

  • casting time l'11 livello (3d6) e il 17 livello (4d6).;Druido
  • range

Druid subisce 1d6 danni da freddo e dispone di svantaggio al prossimo tiro per colpire con un'arma che effettua prima della fine del suo turno successivo.
I danni dell'incantesimo aumentano di 1d6 quando l'incantatore raggiunge il 5 livello (2d6)

S;Concentrazione

Druid fino a 1 minuto;L'incantatore tocca una creatura consenziente. Una volta prima che l'incantesimo termini il bersaglio puo' tirare un d4 e aggiungere il risultato a una prova di caratteristica a sua scelta. Puo' tirare il dado prima o dopo avere effettuato la prova di caratteristica. Dopodiche' l'incantesimo termina.;Druido

S;Instantaneo;L'incantatore stringe il pugno nell'aria e la obbliga a generare uno degli effetti seguenti in un punto situato entro gittata e che egli sia in grado di vedere:
Una creatura di taglia Media o inferiore a scelta dell'incantatore deve superare un tiro salvezza su Forza

  • casting time5 metri.
    L'incantatore genera una piccola raffica di vento in grado di muovere un oggetto che non sia ne' trattenuto ne' trasportato e che non pesi piu' di 2
  • range5 kg. L'oggetto viene spinto lontano da lui di un massimo di 3 metri. Non viene spinto con forza sufficiente da infliggere danni.
    L'incantatore crea un effetto sensoriale innocuo usando l'aria

  • components come per esempio un fruscio di foglie
  • duration un'imposta che sbatte o una brezza che agita leggermente le sue vesti.;Druido

Druid altrimenti sara' spinta lontano da lui di un massimo di 1

S

  • casting time pulci e altri parassiti su una creatura situata entro gittata e che egli sia in grado di vedere. Il bersaglio deve superare un tiro salvezza su Costituzione
  • range altrimenti subisce ld6 danni da veleno e si muove di 1

  • components5 metri in una direzione casuale se e' in grado di muoversi e la sua velocita' e' di almeno 1
  • duration5 metri. Si tira un d4 per la direzione: 1

nord; 2

sud; 3 M;Instantaneo;(una pulce viva) L'incantatore fa apparire temporaneamente una nube di termiti

S;1 minuto;L'incantatore tocca da uno a tre sassolini

  • casting time ha una gittata di 18 metri. Se qualcun altro attacca con il sassolino
  • range quell'attaccante aggiunge il modificatore di caratteristica da incantatore (dell'incantatore e non dell'attaccante) al tiro per colpire. Se colpito

  • components il bersaglio subisce un ammontare di danni contundenti pari a ld6 + il modificatore di caratteristica da incantatore dell'incantatore. Che il bersaglio sia colpito o mancato
  • duration l'incantesimo sulla pietra termina. Se l'incantatore lancia di nuovo questo incantesimo

l'incantesimo termina anticipatamente sugli eventuali sassolini gia' influenzati da esso.;Druido

sud; 3 infondendo in essi un flusso di magia. L'incantatore o qualcun altro puo' effettuare un attacco con incantesimo a distanza con uno dei sassolini scagliandolo a mano o con una fionda. Se scagliato a mano

S

  • casting time come l'anello spezzato di una catena
  • range due meta' di una chiave spezzata

  • components un mantello strappato o un otre forato. Fintanto che la crepa o lo squarcio non e' piu' grande di 30 cm in ogni dimensione
  • duration l'incantatore lo ripara senza lasciare traccia del danno precedente.
    Questo incantesimo puo' fisicamente riparare un oggetto magico o un costrutto

ma non puo' ripristinare la magia in un oggetto del genere.;Druido

sud; 3 M;Instantaneo;(due calamite)Questo incantesimo ripara una singola crepa o uno squarcio in un oggetto toccato dall'incantatore

0;Controllare Fiamme;Trucchetto Transmutazione;Azione;18 Metri;S;Instantaneo oppure 1 Ora ;L'incantatore sceglie una fiamma non magica situata entro gittata 0;Controllare Fiamme;Trucchetto Transmutazione;Azione;18 Metri;S;Instantaneo oppure 1 Ora ;L'incantatore sceglie una fiamma non magica situata entro gittata
0;Creare Falo';Trucchetto Evocazione;Azione;18 Metri;V 0;Creare Falo';Trucchetto Evocazione;Azione;18 Metri;V
0;Artificio Druidico;Trucchetto Transmutazione;Azione;9 Metri;V 0;Artificio Druidico;Trucchetto Transmutazione;Azione;9 Metri;V
0;Morsa di Gelo;Trucchetto Invocazione;Azione;18 Metri;V 0;Morsa di Gelo;Trucchetto Invocazione;Azione;18 Metri;V
0;Guida;Trucchetto Divinazione;Azione;Contatto;V 0;Guida;Trucchetto Divinazione;Azione;Contatto;V
0;Folata;Trucchetto Transmutazione;Azione;9 Metri;V 0;Folata;Trucchetto Transmutazione;Azione;9 Metri;V
0;Infestazione;Trucchetto Evocazione;Azione;9 Metri;V 0;Infestazione;Trucchetto Evocazione;Azione;9 Metri;V
0;Pietra Magica;Trucchetto Transmutazione;Azione bonus;Contatto;V 0;Pietra Magica;Trucchetto Transmutazione;Azione bonus;Contatto;V
0;Riparare;Trucchetto Transmutazione;1 minuto;Contatto;V 0;Riparare;Trucchetto Transmutazione;1 minuto;Contatto;V

che egli sia in grado di vedere e che sia contenuta entro un cubo con spigolo di 1

  • casting time puo' istantaneamente scavarla
  • range spostarla lungo il terreno e depositarla fino a 1

  • components5 metri di distanza. Questo movimento non ha abbastanza forza da infliggere danni
    L'incantatore fa comparire forme
  • duration colori o entrambe le cose sulla terra o sulla pietra

per formare parole

sud; 3 5 metri. Manipola quella terra in uno dei modi seguenti:
Se l'incantatore bersaglia un'area di terra smossa

S;Instantaneo;L'incantatore allunga la mano verso una creatura entro gittata e che egli sia in grado di vedere e proietta uno sbuffo di gas velenoso dal suo palmo. La creatura deve superare un tiro salvezza su Costituzione

  • casting time 11 livello (3d12) e 17 livello (4d12).;Druido
  • range

sud; 3 altrimenti subisce 1d12 danni da veleno.
I danni di questo incantesimo aumentano di 1d12 quando l'incantatore arriva al 5 livello (2d12)

5 metri da lui. Se colpisce

  • casting time i suoi denti o le sue unghie tornano alla normalita'.
    I danni dell'incantesimo aumentano di 1d10 quando l'incantatore raggiunge il 5 livello (2d10)
  • range 11 livello (3d10) e il 17 livello (4d10).;Druido

sud; 3 il bersaglio subisce 1d10 danni da acido. Dopo che l'incantatore ha effettuato questo attacco

S;10 minuti;Una fiamma tremolante compare nella mano dell'incantatore. La fiamma permane per la durata dell'incantesimo e non infligge danni ne' all'incantatore ne' al suo equipaggiamento. La fiamma proietta luce intensa entro un raggio di 3 metri e luce fioca per altri 3 metri. L'incantesimo termina se l'incantatore lo interrompe con un'azione o se lo lancia di nuovo. L'incantatore puo' anche attaccare con la fiamma

  • casting time o usando un'azione in un turno successivo
  • range puo' scagliare la fiamma contro una creatura situata entro 9 metri da lui. Effettua un attacco a distanza con questo incantesimo. Se colpisce

  • components il bersaglio subisce 1d8 danni da fuoco.
    I danni di questo incantesimo aumentano di 1d8 quando l'incantatore arriva al 5 livello (2d8)
  • duration 11 livello (3d8) e 17 livello (4d8).;Druido

sud; 3 ponendo termine all'incantesimo. Quando l'incantatore lancia questo incantesimo

S

  • casting time fino a 1 minuto;(un mantello in miniatura)L'incantatore tocca una creatura consenziente. Per una volta prima che l'incantesimo termini
  • range il bersaglio puo' tirare un d4 e aggiungere il risultato ottenuto ad un tiro salvezza a sua scelta. Puo' tirare il dado prima o dopo avere effettuato il tiro salvezza. Dopodiche' l'incantesimo termina.;Druido

sud; 3 M;Concentrazione

che egli sia in grado di vedere e che sia contenuta in un cubo con spigolo di 1

  • casting time fino a 1
  • range5 metri in ogni direzione. Questo movimento non ha abbastanza forza da infliggere danni.
    L'incantatore ricava dall'acqua delle semplici forme che anima in base alle sue indicazioni. Questo cambiamento dura 1 ora.
    L'incantatore cambia il colore o l'opacita' dell'acqua. L'intera massa d'acqua deve essere cambiata nello stesso modo. Questo cambiamento dura 1 ora.
    L'incantatore congela l'acqua

  • components purche' non ci siano creature in essa. L'acqua si scongela dopo 1 ora.
    Se l'incantatore lancia questo incantesimo piu' volte
  • duration puo' mantenere attivi fino a due dei suoi effetti non istantanei contemporaneamente e puo' congedare uno di questi effetti con un'azione.;Druido

sud; 3 5 metri. Manipola quell'acqua in uno dei modi seguenti:
L'incantatore muove istantaneamente o cambia in altri modi il corso dell'acqua in base al suo comando

S

  • casting time una foglia di quadrifoglio
  • range e una randello o bastone da combattimento)Il legno di un randello o bastone da combattimento che stai impugnando viene infuso del potere della natura. Per la durata dell'incantesimo

  • components usando quell'arma puoi usare la tua caratteristica da incantatore al posto della Forza per i tiri per colpire e danno da mischia
  • duration e il dado di danno dell'arma diventa un d8. L'arma diventa anche magica

se gia' non lo e'. L'incantesimo ha termine se lo lanci di nuovo o se lasci l'arma.;Druido

sud; 3 M;1 minuto;(vischio

S

  • casting time la creatura subisce 1d6 danni perforanti
  • range e se la creatura e' di taglia Grande o inferiore

  • components l'incantatore puo' trascinarla verso di se' di un massimo di 3 metri. I danni di questo incantesimo aumentano di 1d6 quando l'incantatore arriva al 5 livello (2d6)
  • duration 11 livello (3d6) e 17 livello (4d6).;Druido

sud; 3 M;Instantaneo;(il gambo di una pianta spinata)L'incantatore crea una lunga frusta simile a un rampicante e coperta di spine che al suo comando sferza fino a una creatura entro gittata. L'incantatore effettua un attacco in mischia con questo incantesimo contro la creatura. Se colpisce

5 Metri;S;Instantaneo;L'incantatore genera un'esplosione tonante

  • casting time ad eccezione dell'incantatore
  • range situata entro 1

  • components5 metri da lui deve effettuare un tiro salvezza su Costituzione
  • duration se lo fallisce

subisce 1d6 danni da tuono. I danni dell'incantesimo aumentano di 1d6 quando l'incantatore raggiunge il 5 livello (2d6)

sud; 3 che puo' essere udita a 30 metri di distanza. Ogni creatura

0;Modellare Terra;Trucchetto Transmutazione ;Azione;9 Metri;S;Instantaneo oppure 1 Ora ;L'incantatore sceglie una parte di terra o di pietra situata entro gittata 0;Modellare Terra;Trucchetto Transmutazione ;Azione;9 Metri;S;Instantaneo oppure 1 Ora ;L'incantatore sceglie una parte di terra o di pietra situata entro gittata
0;Spruzzo Velenoso;Trucchetto Evocazione;Azione;3 Metri;V 0;Spruzzo Velenoso;Trucchetto Evocazione;Azione;3 Metri;V
0;Ferocia Primordiale;Trucchetto Transmutazione ;Azione;Self;S;Instantaneo;L'incantatore incanala la magia primordiale e sviluppa denti o unghie affilate con cui sferrare un attacco corrosivo. L'incantatore effettua un attacco con incantesimo in mischia contro una creatura situata entro 1 0;Ferocia Primordiale;Trucchetto Transmutazione ;Azione;Self;S;Instantaneo;L'incantatore incanala la magia primordiale e sviluppa denti o unghie affilate con cui sferrare un attacco corrosivo. L'incantatore effettua un attacco con incantesimo in mischia contro una creatura situata entro 1
0;Produrre Fiamma;Trucchetto Evocazione;Azione;Self;V 0;Produrre Fiamma;Trucchetto Evocazione;Azione;Self;V
0;Resistenza;Trucchetto Abiurazione;Azione;Contatto;V 0;Resistenza;Trucchetto Abiurazione;Azione;Contatto;V
0;Modellare Acqua;Trucchetto Transmutazione ;Azione;9 Metri;S;Instantaneo oppure 1 Ora ;L'incantatore sceglie un'area d'acqua situata entro gittata 0;Modellare Acqua;Trucchetto Transmutazione ;Azione;9 Metri;S;Instantaneo oppure 1 Ora ;L'incantatore sceglie un'area d'acqua situata entro gittata
0;Shillelagh;Trucchetto Transmutazione ;Azione bonus;Contatto;V 0;Shillelagh;Trucchetto Transmutazione ;Azione bonus;Contatto;V
0;Frusta di Spine;Trucchetto Transmutazione ;Azione;9 Metri;V 0;Frusta di Spine;Trucchetto Transmutazione ;Azione;9 Metri;V
0;Rombo di Tuono;Trucchetto Invocazione;Azione;1 0;Rombo di Tuono;Trucchetto Invocazione;Azione;1

S;1 round;L'incantatore crea una mano scheletrica e spettrale nello spazio di una creatura entro gittata

  • casting time il bersaglio subisce 1d8 danni necrotici e non puo' recuperare punti ferita fino all'inizio del turno successivo dell'incantatore. Fino ad allora
  • range la mano si avvinghia al bersaglio. Se l'incantatore colpisce un bersaglio non morto

  • components quel bersaglio subisce anche svantaggio ai suoi tiri per colpire contro l'incantatore fino alla fine del turno successivo di quest'ultimo. I danni di questo incantesimo aumentano di 1d8 quando l'incantatore arriva al 5 livello (2d8)
  • duration 11 livello (3d8) e 17 livello (4d8).;Druido

sud; 3 effettuando un attacco a distanza con questo incantesimo contro quella creatura per colpirla con un flusso di gelo sepolcrale. Se viene colpito

ammortizzando i suoi effetti sull'incantatore e consentendogli di incamerarla per il suo attacco in mischia successivo. L'incantatore possiede resistenza al tipo di danno innescante fino all'inizio del proprio turno successivo. Inoltre

  • casting time il bersaglio subisce ld6 danni extra del tipo innescante e l'incantesimo termina.
    Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 3 livello o superiore
  • range i danni aumentano di ld8 per ogni slot di livello superiore al 2.;Druido

sud; 3 la prima volta che colpisce con un attacco in mischia nel suo turno successivo

S

  • casting time l'incantesimo fallisce. Altrimenti
  • range la bestia deve superare un tiro salvezza su Saggezza o essere affascinata dall'incantatore per la durata dell'incantesimo. Se l'incantatore o uno dei suoi compagni infligge danni al bersaglio

  • components l'incantesimo termina.
    Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 2 livello o superiore
  • duration puo' influenzare una bestia aggiuntiva per ogni slot di livello superiore al 1.;Druido

sud; 3 M;24 Ore;(un boccone di cibo)Grazie a questo incantesimo l'incantatore convince una bestia che non ha alcuna intenzione di nuocerle. L'incantatore sceglie una bestia entro gittata e che egli sia in grado di vedere. La bestia deve vedere e sentire l'incantatore. Se l'Intelligenza della bestia e' pari o superiore a 4

S

  • casting time fino a 10 minuti;(un ciuffo di pelliccia avvolto in un pezzo di stoffa)L'incantatore stabilisce un legame telepatico con una bestia con cui e' in contatto
  • range che e' stata da lui affascinata o e' amichevole nei suoi confronti. L'incantesimo fallisce se l'Intelligenza della bestia e' pari o superiore a 4. Finche' l'incantesimo non termina

  • components il legame resta attivo fintanto che l'incantatore e la bestia rimangono entro linea di vista l'uno dall'altra. Attraverso il legame
  • duration la bestia puo' capire i messaggi telepatici che l'incantatore le invia e puo' a sua volta comunicare telepaticamente le emozioni e i concetti piu' semplici all'incantatore. Fintanto che il legame e' attivo

la bestia dispone di vantaggio ai tiri per colpire contro qualsiasi creatura situata entro 1

sud; 3 M;Concentrazione

S;1 Ora;L'incantatore tenta di affascinare un umanoide entro gittata e che egli sia in grado di vedere. L'umanoide deve effettuare un tiro salvezza su Saggezza e dispone di vantaggio se l'incantatore o i suoi compagni stanno combattendo contro di lui. Se lo fallisce

  • casting time la creatura capira' di essere stata affascinata dall'incantatore.
    Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 2 livello o superiore
  • range puo' bersagliare una creatura aggiuntiva per ogni slot di livello superiore al 1. Le creature devono trovarsi a non piu' di 9 metri l'una dall'altra quando l'incantatore le bersaglia.;Druido

sud; 3 e' affascinato dall'incantatore finche' l'incantesimo non termina o finche' l'incantatore o i suoi compagni non lo danneggiano in qualche modo. La creatura affascinata considera l'incantatore una figura conosciuta e amichevole. Quando l'incantesimo termina

S

  • casting time l'acqua cade sotto forma di pioggia in un cubo con spigolo di 9 metri entro gittata
  • range estinguendo le fiamme nell'area.
    Distruggere Acqua: L'incantatore distrugge fino a 40 litri d'acqua in un contenitore aperto situato entro gittata. In alternativa

  • components puo' distruggere la nebbia all'interno di un cubo con spigolo di 9 metri situato entro gittata.
    Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 2 livello o superiore
  • duration crea o distrugge 40 litri aggiuntivi d'acqua

oppure lo spigolo del cubo aumenta di 1

sud; 3 M;Instantaneo;(una goccia d'acqua per creare l'acqua o alcuni granelli di sabbia per distruggerla)L'incantatore puo' creare o distruggere l'acqua.
Creare Acqua: L'incantatore crea fino a 40 litri d'acqua pulita in un contenitore aperto situato entro gittata. In alternativa

S;Instantaneo;Una creatura toccata dall'incantatore recupera un numero di punti ferita pari a 1d8 + il modificatore di caratteristica da incantatore. Questo incantesimo non ha effetto sui costrutti o sui non morti.
Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 2 livello o superiore

sud; 3 la guarigione aumenta di 1d8 per ogni slot di livello superiore al 1.;Druido

S;Concentrazione

  • casting time l'incantatore percepisce la presenza della magia entro 9 metri da lui. Se percepisce la magia in questo modo
  • range puo' usare la sua azione per vedere una debole aura attorno a ogni creatura o oggetto visibile nell'area e che contenga magia

  • components e apprende di che scuola di magia si tratta
  • duration se ne esiste una. L'incantesimo puo' penetrare la maggior parte delle barriere

ma e' bloccato da 30 cm di pietra

2 fino a 10 minuti;Per la durata dell'incantesimo

S

  • casting time fino a 10 minuti;(una foglia di tasso)Per la durata dell'incantesimo
  • range l'incantatore puo' percepire la presenza e l'ubicazione di veleni

  • components creature velenose e malattie situate entro 9 metri da Jui. e' inoltre in grado di identificare il tipo di veleno
  • duration creatura velenosa o malattia in ciascuno dei casi.
    L'incantesimo puo' penetrare la maggior parte delle barriere

ma e' bloccato da 30 cm di pietra

2 M;Concentrazione

0;Tocco Gelido;Trucchetto Necromanzia;Azione;36 Metri;V 0;Tocco Gelido;Trucchetto Necromanzia;Azione;36 Metri;V
1;Assorbire Elementi;Livello 1 Abiurazione;Reazione;Self;S;1 round;L'incantesimo cattura parte dell'energia in arrivo 1;Assorbire Elementi;Livello 1 Abiurazione;Reazione;Self;S;1 round;L'incantesimo cattura parte dell'energia in arrivo
1;Amicizia con gli Animali;Livello 1 Ammaliamento ;Azione;9 Metri;V 1;Amicizia con gli Animali;Livello 1 Ammaliamento ;Azione;9 Metri;V
1;Legame con le Bestie;Livello 1 Divinazione;Azione;Contatto;V 1;Legame con le Bestie;Livello 1 Divinazione;Azione;Contatto;V
1;Charm su Persone;Livello 1 Ammaliamento ;Azione;9 Metri;V 1;Charm su Persone;Livello 1 Ammaliamento ;Azione;9 Metri;V
1;Creare o Distruggere Acqua;Livello 1 Transmutazione;Azione;9 Metri;V 1;Creare o Distruggere Acqua;Livello 1 Transmutazione;Azione;9 Metri;V
1;Cura Ferite;Livello 1 Invocazione;Azione;Contatto;V 1;Cura Ferite;Livello 1 Invocazione;Azione;Contatto;V
1;Individuazione del Magico (rituale);Livello 1 Divinazione;Azione;Self;V 1;Individuazione del Magico (rituale);Livello 1 Divinazione;Azione;Self;V
1;Individuazione delle Malattie e dei Veleni (rituale);Livello 1 Divinazione;Azione;Self;V 1;Individuazione delle Malattie e dei Veleni (rituale);Livello 1 Divinazione;Azione;Self;V

S;Instantaneo;L'incantatore provoca una scossa tellurica sul terreno entro gittata. Ogni creatura entro l'area

  • casting time deve effettuare un tiro salvezza su Destrezza
  • range se lo fallisce

  • components subisce ld6 danni contundenti e cade a terra prona. Se il terreno in quell'area e' di pietra o terriccio smosso
  • duration diventa terreno difficile finche' non viene sgombrato. Ogni porzione dell'area del diametro di 1

5 metri richiede almeno 1 minuto per essere sgombrata.
Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 2 livello o superiore

2 a eccezione dell'incantatore

S;Concentrazione

  • casting time questi vegetali trasformano il terreno nell'area in terreno difficile. Una creatura nell'area nel momento in cui lanci questo incantesimo deve superare un tiro salvezza su Forza o restare intralciata da questi vegetali fino al termine dell'incantesimo. Una creatura intralciata dai vegetali puo' usare le sue azioni per effettuare una prova di Forza contro la CD del tiro salvezza dell'incantesimo. Se la supera
  • range si libera. Quando l'incantesimo ha termine

  • components i vegetali evocati svaniscono.;Druido
  • duration

2 fino a 1 minuto;Rampicanti e rami stritolanti spuntano dal terreno in un quadrato di 6 metri di lato a partire da un punto a gittata. Per la durata

fino a 1 minuto;Tutti gli oggetti in un cubo di 6 metri di spigolo a gittata vengono circondati da una luce blu

  • casting time viene anch'essa circondata dalla luce se fallisce un tiro salvezza su Destrezza. Per la durata dell'incantesimo
  • range gli oggetti e le creature soggette emettono una luce fioca con raggio di 3 metri. Qualsiasi tiro per colpire contro una creatura od oggetto soggetto ha vantaggio se l'attaccante puo' vederlo

  • components e la creatura od oggetto non puo' beneficiare dell'invisibilita'.;Druido
  • duration

2 verde o viola (a tua scelta). Qualsiasi creatura nell'area quando l'incantesimo viene lanciato

S;Concentrazione

  • casting time e la sua area e' oscurata pesantemente. Rimane per la durata dell'incantesimo o finche' un vento di velocita' moderata o superiore (almeno 15 chilometri all'ora) non la disperde.
    Ai Livelli Superiori: Quando lanci questo incantesimo usando uno slot incantesimo di 2 livello o piu' alto
  • range il raggio della foschia aumenta di 6 metri per ogni livello dello slot sopra il 1.;Druido

2 fino a 1 Ora;Crei una sfera di foschia del raggio di 6 metri centrata su di un punto a gittata. La sfera si propaga intorno agli angoli

S

  • casting time e la bacca inoltre provvede nutrimento sufficiente per alimentare una creatura per un giorno.
    Le bacche perdono la loro efficacia se non vengono consumate entro 24 ore dal lancio dell'incantesimo.;Druido
  • range

2 M;Instantaneo;(un rametto di vischio)Fino a dieci bacche compaiono nella tua mano e vengono infuse di magia per la durata. Una creatura puo' usare la sua azione per mangiare una bacca. Mangiare una bacca ripristina 1 punto ferita

l'ammontare di guarigione aumenta di 1d4 punti ferita per ogni slot di livello superiore al 1.;Druido

2

M;Instantaneo;(una goccia d'acqua o un frammento di ghiaccio)L'incantatore crea un frammento di ghiaccio e lo scaglia contro una creatura entro gittata

  • casting time il bersaglio subisce 1d10 danni perforanti. Che colpisca o manchi il bersaglio
  • range il frammento poi esplode. Il bersaglio e ogni creatura entro 1

  • components5 metri dal punto in cui il ghiaccio e' esploso devono superare un tiro salvezza su Destrezza
  • duration altrimenti subiscono 2d6 danni da freddo.
    Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 2 livello o superiore

i danni da freddo aumentano di ld6 per ogni slot di livello superiore al 1 . ;Druido

2 effettuando un attacco con incantesimo a distanza contro il bersaglio. Se lo colpisce

S

2 M;1 minuto;(la zampa posteriore di una cavalletta)L'incantatore tocca una creatura. La distanza coperta dai salti di quella creatura e' triplicata finche' l'incantesimo non termina.;Druido

S

  • casting time puoi prendere come bersaglio un'ulteriore creatura per ogni livello dello slot sopra il 1.;Druido
  • range

2 M;1 Ora;(un pizzico di terra)La velocita' di una creatura con cui sei in contatto aumenta di 3 metri fino al termine dell'incantesimo.
Ai Livelli Superiori: Quando lanci questo incantesimo usando uno slot incantesimo di 2 livello o piu' alto

1;Scossa Tellurica;Livello 1 Invocazione;Azione;3 Metri;V 1;Scossa Tellurica;Livello 1 Invocazione;Azione;3 Metri;V
1;Intralciare;Livello 1 Evocazione;Azione;90 feet;V 1;Intralciare;Livello 1 Evocazione;Azione;90 feet;V
1;Luminescenza;Livello 1 Invocazione;Azione;18 Metri;V;Concentrazione 1;Luminescenza;Livello 1 Invocazione;Azione;18 Metri;V;Concentrazione
1;Nube di Nebbia;Livello 1 Evocazione;Azione;36 Metri;V 1;Nube di Nebbia;Livello 1 Evocazione;Azione;36 Metri;V
1;Bacche Benefiche;Livello 1 Transmutazione;Azione;Contatto;V 1;Bacche Benefiche;Livello 1 Transmutazione;Azione;Contatto;V
1;Parola Guaritrice;Livello 1 Invocazione;Azione bonus;18 Metri;V;Instantaneo;Una creatura scelta dall'incantatore entro gittata e che egli sia in grado di vedere recupera un ammontare di punti ferita pari a 1d4 + il modificatore di caratteristica da incantatore. Questo incantesimo non ha effetto sui costrutti o sui non morti.
Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 2 livello o superiore
1;Parola Guaritrice;Livello 1 Invocazione;Azione bonus;18 Metri;V;Instantaneo;Una creatura scelta dall'incantatore entro gittata e che egli sia in grado di vedere recupera un ammontare di punti ferita pari a 1d4 + il modificatore di caratteristica da incantatore. Questo incantesimo non ha effetto sui costrutti o sui non morti.
Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 2 livello o superiore
1;Coltello di Ghiaccio;Livello 1 Evocazione;Azione;18 Metri;S 1;Coltello di Ghiaccio;Livello 1 Evocazione;Azione;18 Metri;S
1;Saltare;Livello 1 Transmutazione;Azione;Contatto;V 1;Saltare;Livello 1 Transmutazione;Azione;Contatto;V
1;Passo Veloce;Livello 1 Transmutazione;Azione;Contatto;V 1;Passo Veloce;Livello 1 Transmutazione;Azione;Contatto;V

S;Instantaneo;Tutti i cibi e le bevande non magici entro una sfera del raggio di 1

2 5 m centrata su un punto a scelta dell'incantatore entro gittata sono purificati e liberati dai veleni e dalle malattie.;Druido

M;8 Ore;(7

  • casting time che l'incantesimo consuma)Quando lancia questo incantesimo
  • range l'incantatore usa la corda per creare un cerchio del raggio di 1

  • components5 metri sul terreno o sul pavimento. Una volta completato il lancio
  • duration la corda scompare e il cerchio diventa una trappola magica. Questa trappola e' pressoche' invisibile e per discernerla e' necessario effettuare con successo una prova di Intelligenza (Indagare) contro la CD del tiro salvezza dell'incantesimo.La trappola si innesca quando una creatura Piccola

Media o Grande si muove sul terreno o sul pavimento

2 5 metri di corda

S;10 minuti;L'incantatore ottiene la capacita' di comprendere le bestie e comunicare verbalmente con loro per la durata dell'incantesimo. Le conoscenze e la consapevolezza di molte bestie sono limitate alla loro intelligenza

  • casting time o su cio' che esse sono in grado di percepire o hanno percepito nell'ultimo giorno. L'incantatore potrebbe anche persuadere una bestia a fargli un piccolo favore
  • range a discrezione del GM.;Druido

2 ma l'incantatore puo' apprendere da loro quanto meno alcune informazioni sui luoghi o sui mostri nelle vicinanze

S;Instantaneo;Un'ondata di energia tonante si propaga dall'incantatore. Ogni creatura entro un cubo con spigolo di 4

  • casting time subisce 2d8 danni da tuono e viene spinta di 3 metri piu' lontana dall'incantatore
  • range mentre se lo supera

  • components subisce soltanto la meta' di quei danni e non viene spinta. Inoltre
  • duration gli oggetti non fissati e completamente situati all'interno dell'area di effetto vengono automaticamente spinti 3 metri piu' lontani dall'incantatore a seguito dell'effetto dell'incantesimo. L'incantesimo emette un rombo tonante udibile fino a 90 metri di distanza.
    Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 2 livello o superiore

i danni aumentano di 1d8 per ogni slot di livello superiore al 1.;Druido

2 5 metri originato dall'incantatore deve effettuare un tiro salvezza su Costituzione. Se lo fallisce

S

  • casting time fino a 10 minuti;(acqua santa o polvere d'argento e di ferro che l'incantesimo consuma)Finche' l'incantesimo non termina
  • range una creatura consenziente toccata dall'incantatore e' protetta da certi tipi di creature: aberrazioni

  • components celestiali
  • duration elementali

folletti

2 M;Concentrazione

S;Instantaneo;L'incantatore apre le mani

  • casting time5 metri deve effettuare un tiro salvezza su Destrezza. Se lo fallisce
  • range subisce 3d6 danni da fuoco

  • components mentre se lo supera
  • duration subisce soltanto la meta' di quei danni. Il fuoco incendia ogni oggetto infiammabile nell'area che non sia indossato o trasportato.
    Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 2 livello o superiore

i danni aumentano di 1d6 per ogni slot di livello superiore al 1.;Druido

2 punta i pollici l'uno contro l'altro e dalla punta delle sue dita protese si propaga un sottile velo di fiamme. Ogni creatura entro un cono di 4

S

  • casting time you use an animal to deliver a message. Choose a Tiny beast you can see within range
  • range such as a squirrel

  • components a blue ray
  • duration or a bird. You specify a location

which you must have visited

2 M;24 Ore;(a morsel of food)By means of this spell

S

  • casting time fino a 1 Ora;(a handful of oak bark)You Contatto a willing creature. Until the spell ends
  • range the target's skin has a rough

  • components bark-like appearance
  • duration and the target's AC can't be less than 16

regardless of what kind of armor it is wearing.;Druido

2 M;Concentrazione

fino a 1 Ora;You Contatto a willing beast. For the duration of the spell

  • casting time and continue to do so until you use your action to return to your normal senses.;Druido
  • range

2 you can use your action to see through the beast's eyes and hear what it hears

1;Purificare Cibo e Bevande (rituale);Livello 1 Transmutazione;Azione;3 Metri;V 1;Purificare Cibo e Bevande (rituale);Livello 1 Transmutazione;Azione;3 Metri;V
1;Trabocchetto;Livello 1 Abiurazione;1 minuto;Contatto;S 1;Trabocchetto;Livello 1 Abiurazione;1 minuto;Contatto;S
1;Parlare con gli Animali (rituale);Livello 1 Divinazione;Azione;Self;V 1;Parlare con gli Animali (rituale);Livello 1 Divinazione;Azione;Self;V
1;Onda Tonante;Livello 1 Invocazione;Azione;Self (15-foot cube);V 1;Onda Tonante;Livello 1 Invocazione;Azione;Self (15-foot cube);V
1;Protezione dal Bene e dal Male;Livello 1 Abiurazione;Azione;Contatto;V 1;Protezione dal Bene e dal Male;Livello 1 Abiurazione;Azione;Contatto;V
1;Mani Brucianti;Livello 1 Invocazione;Azione;Self (15-foot cone);V 1;Mani Brucianti;Livello 1 Invocazione;Azione;Self (15-foot cone);V
2;Animal Messenger (ritual);Livello 2 Ammaliamento ;Azione;9 Metri;V 2;Animal Messenger (ritual);Livello 2 Ammaliamento ;Azione;9 Metri;V
2;Barkskin;Livello 2 Transmutazione;Azione;Contatto;V 2;Barkskin;Livello 2 Transmutazione;Azione;Contatto;V
2;Beast Sense (ritual);Livello 2 Divinazione;Azione;Contatto;S;Concentrazione 2;Beast Sense (ritual);Livello 2 Divinazione;Azione;Contatto;S;Concentrazione

fino a 1 minuto;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 Illusiones
  • duration as with truesight.;Druido

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

M;Concentrazione

  • 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. ;Druido

2 fino a 10 minuti;(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

S

  • casting time that creature has darkvision out to a range of 18 Metri.;Druido
  • range

2 M;8 Ore;(either a pinch of dried carrot or an agate)You Contatto a willing creature to grant it the ability to see in the dark. For the duration

S

  • casting time fino a 1 minuto;(a pinch of dust)Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
    Any creature that ends its turn within 1
  • range5 Metri of the dust devil must make a Strength saving throw. On a failed save

  • components the creature takes 1d8 bludgeoning damage and is pushed 3 Metri away from the dust devil. On a successful save
  • duration the creature takes half as much damage and isn't pushed.
    As a bonus action

you can move the dust devil up to 9 Metri in any direction. If the dust devil moves over sand

dust M;Concentrazione

fino a 1 minuto;Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw

dust or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 18 Metri per round until it reaches the ground or the spell ends.;Druido

S

  • casting time fino a 1 Ora;(fur or a feather from a beast)You Contatto a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
    Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.
    Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 3 or higher
  • duration you can target one additional creature for each slot level above 2nd.;Druido

dust M;Concentrazione

S;Instantaneo;You sense the presence of any trap within range that is within line of sight. A trap

  • casting time includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable
  • range which was specifically intended as such by its creator. Thus

  • components the spell would sense an area affected by the alarm spell
  • duration a glyph of warding

or a mechanical pit trap

dust for the purpose of this spell

S

  • casting time fino a 10 minuti;(leaf of sumac)You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar
  • range and it lasts for the duration. If you let go of the blade

  • components it disappears
  • duration but you can evoke the blade again as a bonus action.
    You can use your action to make a melee spell attack with the fiery blade. On a hit

the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 3 Metri.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 4 or higher

dust M;Concentrazione

S

  • casting time fino a 1 minuto;(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 1
  • duration5 Metri of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save

or half as much damage on a successful one.
As a bonus action

dust M;Concentrazione

2;Blur;Livello 2 Illusione;Azione;Self;V;Concentrazione 2;Blur;Livello 2 Illusione;Azione;Self;V;Concentrazione
2;Darkness;Livello 2 Invocazione;Azione;18 Metri;V 2;Darkness;Livello 2 Invocazione;Azione;18 Metri;V
2;Darkvision;Livello 2 Transmutazione;Azione;Contatto;V 2;Darkvision;Livello 2 Transmutazione;Azione;Contatto;V
2;Dust Devil;Livello 2 Evocazione;Azione;18 Metri;V 2;Dust Devil;Livello 2 Evocazione;Azione;18 Metri;V
2;Earthbind;Livello 2 Transmutazione;Azione;90 Metri;V;Concentrazione 2;Earthbind;Livello 2 Transmutazione;Azione;90 Metri;V;Concentrazione
2;Enhance Ability;Livello 2 Transmutazione;Azione;Contatto;V 2;Enhance Ability;Livello 2 Transmutazione;Azione;Contatto;V
2;Find Traps;Livello 2 Divinazione;Azione;36 Metri;V 2;Find Traps;Livello 2 Divinazione;Azione;36 Metri;V
2;Flame Blade;Livello 2 Invocazione;Azione bonus;Self;V 2;Flame Blade;Livello 2 Invocazione;Azione bonus;Self;V
2;Flaming Sphere;Livello 2 Evocazione;Azione;18 Metri;V 2;Flaming Sphere;Livello 2 Evocazione;Azione;18 Metri;V

S

  • casting time fino a 1 minuto;(a legume seed)A line of strong wind 18 Metri long and 3 Metri wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 11
  • range5 Metri away from you in a direction following the line.
    Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
    The gust disperses gas or vapor

  • components and it extinguishes candles
  • duration torches

and similar unprotected flames in the area. It causes protected flames

such as those of lanterns M;Concentrazione

S;Concentrazione

  • casting time whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there
  • range you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead.
    As a bonus action on your turn

  • components you can move the spirit up to 9 Metri to a space you can see.
    Ai Livelli Superiori. When you cast this spell using a spell slot of Livello 3 or higher
  • duration the healing increases by 1d6 for each slot level above 2nd.;Druido

such as those of lanterns fino a 1 minuto;You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends

S

  • casting time fino a 1 minuto;(a piece of iron and a flame)Choose a manufactured metal object
  • range such as a metal weapon or a suit of heavy or medium metal armor

  • components that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends
  • duration you can use a bonus action on each of your subsequent turns to cause this damage again.
    If a creature is holding or wearing the object and takes the damage from it

the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object

such as those of lanterns M;Concentrazione

S

  • casting time fino a 1 minuto;(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.
    Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 3 or higher

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 9 Metri of each other when you target them. ;Druido

such as those of lanterns M;Concentrazione

S

  • casting time fino a 1 Ora;(an eyelash encased in gum arabic)A creature you Contatto 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.
    Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 3 or higher
  • range you can target one additional creature for each slot level above 2nd. ;Druido

such as those of lanterns M;Concentrazione

S;Instantaneo;You Contatto a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Druido

such as those of lanterns deafened

S

  • casting time you learn the direction and distance to the closest creature or plant of that kind within 5 miles
  • range if any are present.;Druido

such as those of lanterns M;Instantaneo;(a bit of fur from a bloodhound)Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings

S

  • casting time fino a 10 minuti;(a forked twig)Describe or name an object that is familiar to you. You sense the direction to the object's location
  • range as long as that object is within 1

  • components000 feet of you. If the object is in motion
  • duration you know the direction of its movement.
    The spell can locate a specific object known to you

as long as you have seen it up close - within 9 Metri - at least once. Alternatively

such as those of lanterns M;Concentrazione

S

  • casting time the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss
  • range the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
    Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 3 or higher

  • components the damage (both initial and later) increases by 1d4 for each slot level above 2nd. ;Druido
  • duration

such as those of lanterns M;Instantaneo;(powdered rhubarb leaf and an adder's stomach)A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit

2;Gust of Wind;Livello 2 Invocazione;Azione;Self (60-foot line);V 2;Gust of Wind;Livello 2 Invocazione;Azione;Self (60-foot line);V
2;Healing Spirit;Livello 2 Evocazione;Azione bonus;18 Metri;V 2;Healing Spirit;Livello 2 Evocazione;Azione bonus;18 Metri;V
2;Heat Metal;Livello 2 Transmutazione;Azione;18 Metri;V 2;Heat Metal;Livello 2 Transmutazione;Azione;18 Metri;V
2;Hold Person;Livello 2 Ammaliamento ;Azione;18 Metri;V 2;Hold Person;Livello 2 Ammaliamento ;Azione;18 Metri;V
2;Invisibility;Livello 2 Illusione;Azione;Contatto;V 2;Invisibility;Livello 2 Illusione;Azione;Contatto;V
2;Lesser Restoration;Livello 2 Abiurazione;Azione;Contatto;V 2;Lesser Restoration;Livello 2 Abiurazione;Azione;Contatto;V
2;Locate Animals or Plants (ritual);Livello 2 Divinazione;Azione;Self;V 2;Locate Animals or Plants (ritual);Livello 2 Divinazione;Azione;Self;V
2;Locate Object;Livello 2 Divinazione;Azione;Self;V 2;Locate Object;Livello 2 Divinazione;Azione;Self;V
2;Melf's Acid Arrow;Livello 2 Invocazione;Azione;90 feet;V 2;Melf's Acid Arrow;Livello 2 Invocazione;Azione;90 feet;V

S;1 minuto;Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

such as those of lanterns the duplicates move with you and mimic your actions

you teleport up to 9 Metri to an unoccupied space that you can see.;Druido

such as those of lanterns

S

  • casting time fino a 1 minuto;(several seeds of any moonseed plant and a piece of opalescent feldspar)A silvery beam of pale light shines down in a 5-foot radius
  • range 40-foot-high cylinder centered on a point within range. Until the spell ends

  • components dim light fills the cylinder.
    When a creature enters the spell's area for the first time on a turn or starts its turn there
  • duration it is engulfed in ghostly flames that cause searing pain

and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save

such as those of lanterns M;Concentrazione

S

  • casting time fino a 1 Ora;(ashes from a burned leaf of mistletoe and a sprig of spruce)A veil of shadows and silence radiates from you
  • range masking you and your companions from detection. For the duration

  • components each creature you choose within 9 Metri of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.;Druido
  • duration

such as those of lanterns M;Concentrazione

S;1 Ora;You Contatto a creature. If it is poisoned

  • casting time you neutralize on poison that you know is present
  • range or you neutralize one at random.
    For the duration

  • components the target has advantage on saving throws against being poisoned
  • duration and it has resistance to poison damage. ;Druido

such as those of lanterns you neutralize the poison. If more than one poison afflicts the target

S;Concentrazione

  • casting time no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage
  • range and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.;Druido

such as those of lanterns fino a 10 minuti;For the duration

S;Concentrazione

such as those of lanterns fino a 1 Ora;You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.;Druido

S

  • casting time fino a 1 Ora;(a drop of bitumen and a spider)Until the spell ends
  • range one willing creature you Contatto 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.;Druido

such as those of lanterns M;Concentrazione

S

  • casting time fino a 10 minuti;(seven sharp thorns or seven small twigs
  • range each sharpened to a point)The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area

  • components it takes 2d4 piercing damage for every 1
  • duration5 Metri it travels.
    The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. ;Druido

such as those of lanterns M;Concentrazione

2;Mirror Image;Livello 2 Illusione;Azione;Self;V 2;Mirror Image;Livello 2 Illusione;Azione;Self;V
2;Misty Step;Livello 2 Evocazione;Azione bonus;Self;V;Instantaneo;Briefly surrounded by silvery mist 2;Misty Step;Livello 2 Evocazione;Azione bonus;Self;V;Instantaneo;Briefly surrounded by silvery mist
2;Moonbeam;Livello 2 Invocazione;Azione;36 Metri;V 2;Moonbeam;Livello 2 Invocazione;Azione;36 Metri;V
2;Pass Without Trace;Livello 2 Abiurazione;Azione;Self;V 2;Pass Without Trace;Livello 2 Abiurazione;Azione;Self;V
2;Protection from Poison;Livello 2 Abiurazione;Azione;Contatto;V 2;Protection from Poison;Livello 2 Abiurazione;Azione;Contatto;V
2;Silence (ritual);Livello 2 Illusione;Azione;36 Metri;V 2;Silence (ritual);Livello 2 Illusione;Azione;36 Metri;V
2;Skywrite (ritual);Livello 2 Transmutazione;Azione;Sight;V 2;Skywrite (ritual);Livello 2 Transmutazione;Azione;Sight;V
2;Spider Climb;Livello 2 Transmutazione;Azione;Contatto;V 2;Spider Climb;Livello 2 Transmutazione;Azione;Contatto;V
2;Spike Growth;Livello 2 Transmutazione;Azione;45 Metri;V 2;Spike Growth;Livello 2 Transmutazione;Azione;45 Metri;V

S

  • casting time fino a 1 Ora;(a feather
  • range tuft of fur

  • components and fish tail inside a gilded acorn worth at least 200 gp)You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell
  • duration choose an environment: Air

Land

such as those of lanterns M;Concentrazione

fino a 10 minuti;A strong wind (20 miles per Ora) blows around you in a 10-foot radius and moves with you

  • casting time gas
  • range and fog that can be dispersed by strong wind.
    • The area is difficult terrain for creatures other than you.
    • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.;Druido

such as those of lanterns remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor

S

  • casting time fino a 1 Ora;(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

such as those of lanterns M;Concentrazione

the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns

  • casting time the spell ends.

    Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 3 or higher
  • range you can target 1 additional creature for each slot level above 2nd. ;Druido

such as those of lanterns the target can make a Constitution saving throw. On a success

S

  • casting time which must remain there for the duration)You Contatto a corpse or other remains. For the duration
  • range the target is protected from decay and can't become undead.
    The spell also effectively extends the time limit on raising the target from the dead

  • components since Giornispent under the influence of this spell don't count against the time limit of spells such as raise dead. ;Druido
  • duration

such as those of lanterns M;10 Giorni;(a pinch of salt and one copper piece placed on each of the corpse's eyes

S

  • casting time bones
  • range or similar tokens worth at least 25 gp)By casting gem-inlaid sticks

  • components rolling dragon bones
  • duration laying out ornate cards

or employing some other divining tool

such as those of lanterns M;Instantaneo;(specially marked sticks

S

  • casting time which the spell consumes)A flame
  • range equivalent in brightness to a torch

  • components springs forth from an object that you Contatto. The effect looks like a regular flame
  • duration but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.;Druido

such as those of lanterns M;Fino a che dissolto;(ruby dust worth 50 gp

S

  • casting time fino a 1 minuto;(a pinch of powdered iron)You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling
  • range it can make a Constitution saving throw. On a success

  • components the spell has no effect.
    If the target is a creature
  • duration everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
    Enlarge. The target's size doubles in all dimensions

and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large

such as those of lanterns M;Concentrazione

S

  • casting time fino a 1 minuto;(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 1
  • duration5 Metri of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save

or half as much damage on a successful one.
As a bonus action

such as those of lanterns M;Concentrazione

2;Summon Beast;Livello 2 Evocazione;Azione;90 feet;V 2;Summon Beast;Livello 2 Evocazione;Azione;90 feet;V
2;Warding Wind;Livello 2 Invocazione;Azione;Self;V;Concentrazione 2;Warding Wind;Livello 2 Invocazione;Azione;Self;V;Concentrazione
2;Web;Livello 2 Evocazione;Azione;18 Metri;V 2;Web;Livello 2 Evocazione;Azione;18 Metri;V
2;Blindness/Deafness;Livello 2 Necromanzia;Azione;9 Metri;V;1 minuto;You can blind or deafen a foe. Choose 1 creature that you can see within range to make a Constitution saving throw. If it fails 2;Blindness/Deafness;Livello 2 Necromanzia;Azione;9 Metri;V;1 minuto;You can blind or deafen a foe. Choose 1 creature that you can see within range to make a Constitution saving throw. If it fails
2;Gentle Repose (ritual);Livello 2 Necromanzia;Azione;Contatto;V 2;Gentle Repose (ritual);Livello 2 Necromanzia;Azione;Contatto;V
2;Augury (ritual);Livello 2 Divinazione;1 minuto;Self;V 2;Augury (ritual);Livello 2 Divinazione;1 minuto;Self;V
2;Continual Flame;Livello 2 Invocazione;Azione;Contatto;V 2;Continual Flame;Livello 2 Invocazione;Azione;Contatto;V
2;Enlarge/Reduce;Livello 2 Transmutazione;Azione;9 Metri;V 2;Enlarge/Reduce;Livello 2 Transmutazione;Azione;9 Metri;V
2;Flaming Sphere;Livello 2 Evocazione;Azione;18 Metri;V 2;Flaming Sphere;Livello 2 Evocazione;Azione;18 Metri;V

S;Instantaneo;You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit

  • casting time you create one additional ray for each slot level above 2nd. ;Druido
  • range

such as those of lanterns the target takes 2d6 fire damage.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 3 or higher

S;Concentrazione

  • casting time centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example
  • range if you are in a room that can't accommodate the cloud).
    When you cast the spell

  • components choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 1
  • duration5 Metri of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save

or half as much damage on a successful one. On each of your turns until the spell ends

such as those of lanterns fino a 10 minuti;A storm cloud appears in the shape of a cylinder that is 3 Metri tall with a 60-foot radius

S;Concentrazione

  • casting time and it disappears when it drops to 0 hit points or when the spell ends.
    The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group
  • range which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them

  • components they defend themselves from hostile creatures
  • duration but otherwise take no actions. The DM has the creatures' statistics.
    Ai Livelli Superiori: When you cast this spell using certain higher-level spell slots

you choose one of the summoning options above

such as those of lanterns fino a 1 Ora;You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
• One beast of challenge rating 2 or lower
• Two beasts of challenge rating 1 or lower
• Four beasts of challenge rating 1/2 or lower
• Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey

S;Instantaneo;You create 45 pounds of food and 30 gallons of water on the ground or in containers within range

  • casting time and spoils if uneaten after 24 Ore. The water is clean and doesn't go bad.;Druido
  • range

such as those of lanterns enough to sustain up to fifteen humanoids or five steeds for 24 Ore. The food is bland but nourishing

S;1 Ora;A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 18 Metri.
If you chose a point on an object you are holding or one that isn't being worn or carried

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

  • components the spell that created the darkness is dispelled. ;Druido
  • duration

such as those of lanterns the light shines from the object with and moves with it. Completely covering the affected object with an opaque object

S;Instantaneo;Choose any creature

  • casting time or magical effect within range. Any spell of Livello 3 or lower on the target ends. For each spell of Livello 4 or higher on the target
  • range make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check

  • components the spell ends.
    Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 4 or higher
  • duration you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. ;Druido

such as those of lanterns object

S

  • casting time or half as much damage on a successful one. Additionally
  • range the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minuto to clear by hand.
    Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 4 or higher

  • components the damage increases by 1d12 for each slot level above 3rd.;Druido
  • duration

such as those of lanterns M;Instantaneo;(a piece of obsidian)Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save

S

  • casting time or until you use an action to Contatto the target and dismiss the spell
  • range the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated

  • components and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell
  • duration or becomes diseased or poisoned while under the spell's effect

the disease and poison have no effect until the spell ends. ;Druido

such as those of lanterns M;1 Ora;(a pinch of graveyard dirt)You Contatto a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration

S;Concentrazione

  • casting time the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses
  • range and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
    Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 4 or higher

  • components the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.;Druido
  • duration

such as those of lanterns fino a 1 Ora;You Contatto a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver

2;Scorching Ray;Livello 2 Invocazione;Azione;36 Metri;V 2;Scorching Ray;Livello 2 Invocazione;Azione;36 Metri;V
3;Call Lightning;Livello 3 Evocazione;Azione;36 Metri;V 3;Call Lightning;Livello 3 Evocazione;Azione;36 Metri;V
3;Conjure Animals;Livello 3 Evocazione;Azione;18 Metri;V 3;Conjure Animals;Livello 3 Evocazione;Azione;18 Metri;V
3;Create Food and Water;Livello 3 Evocazione;Azione;9 Metri;V 3;Create Food and Water;Livello 3 Evocazione;Azione;9 Metri;V
3;giornolight;Livello 3 Invocazione;Azione;18 Metri;V 3;giornolight;Livello 3 Invocazione;Azione;18 Metri;V
3;Dispel Magic;Livello 3 Abiurazione;Azione;36 Metri;V 3;Dispel Magic;Livello 3 Abiurazione;Azione;36 Metri;V
3;Erupting Earth;Livello 3 Transmutazione;Azione;36 Metri;V 3;Erupting Earth;Livello 3 Transmutazione;Azione;36 Metri;V
3;Feign Death (ritual);Livello 3 Necromanzia;Azione;Contatto;V 3;Feign Death (ritual);Livello 3 Necromanzia;Azione;Contatto;V
3;Flame Arrows;Livello 3 Transmutazione;Azione;Contatto;V 3;Flame Arrows;Livello 3 Transmutazione;Azione;Contatto;V

S

  • casting time fino a 1 Ora;(a bit of gauze and a wisp of smoke)You transform a willing creature you Contatto
  • range along with everything it's wearing and carrying

  • components into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
    While in this form
  • duration the target's only method of movement is a flying speed of 3 Metri. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage

and it has advantage on Strength

Dexterity M;Concentrazione

S

  • casting time fino a 1 minuto;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target's speed is doubled

  • components it gains a +2 bonus to AC
  • duration it has advantage on Dexterity saving throws

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)

Dash M;Concentrazione

S

  • casting time crystal
  • range or glass)A stroke of lightning forming a line of 100 feet long and 1

  • components5 Metri wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save
  • duration or half as much damage on a successful one.
    The lightning ignites flammable objects in the area that aren't being worn or carried.
    Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 4 or higher

the damage increases by 1d6 for each slot above 3rd. ;Druido

Dash M;Instantaneo;(a bit of fur and a rod of amber

S;8 Ore;You step into a stone object or surface large enough to fully contain your body

  • casting time you step into the stone at a point you can Contatto. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
    While merged with the stone
  • range you can't see what occurs outside it

  • components and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it
  • duration which ends the spell. You otherwise can't move.
    Minor physical damage to the stone doesn't harm you

but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or Transmutazione into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled

Dash melding yourself and all the equipment you carry with the stone for the duration. Using your movement

S;Instantaneo;This spell channels vitality into plants within a specific area. There are two possible uses for the spell

  • casting time choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
    You can exclude one or more areas of any size within the spell's area from being affected.
    If you cast this spell over 8 Ore
  • range you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. ;Druido

Dash granting either immediate or long-term benefits.
If you cast this spell using Azione

S;Concentrazione

  • casting time the willing creature you Contatto has resistance to one damage type of your choice: acid
  • range cold

  • components fire
  • duration lightning

or thunder.;Druido

Dash fino a 1 Ora;For the duration

S

  • casting time fino a 1 minuto;(a pinch of dust and a few drops of water)Until the spell ends
  • range freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured

  • components and exposed flames in the area are doused.
    The ground in the area is covered with slick ice
  • duration making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there

it must make a Dexterity saving throw. On a failed save

Dash M;Concentrazione

S

  • casting time fino a 1 minuto;(a drop of molasses)You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
    An affected target's speed is halved
  • range it takes a -2 penalty to AC and Dexterity saving throws

  • components and it can't use reactions. On its turn
  • duration it can use either an action or a bonus action

not both. Regardless of the creature's abilities or magic items

Dash M;Concentrazione

S;10 minuti;You imbue plants within 9 Metri of you with limited sentience and animation

  • casting time gaining information about creatures that have passed
  • range weather

  • components and other circumstances.
    You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration
  • duration causing vines and branches to hinder pursuers

for example.
Plants might be able to perform other tasks on your behalf

Dash giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past giorno

3;Gaseous Form;Livello 3 Transmutazione;Azione;Contatto;V 3;Gaseous Form;Livello 3 Transmutazione;Azione;Contatto;V
3;Haste;Livello 3 Transmutazione;Azione;9 Metri;V 3;Haste;Livello 3 Transmutazione;Azione;9 Metri;V
3;Lightning Bolt;Livello 3 Invocazione;Azione;Self (100-foot line);V 3;Lightning Bolt;Livello 3 Invocazione;Azione;Self (100-foot line);V
3;Meld into Stone (ritual);Livello 3 Transmutazione;Azione;Contatto;V 3;Meld into Stone (ritual);Livello 3 Transmutazione;Azione;Contatto;V
3;Plant Growth;Livello 3 Transmutazione;Azione o 8 Ore;45 Metri;V 3;Plant Growth;Livello 3 Transmutazione;Azione o 8 Ore;45 Metri;V
3;Protection from Energy;Livello 3 Abiurazione;Azione;Contatto;V 3;Protection from Energy;Livello 3 Abiurazione;Azione;Contatto;V
3;Sleet Storm;Livello 3 Evocazione;Azione;45 Metri;V 3;Sleet Storm;Livello 3 Evocazione;Azione;45 Metri;V
3;Slow;Livello 3 Transmutazione;Azione;36 Metri;V 3;Slow;Livello 3 Transmutazione;Azione;36 Metri;V
3;Speak with Plants;Livello 3 Transmutazione;Azione;Self (30-foot radius);V 3;Speak with Plants;Livello 3 Transmutazione;Azione;Self (30-foot radius);V

S

  • casting time fino a 1 minuto;(a rotten egg or several skunk cabbage leaves)You create a 20-foot-radius sphere of yellow
  • range nauseating gas centered on a point within range. The cloud spreads around corners

  • components and its area is heavily obscured. The cloud lingers in the air for the duration.
    Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save
  • duration the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
    A moderate wind (at least 10 miles per Ora) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per Ora) disperses it after 1 round. ;Druido

Dash M;Concentrazione

S

  • casting time up to 3 Metri wide
  • range and up to 3 Metri tall. Each creature in that area must make a Dexterity saving throw. On a failed save

  • components a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save
  • duration a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions

extinguishing unprotected flames in its area and within 9 Metri of it

and then it vanishes.;Druido M;Instantaneo;(a drop of water)You conjure up a wave of water that crashes down on an area within range. The area can be up to 9 Metri long

S

  • casting time fino a 10 minuti;(a drop of water)You create a wall of water on the ground at a point you can see within range. You can make the wall up to 9 Metri long
  • range 3 Metri high

  • components and 1 foot thick
  • duration or you can make a ringed wall up to 20 feet in diameter

20 feet high

and then it vanishes.;Druido M;Concentrazione

S

and then it vanishes.;Druido M;24 Ore;(a short reed or piece of straw)This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.;Druido

S

  • casting time acid
  • range mud

  • components snow
  • duration quicksand

or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid

and then it vanishes.;Druido M;1 Ora;(a piece of cork)This spell grants the ability to move across any liquid surface - such as water

S

  • casting time fino a 1 minuto;(a tiny fan and a feather of exotic origin)A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long
  • range 11

  • components5 Metri high
  • duration 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. The wall lasts for the duration.
    When the wall appears

each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save

and then it vanishes.;Druido M;Concentrazione

S

  • casting time a piece of flesh
  • range and a pinch of bone dust)This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life

  • components raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
    On each of your turns
  • duration you can use a bonus action to mentally command any creature you made with this spell if the creature is within 18 Metri of you (if you control multiple creatures

you can command any or all of them at the same time

and then it vanishes.;Druido M;Instantaneo;(a drop of blood

S

  • casting time fino a 1 Ora;(a bit of gauze and a wisp of smoke)You transform a willing creature you Contatto
  • range along with everything it's wearing and carrying

  • components into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
    While in this form
  • duration the target's only method of movement is a flying speed of 3 Metri. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage

and it has advantage on Strength

Dexterity M;Concentrazione

fino a 1 minuto;Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.;Druido
  • range

Dexterity the aura moves with you

3;Stinking Cloud;Livello 3 Evocazione;Azione;90 feet;V 3;Stinking Cloud;Livello 3 Evocazione;Azione;90 feet;V
3;Tidal Wave;Livello 3 Evocazione;Azione;36 Metri;V 3;Tidal Wave;Livello 3 Evocazione;Azione;36 Metri;V
3;Wall of Water;Livello 3 Invocazione;Azione;18 Metri;V 3;Wall of Water;Livello 3 Invocazione;Azione;18 Metri;V
3;Water Breathing (ritual);Livello 3 Transmutazione;Azione;9 Metri;V 3;Water Breathing (ritual);Livello 3 Transmutazione;Azione;9 Metri;V
3;Water Walk (ritual);Livello 3 Transmutazione;Azione;9 Metri;V 3;Water Walk (ritual);Livello 3 Transmutazione;Azione;9 Metri;V
3;Wind Wall;Livello 3 Invocazione;Azione;36 Metri;V 3;Wind Wall;Livello 3 Invocazione;Azione;36 Metri;V
3;Animate Dead;Livello 3 Necromanzia;1 minuto;3 Metri;V 3;Animate Dead;Livello 3 Necromanzia;1 minuto;3 Metri;V
3;Gaseous Form;Livello 3 Transmutazione;Azione;Contatto;V 3;Gaseous Form;Livello 3 Transmutazione;Azione;Contatto;V
3;Aura of Vitality;Livello 3 Invocazione;Azione;Self (30-foot radius);V;Concentrazione 3;Aura of Vitality;Livello 3 Invocazione;Azione;Self (30-foot radius);V;Concentrazione

S;Concentrazione

  • casting time cold
  • range fire

  • components lightning
  • duration or thunder. For the duration

the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
Ai Livelli Superiori: When you cast this spell using a spell slot of 5th or Livello 6

Dexterity fino a 1 Ora;A nonmagical weapon you Contatto becomes a magic weapon. Choose one of the following damage types - acid

S

  • casting time which the spell consumes)You Contatto a creature that has died within the last minuto. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age
  • range nor can it restore any missing body parts.;Druido

Dexterity M;Instantaneo;(diamonds worth 300 gp

S;Instantaneo;This spell channels vitality into plants within a specific area. There are two possible uses for the spell

  • casting time choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
    You can exclude one or more areas of any size within the spell's area from being affected.
    If you cast this spell over 8 Ore
  • range you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. ;Druido

Dexterity granting either immediate or long-term benefits.
If you cast this spell using Azione

S

  • casting time which the spell consumes)You Contatto a creature that has died within the last minuto. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age
  • range nor can it restore any missing body parts.;Druido

Dexterity M;Instantaneo;(diamonds worth 300 gp

S;Instantaneo;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

Dexterity draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

S;1 Ora;You attempt to charm a creature you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends
  • range the creature knows it was charmed by you.
    Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 5 or higher

  • components you can target one additional creature for each slot level above 4th. The creatures must be within 9 Metri of each other when you target them.;Druido
  • duration

Dexterity and it does so with advantage if you or your companions are fighting it. If it fails the saving throw

S

  • casting time fino a 1 minuto;(three nut shells)This spell assaults and twists creatures' minds
  • range spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction

  • components roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach
  • duration the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns

an affected target can make a Wisdom saving throw. If it succeeds

Dexterity M;Concentrazione

S;Concentrazione

  • casting time which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them
  • range they defend themselves from hostile creatures

  • components but otherwise take no actions.
    The DM has the creatures' statistics.
    Ai Livelli Superiori: When you cast this spell using certain higher-level spell slots
  • duration you choose one of the summoning options above

and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot .;Druido

Dexterity fino a 1 Ora;You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears.
• One elemental of challenge rating 2 or lower
• Two elementals of challenge rating 1 or lower
• Four elementals of challenge rating 1/2 or lower
• Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group

S

  • casting time fino a 1 Ora;(one holly berry per creature summoned)You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
    • One fey creature of challenge rating 2 or lower
    • Two fey creatures of challenge rating 1 or lower
    • Four fey creatures of challenge rating 1/2 or lower
    • Eight fey creatures of challenge rating 1/4 or lower
    A summoned creature disappears when it drops to 0 hit points or when the spell ends.
    The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group
  • range which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them

  • components they defend themselves from hostile creatures
  • duration but otherwise take no actions.
    The DM has the creatures' statistics.
    Ai Livelli Superiori: When you cast this spell using certain higher-level spell slots

you choose one of the summoning options above

Dexterity M;Concentrazione

3;Elemental Weapon;Livello 3 Transmutazione;Azione;Contatto;V 3;Elemental Weapon;Livello 3 Transmutazione;Azione;Contatto;V
3;Revivify;Livello 3 Necromanzia;Azione;Contatto;V 3;Revivify;Livello 3 Necromanzia;Azione;Contatto;V
3;Plant Growth;Livello 3 Transmutazione;Azione o 8 Ore;45 Metri;V 3;Plant Growth;Livello 3 Transmutazione;Azione o 8 Ore;45 Metri;V
3;Revivify;Livello 3 Necromanzia;Azione;Contatto;V 3;Revivify;Livello 3 Necromanzia;Azione;Contatto;V
4;Blight;Livello 4 Necromanzia;Azione;9 Metri;V 4;Blight;Livello 4 Necromanzia;Azione;9 Metri;V
4;Charm Monster;Livello 4 Ammaliamento ;Azione;9 Metri;V 4;Charm Monster;Livello 4 Ammaliamento ;Azione;9 Metri;V
4;Confusion;Livello 4 Ammaliamento ;Azione;90 feet;V 4;Confusion;Livello 4 Ammaliamento ;Azione;90 feet;V
4;Conjure Minor Elementals;Livello 4 Evocazione;1 minuto;90 feet;V 4;Conjure Minor Elementals;Livello 4 Evocazione;1 minuto;90 feet;V
4;Conjure Woodland Beings;Livello 4 Evocazione;Azione;18 Metri;V 4;Conjure Woodland Beings;Livello 4 Evocazione;Azione;18 Metri;V

S

  • casting time fino a 10 minuti;(a drop of water and a pinch of dust)Until the spell ends
  • range you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn

  • components you can repeat the same effect or choose a different one.
    Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore
  • duration the flooding water spills over onto dry land.
    If you choose an area in a large body of water

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

Dexterity M;Concentrazione

S

  • casting time together worth at least 25 gp
  • range which the spell consumes)Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal

  • components event
  • duration or activity to occur within 7 Giorni. The DM offers a truthful reply. The reply might be a short phrase

a cryptic rhyme

Dexterity M;Instantaneo;(incense and a sacrificial offering appropriate to your religion

S;Concentrazione

  • casting time it has advantage on the saving throw.
    While the beast is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

Dexterity fino a 1 minuto;You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Concentrazione

  • casting time and choose one of the following damage types - acid
  • range cold

  • components fire
  • duration lightning

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

Dexterity fino a 1 minuto;Choose one creature you can see within range

S

  • casting time bound around the arm or a similar appendage)You Contatto a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
    The target can also spend 1
  • duration5 Metri of movement to automatically escape from nonmagical restraints

such as manacles or a creature that has it grappled. Finally

Dexterity M;1 Ora;(a leather strap

S;Concentrazione

  • casting time three spiders
  • range five wasps

  • components or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede
  • duration a spider becomes a giant spider

a wasp becomes a giant wasp

Dexterity fino a 10 minuti;You transform up to ten centipedes

S;Concentrazione

  • casting time you can direct the vine to lash out at a creature within 9 Metri of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
    Until the spell ends
  • range you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. ;Druido

Dexterity fino a 1 minuto;You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell

S;Concentrazione

Dexterity fino a 1 minuto;You or a creature you Contatto 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.;Druido

fino a 1 minuto;A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast: Bestial fur covers your body

  • casting time and you gain the following benefits:
    • Your walking speed increases by 3 Metri.
    • You gain darkvision with a range of 36 Metri.
    • You make Strength-based attack rolls with advantage.
    • Your melee weapon attacks deal an extra 1d6 force damage on a hit.
    Great Tree: Your skin appears barky
  • range leaves sprout from your hair

  • components and you gain the following benefits:
    • You gain 10 temporary hit points.
    • You make Constitution saving throws with advantage.
    • You make Dexterity- and Wisdom-based attack rolls with advantage.
    • While you are on the ground
  • duration the ground within 11

5 Metri of you is difficult terrain for your enemies.;Druido

Dexterity your facial features become feral

4;Control Water;Livello 4 Transmutazione;Azione;90 Metri;V 4;Control Water;Livello 4 Transmutazione;Azione;90 Metri;V
4;Divinazione (ritual);Livello 4 Divinazione;Azione;Self;V 4;Divinazione (ritual);Livello 4 Divinazione;Azione;Self;V
4;Dominate Beast;Livello 4 Ammaliamento ;Azione;18 Metri;V 4;Dominate Beast;Livello 4 Ammaliamento ;Azione;18 Metri;V
4;Elemental Bane;Livello 4 Transmutazione;Azione;90 feet;V 4;Elemental Bane;Livello 4 Transmutazione;Azione;90 feet;V
4;Freedom of Movement;Livello 4 Abiurazione;Azione;Contatto;V 4;Freedom of Movement;Livello 4 Abiurazione;Azione;Contatto;V
4;Giant Insect;Livello 4 Transmutazione;Azione;9 Metri;V 4;Giant Insect;Livello 4 Transmutazione;Azione;9 Metri;V
4;Grasping Vine;Livello 4 Evocazione;Azione bonus;9 Metri;V 4;Grasping Vine;Livello 4 Evocazione;Azione bonus;9 Metri;V
4;Greater Invisibility;Livello 4 Illusione;Azione;Contatto;V 4;Greater Invisibility;Livello 4 Illusione;Azione;Contatto;V
4;Guardian of Nature;Livello 4 Transmutazione;Azione bonus;Self;V;Concentrazione 4;Guardian of Nature;Livello 4 Transmutazione;Azione bonus;Self;V;Concentrazione

S

  • casting time a twig
  • range and a bit of green plant)You make natural terrain in a 150-foot cube in range look

  • components sound
  • duration and smell like some other sort of natural terrain. Thus

open fields or a road can be made to resemble a swamp

hill M;24 Ore;(a stone

S

  • casting time 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save
  • range or half as much damage on a successful one.
    Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
    Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 5 or higher

  • components the bludgeoning damage increases by 1d8 for each slot level above 4th. ;Druido
  • duration

hill M;Instantaneo;(a pinch of dust and a few drops of water)A hail of rock-hard ice pounds to the ground in a 20-foot-radius

S

  • casting time fino a 1 Ora;(a bit of fur from a bloodhound)Describe or name a creature that is familiar to you. You sense the direction to the creature's location
  • range as long as that creature is within 1

  • components000 feet of you. If the creature is moving
  • duration you know the direction of its movement.
    The spell can locate a specific creature known to you

or the nearest creature of a specific kind (such as a human or a unicorn)

hill M;Concentrazione

S

  • casting time fino a 1 Ora;(a caterpillar cocoon)This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
    The transformation lasts for the duration
  • range or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level

  • components if it doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

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

hill M;Concentrazione

S

  • casting time which must be worked into roughly the desired shape of the stone object)You Contatto a stone object of Medium size or smaller or a section of stone no more than 1
  • range5 Metri in any dimension and form it into any shape that suits your purpose. So

  • components for example
  • duration you could shape a large rock into a weapon

idol

or coffer M;Instantaneo;(soft clay

S

  • casting time fino a 1 Ora;(diamond dust worth 100 gp
  • range which the spell consumes)This spell turns the flesh of a willing creature you Contatto as hard as stone. Until the spell ends

  • components the target has resistance to nonmagical bludgeoning
  • duration piercing

and slashing damage.;Druido

or coffer M;Concentrazione

S

  • casting time fino a 1 Ora;(air
  • range a pebble

  • components ash
  • duration and water inside a crystal vial worth at least 400 gp)You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell

choose an element: Air

Earth M;Concentrazione

S

  • casting time fino a 1 minuto;(a small piece of phosphorus)You create a wall of fire on a solid surface within range. You can make the wall up to 18 Metri long
  • range 20 feet high

  • components and 1 foot think
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

Earth M;Concentrazione

S

  • casting time fino a 1 minuto;(a droplet of water)You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover but no more than 3 Metri off the ground. The sphere remains for the spell's duration.
    Any creature in the sphere's space must make a Strength saving throw. On a successful save
  • range a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically

  • components and a Large or smaller creature can choose to fail it. On a failed save
  • duration a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns

a restrained target can repeat the saving throw

Earth M;Concentrazione

4;Hallucinatory Terrain;Livello 4 Illusione;10 minuti;90 Metri;V 4;Hallucinatory Terrain;Livello 4 Illusione;10 minuti;90 Metri;V
4;Ice Storm;Livello 4 Invocazione;Azione;90 Metri;V 4;Ice Storm;Livello 4 Invocazione;Azione;90 Metri;V
4;Locate Creature;Livello 4 Divinazione;Azione;Self;V 4;Locate Creature;Livello 4 Divinazione;Azione;Self;V
4;Polymorph;Livello 4 Transmutazione;Azione;18 Metri;V 4;Polymorph;Livello 4 Transmutazione;Azione;18 Metri;V
4;Stone Shape;Livello 4 Transmutazione;Azione;Contatto;V 4;Stone Shape;Livello 4 Transmutazione;Azione;Contatto;V
4;Stoneskin;Livello 4 Abiurazione;Azione;Contatto;V 4;Stoneskin;Livello 4 Abiurazione;Azione;Contatto;V
4;Summon Elemental;Livello 4 Evocazione;Azione;90 feet;V 4;Summon Elemental;Livello 4 Evocazione;Azione;90 feet;V
4;Wall of Fire;Livello 4 Invocazione;Azione;36 Metri;V 4;Wall of Fire;Livello 4 Invocazione;Azione;36 Metri;V
4;Watery Sphere;Livello 4 Evocazione;Azione;90 feet;V 4;Watery Sphere;Livello 4 Evocazione;Azione;90 feet;V

S;Instantaneo;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

Earth draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

S

  • casting time fino a 1 minuto;(3 nut shells)This spell assaults and twists creatures' minds
  • range spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction

  • components roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach
  • duration the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns

an affected target can make a Wisdom saving throw. If it succeeds

Earth M;Concentrazione

S

  • casting time together worth at least 25 gp
  • range which the spell consumes)Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal

  • components event
  • duration or activity to occur within 7 Giorni. The DM offers a truthful reply. The reply might be a short phrase

a cryptic rhyme

Earth M;Instantaneo;(incense and a sacrificial offering appropriate to your religion

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 3 Metri. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 1

5 Metri of you hits you with a melee attack

Earth M;10 minuti;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

fino a 10 minuti;Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage
  • range and its hit point maximum can't be reduced. In addition

  • components a non-hostile
  • duration living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.;Druido

Earth the aura moves with you

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 3 Metri. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 1

5 Metri of you hits you with a melee attack

Earth M;10 minuti;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

S;Concentrazione

  • casting time remaining centered on you and hedging out creatures other than undead and constructs.
    The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
    If you move so that an affect creature is forced to pass through the barrier
  • range the spell ends. ;Druido

Earth fino a 1 Ora;A shimmering barrier extends out from you in a 10-foot radius and moves with you

S

  • casting time000 gp
  • range which the spell consumes)After spending the casting time tracing magical pathways within a precious gemstone

  • components you Contatto a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant
  • duration it gains the ability to move its limbs

roots

vines M;Instantaneo;(an agate worth at least 1

S;Concentrazione

  • casting time yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog
  • range ending the spell. Its area is heavily obscured.
    When a creature enters the spell's area for the first time on a turn or starts its turn there

  • components that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save
  • duration or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
    The fog moves 3 Metri away from you at the start of each of your turns

rolling along the surface of the ground. The vapors

being heavier than air fino a 10 minuti;You create a 20-foot-radius sphere of poisonous

4;Blight;Livello 4 Necromanzia;Azione;9 Metri;V 4;Blight;Livello 4 Necromanzia;Azione;9 Metri;V
4;Confusion;Livello 4 Ammaliamento ;Azione;90 feet;V 4;Confusion;Livello 4 Ammaliamento ;Azione;90 feet;V
4;Divinazione (ritual);Livello 4 Divinazione;Azione;Self;V 4;Divinazione (ritual);Livello 4 Divinazione;Azione;Self;V
4;Fire Shield;Livello 4 Invocazione;Azione;Self;V 4;Fire Shield;Livello 4 Invocazione;Azione;Self;V
4;Aura of Life;Livello 4 Abiurazione;Azione;Self (30-foot radius);V;Concentrazione 4;Aura of Life;Livello 4 Abiurazione;Azione;Self (30-foot radius);V;Concentrazione
4;Fire Shield;Livello 4 Invocazione;Azione;Self;V 4;Fire Shield;Livello 4 Invocazione;Azione;Self;V
5;Antilife Shell;Livello 5 Abiurazione;Azione;Self (10-foot radius);V 5;Antilife Shell;Livello 5 Abiurazione;Azione;Self (10-foot radius);V
5;Awaken;Livello 5 Transmutazione;8 Ore;Contatto;V 5;Awaken;Livello 5 Transmutazione;8 Ore;Contatto;V
5;Cloudkill;Livello 5 Evocazione;Azione;36 Metri;V 5;Cloudkill;Livello 5 Evocazione;Azione;36 Metri;V

S;Instantaneo;You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors

  • casting time the radius is limited to 90 Metri. The spell doesn't function where nature has been replaced by construction
  • range such as in dungeons and towns.
    You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
    • terrain and bodies of water
    • prevalent plants

  • components minerals
  • duration animals

or peoples
• powerful celestials

fey the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings

S

  • casting time or half as much damage on a successful one.
    A creature killed by this spell becomes a frozen statue until it thaws.
    Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 6 or higher
  • range the damage increases by 1d8 for each slot level above 5th. ;Druido

fey M;Instantaneo;(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save

S

  • casting time fino a 1 Ora;(burning incense for air
  • range soft clay for earth

  • components sulfur and phosphorus for fire
  • duration or water and sand for water)You call forth an elemental servant. Choose an area of air

earth

fire M;Concentrazione

S;7 Giorni;Your Contatto inflicts disease. Make a melee spell attack against a creature within your reach. On a hit

  • casting time it must make a Constitution saving throw. After failing three of these saving throws
  • range the disease's effects last for the duration

  • components and the creature stops making these saves. After succeeding on three of these saving throws
  • duration the creature recovers from the disease

and the spell ends.
Since this spell induces a natural disease in its target

fire you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns

S;Concentrazione

  • casting time unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
    Gusts: A wind picks up within the cube
  • range continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm

  • components moderate
  • duration or strong. If the wind is moderate or strong

ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong

fire fino a 1 Ora;You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration

S

  • casting time a dab of ink
  • range and a writing quill plucked from a sleeping bird)This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep

  • components such as elves
  • duration can't be contacted by this spell. You

or a willing creature you Contatto

enters a trance state M;8 Ore;(a handful of sand

forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you

  • casting time it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions
  • range but no more than once each giorno. A creature that can't understand you is unaffected by the spell.
    You can issue any command you choose

  • components short of an activity that would result in certain death. Should you issue a suicidal command
  • duration the spell ends.
    You can end the spell early by using an action to dismiss it. A remove curse

greater restoration

enters a trance state it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you

S

  • casting time which the spell consumes)You imbue a creature you Contatto with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one
  • range or end one of the following effects on the target.
    • One effect that charmed or petrified the target
    • One curse

  • components including the target's attunement to a cursed magic item
    • Any reduction to one of the target's ability scores
    • One effect reducing the target's hit point maximum ;Druido
  • duration

enters a trance state M;Instantaneo;(diamond dust worth 100 gp

S

  • casting time fino a 10 minuti;(a few grains of sugar
  • range some kernels of grain

  • components and a smear of fat)Swarming
  • duration biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration

and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears

enters a trance state M;Concentrazione

5;Commune with Nature (ritual);Livello 5 Divinazione;1 minuto;Self;V 5;Commune with Nature (ritual);Livello 5 Divinazione;1 minuto;Self;V
5;Cone of Cold;Livello 5 Invocazione;Azione;Self (60-foot cone);V 5;Cone of Cold;Livello 5 Invocazione;Azione;Self (60-foot cone);V
5;Conjure Elemental;Livello 5 Evocazione;1 minuto;27 Metri;V 5;Conjure Elemental;Livello 5 Evocazione;1 minuto;27 Metri;V
5;Contagion;Livello 5 Necromanzia;Azione;Contatto;V 5;Contagion;Livello 5 Necromanzia;Azione;Contatto;V
5;Control Winds;Livello 5 Transmutazione;Azione;90 Metri;V 5;Control Winds;Livello 5 Transmutazione;Azione;90 Metri;V
5;Dream;Livello 5 Illusione;1 minuto;Special;V 5;Dream;Livello 5 Illusione;1 minuto;Special;V
5;Geas;Livello 5 Ammaliamento ;1 minuto;18 Metri;V;30 Giorni;You place a magical command on a creature that you can see within range 5;Geas;Livello 5 Ammaliamento ;1 minuto;18 Metri;V;30 Giorni;You place a magical command on a creature that you can see within range
5;Greater Restoration;Livello 5 Abiurazione;Azione;Contatto;V 5;Greater Restoration;Livello 5 Abiurazione;Azione;Contatto;V
5;Insect Plague;Livello 5 Evocazione;Azione;90 Metri;V 5;Insect Plague;Livello 5 Evocazione;Azione;90 Metri;V

S

  • casting time fino a 1 minuto;(paper or leaf in the shape of a funnel)A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends
  • range that area is difficult terrain

  • components and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 3 Metri toward the center.;Druido
  • duration

enters a trance state M;Concentrazione

S;Instantaneo;A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 6 or higher

enters a trance state the healing increases by 1d8 for each slot level above 5th. ;Druido

S

  • casting time plaster
  • range or stone surface (such as a wall

  • components a ceiling
  • duration or a floor) within range

and lasts for the duration. You choose the opening's dimensions - up to 1

5 Metri wide M;1 Ora;(a pinch of sesame seeds)A passage appears at a point of your choice that you can see on a wooden

S

  • casting time000 gp
  • range which the spell consumes)With this spell

  • components you attempt to bind a celestial
  • duration an elemental

a fey

5 Metri wide M;24 Ore;(a jewel worth at least 1

S

  • casting time000 gp
  • range which the spell consumes)You Contatto a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 Giorni

  • components the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so
  • duration the spell fails.
    The magic fashions a new body for the creature to inhabit

which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life

5 Metri wide M;Instantaneo;(rare oils and unguents worth at least 1

S

  • casting time fino a 10 minuti;(a focus worth at least 1
  • range000 gp

  • components such as a crystal ball
  • duration a silver mirror

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

5 Metri wide M;Concentrazione

S

  • casting time and choose one of the following effects.
    Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick
  • range flowing mud that remains for the spell's duration.
    The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement

  • components and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save
  • duration a creature sinks into the mud and is restrained

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

5 Metri wide M;Fino a che dissolto;(clay and water)You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range

S;Concentrazione

  • casting time5 Metri of movement to enter a tree. You instantly know the location of all other trees of the same kind within 152 Metri and
  • range as part of the move used to enter the tree

  • components can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 1
  • duration5 Metri of the destination tree

using another 1

5 Metri wide fino a 1 minuto;You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 152 Metri. Both trees must be living and at least the same size as you. You must use 1

S

  • casting time fino a 10 minuti;(a small block of granite)A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively
  • range you can create 10-foot-by-20-foot panels that are only 3 inches thick.
    If the wall cuts through a creature's space when it appears

  • components the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface)
  • duration that creature can make a Dexterity saving throw. On a success

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

5 Metri wide M;Concentrazione

5;Maelstrom;Livello 5 Invocazione;Azione;36 Metri;V 5;Maelstrom;Livello 5 Invocazione;Azione;36 Metri;V
5;Mass Cure Wounds;Livello 5 Invocazione;Azione;18 Metri;V 5;Mass Cure Wounds;Livello 5 Invocazione;Azione;18 Metri;V
5;Passwall;Livello 5 Transmutazione;Azione;9 Metri;V 5;Passwall;Livello 5 Transmutazione;Azione;9 Metri;V
5;Planar Binding;Livello 5 Abiurazione;1 Ora;18 Metri;V 5;Planar Binding;Livello 5 Abiurazione;1 Ora;18 Metri;V
5;Reincarnate;Livello 5 Transmutazione;1 Ora;Contatto;V 5;Reincarnate;Livello 5 Transmutazione;1 Ora;Contatto;V
5;Scrying;Livello 5 Divinazione;10 minuti;Self;V 5;Scrying;Livello 5 Divinazione;10 minuti;Self;V
5;Transmute Rock;Livello 5 Transmutazione;Azione;36 Metri;V 5;Transmute Rock;Livello 5 Transmutazione;Azione;36 Metri;V
5;Tree Stride;Livello 5 Evocazione;Azione;Self;V 5;Tree Stride;Livello 5 Evocazione;Azione;Self;V
5;Wall of Stone;Livello 5 Invocazione;Azione;36 Metri;V 5;Wall of Stone;Livello 5 Invocazione;Azione;36 Metri;V

S;Concentrazione

  • casting time rocks
  • range and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
    Grasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
    Trees: At the start of each of your turns

  • components each of your enemies within 3 Metri of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
    Roots and Vines: At the end of each of your turns
  • duration one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC

ending the effect on itself on a success.
Rocks: As a bonus action on your turn

5 Metri wide fino a 1 minuto;You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees

S;Concentrazione

  • casting time yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog
  • range ending the spell. Its area is heavily obscured.
    When a creature enters the spell's area for the first time on a turn or starts its turn there

  • components that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save
  • duration or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
    The fog moves 3 Metri away from you at the start of each of your turns

rolling along the surface of the ground. The vapors

being heavier than air fino a 10 minuti;You create a 20-foot-radius sphere of poisonous

S;7 Giorni;Your Contatto inflicts disease. Make a melee spell attack against a creature within your reach. On a hit

  • casting time it must make a Constitution saving throw. After failing three of these saving throws
  • range the disease's effects last for the duration

  • components and the creature stops making these saves. After succeeding on three of these saving throws
  • duration the creature recovers from the disease

and the spell ends.
Since this spell induces a natural disease in its target

being heavier than air you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns

S

  • casting time or half as much damage on a successful one.
    A creature killed by this spell becomes a frozen statue until it thaws.
    Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 6 or higher
  • range the damage increases by 1d8 for each slot level above 5th. ;Druido

being heavier than air M;Instantaneo;(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save

S

  • casting time 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save
  • range or half as much damage on a successful one.
    Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 6 or higher

  • components the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. ;Druido
  • duration

being heavier than air M;Instantaneo;(pinch of sulfur)A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius

S;Instantaneo;A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 6 or higher

being heavier than air the healing increases by 1d8 for each slot level above 5th. ;Druido

S;Instantaneo;You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 1

  • casting time and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points
  • range a pillar crumbles into rubble

  • components which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minuto to clear by hand.
    If a pillar is created under a creature
  • duration that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
    If a pillar is prevented from reaching its full height because of a ceiling or other obstacle

a creature on the pillar takes 6d6 bludgeoning damage and is restrained

being heavier than air 5 Metri and a height of up to 9 Metri. The ground where a pillar appears must be wide enough for its diameter

S;Concentrazione

  • casting time or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.
    The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature
  • range which has its own turns. It obeys any verbal commands that you issue to it (no action required by you)

  • components as long as they don't violate its alignment. If you don't issue any commands to the fey creature
  • duration it defends itself from hostile creatures but otherwise takes no actions.
    If your Concentrazione is broken

the fey creature doesn't disappear. Instead

you lose control of the fey creature fino a 1 Ora;You summon a fey creature of challenge rating 6 or lower

S

  • casting time which the spell consumes
  • range that was harvested with a golden sickle under the light of a full moon)You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every giorno for a year

  • components the spell lasts Fino a che dissolto.
    The spell creates the following effects within the area. When you cast this spell
  • duration you can specify creatures as friends who are immune to the effects. You can also specify a password that

when spoken aloud

you lose control of the fey creature M;24 Ore;(mistletoe

5;Wrath of Nature;Livello 5 Invocazione;Azione;36 Metri;V 5;Wrath of Nature;Livello 5 Invocazione;Azione;36 Metri;V
5;Cloudkill;Livello 5 Evocazione;Azione;36 Metri;V 5;Cloudkill;Livello 5 Evocazione;Azione;36 Metri;V
5;Contagion;Livello 5 Necromanzia;Azione;Contatto;V 5;Contagion;Livello 5 Necromanzia;Azione;Contatto;V
5;Cone of Cold;Livello 5 Invocazione;Azione;Self (60-foot cone);V 5;Cone of Cold;Livello 5 Invocazione;Azione;Self (60-foot cone);V
5;Flame Strike;Livello 5 Invocazione;Azione;18 Metri;V 5;Flame Strike;Livello 5 Invocazione;Azione;18 Metri;V
5;Mass Cure Wounds;Livello 5 Invocazione;Azione;18 Metri;V 5;Mass Cure Wounds;Livello 5 Invocazione;Azione;18 Metri;V
6;Bones of the Earth;Livello 6 Transmutazione;Azione;36 Metri;V 6;Bones of the Earth;Livello 6 Transmutazione;Azione;36 Metri;V
6;Conjure Fey;Livello 6 Evocazione;1 minuto;90 feet;V 6;Conjure Fey;Livello 6 Evocazione;1 minuto;90 feet;V
6;Druid Grove;Livello 6 Abiurazione;10 minuti;Contatto;V 6;Druid Grove;Livello 6 Abiurazione;10 minuti;Contatto;V

S

  • casting time fino a 1 giorno;(a set of divinatory tools - such as bones
  • range ivory sticks

  • components cards
  • duration teeth

or carved runes - worth 100 gp and an object from the location you wish to find)This spell allows you to find the shortest

you lose control of the fey creature M;Concentrazione

S;Instantaneo;Choose a creature that you can see within range. A surge of positive energy washes through the creature

  • casting time deafness
  • range and any diseases affecting the target. This spell has no effect on constructs or undead.
    Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 7 or higher

  • components the amount of healing increases by 10 for each slot level above 6th. ;Druido
  • duration

you lose control of the fey creature causing it to regain 70 hit points. The spell also ends blindness

S

  • casting time000 gp
  • range which the spell consumes)You bring forth a great feast

  • components including magnificent food and drink. The feast takes 1 Ora to consume and disappears at the end of that time
  • duration and the beneficial effects don't set in until this Ora is over. Up to twelve other creatures can partake of the feast.
    A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison

becomes immune to poison and being frightened

you lose control of the fey creature M;Instantaneo;(a gem-encrusted bowl worth at least 1

S;Concentrazione

  • casting time shedding bright light in a 30-foot radius and dim light for an additional 9 Metri for the spell's duration. The flames don't harm you. Until the spell ends
  • range you gain the following benefits:
    • You are immune to fire damage and have resistance to cold damage.
    • Any creature that moves within 1

  • components5 Metri of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
    • You can use your action to create a line of fire 11
  • duration5 Metri long and 1

5 Metri wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save

you lose control of the fey creature fino a 10 minuti;Flames race across your body

S;Concentrazione

  • casting time ice rimes your body
  • range and you gain the following benefits:
    • You are immune to cold damage and have resistance to fire damage.
    • You can move across difficult terrain created by ice or snow without spending extra movement.
    • The ground in a 10-foot radius around you is icy and is difficult terra in for creatures other than you. The radius moves with you.
    • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save

  • components or half as much da mage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.;Druido
  • duration

you lose control of the fey creature fino a 10 minuti;Until the spell ends

S;Concentrazione

  • casting time bits of rock spread across your body
  • range and you gain the following benefits:
    • You have resistance to bludgeoning

  • components piercing
  • duration and slashing damage from nonmagical attacks.
    • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
    • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it

but you can't end your movement there. If you do so

you lose control of the fey creature fino a 10 minuti;Until the spell ends

S;Concentrazione

  • casting time wind whirls around you
  • range and you gain the following benefits:
    • Ranged weapon attacks made against you have disadvantage on the attack roll.
    • You gain a flying speed of 18 Metri. If you are still flying when the spell ends

  • components you fall
  • duration unless you can somehow prevent it.
    • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 18 Metri ofyou. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save

or half as much damage on a successful one. If a Large or smaller creature fails the save

you lose control of the fey creature fino a 10 minuti;Until the spell ends

S

  • casting time fino a 2 Ore;(an iron blade and a small bag containing a mixture of soils - clay
  • range loam

  • components and sand)Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt
  • duration sand

or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation

create or fill in a trench M;Concentrazione

S;Concentrazione

  • casting time cold
  • range fire

  • components lightning
  • duration and thunder damage for the spell's duration.
    When you take damage of one of those types

you can use your reaction to gain immunity to that type of damage

create or fill in a trench fino a 1 minuto;You have resistance to acid

6;Find the Path;Livello 6 Divinazione;1 minuto;Self;V 6;Find the Path;Livello 6 Divinazione;1 minuto;Self;V
6;Heal;Livello 6 Invocazione;Azione;18 Metri;V 6;Heal;Livello 6 Invocazione;Azione;18 Metri;V
6;Heroes' Feast;Livello 6 Evocazione;10 minuti;9 Metri;V 6;Heroes' Feast;Livello 6 Evocazione;10 minuti;9 Metri;V
6;Investiture of Flame;Livello 6 Transmutazione;Azione;Self;V 6;Investiture of Flame;Livello 6 Transmutazione;Azione;Self;V
6;Investiture of Ice;Livello 6 Transmutazione;Azione;Self;V 6;Investiture of Ice;Livello 6 Transmutazione;Azione;Self;V
6;Investiture of Stone;Livello 6 Transmutazione;Azione;Self;V 6;Investiture of Stone;Livello 6 Transmutazione;Azione;Self;V
6;Investiture of Wind;Livello 6 Transmutazione;Azione;Self;V 6;Investiture of Wind;Livello 6 Transmutazione;Azione;Self;V
6;Move Earth;Livello 6 Transmutazione;Azione;36 Metri;V 6;Move Earth;Livello 6 Transmutazione;Azione;36 Metri;V
6;Primordial Ward;Livello 6 Abiurazione;Azione;Self;V 6;Primordial Ward;Livello 6 Abiurazione;Azione;Self;V

S

  • casting time fino a 1 minuto;(a magnifying glass)A beam of brilliant light flashes out from your hand in a 5-foot-wide
  • range 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save

  • components a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save
  • duration it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    You can create a new line of radiance as your action on any turn until the spell ends.
    For the duration

a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 9 Metri. The light is sunlight. ;Druido

create or fill in a trench M;Concentrazione

S;1 round;This spell creates a magical link between a Large or larger inanimate plant within range and another plant

  • casting time on the same plane of existence. You must have seen or Contattoed the destination plant at least once before. For the duration
  • range any creature can step into the target plant and exit from the destination plant by using 1

  • components5 Metri of movement.;Druido
  • duration

create or fill in a trench at any distance

S

  • casting time fino a 10 minuti;(a handful of thorns)You create a wall of tough
  • range pliable

  • components tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 18 Metri long
  • duration 3 Metri high

and 1

create or fill in a trench M;Concentrazione

S

  • casting time appearing as wisps of cloud. While in this cloud form
  • range a creature has a flying speed of 90 Metri and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minuto

  • components during which time a creature is incapacitated and can't move. Until the spell ends
  • duration a creature can revert to cloud form

which also requires the 1-minuto transformation.
If a creature is in cloud form and flying when the effect ends

create or fill in a trench M;8 Ore;(fire and holy water)You and up to ten willing creatures you can see within range assume a gaseous form for the duration

S

  • casting time fino a 1 minuto;(a pinch of lime
  • range water

  • components and earth)You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh
  • duration the creature must make a Constitution saving throw. On a failed save

it is restrained as its flesh begins to harden. On a successful save

create or fill in a trench M;Concentrazione

S;Instantaneo;A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes

  • casting time or half as much damage on a successful one.
    The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose
  • range plant life in the area is unaffected by this spell. ;Druido

create or fill in a trench which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save

S;10 Giorni;You make terrain in an area up to 1 mile square look

  • casting time smell
  • range and even feel like some other sort of terrain. The terrain's general shape remains the same

  • components however. Open fields or a road could be made to resemble a swamp
  • duration hill

crevasse

create or fill in a trench sound

S

  • casting time metal rod worth at least 250 gp
  • range attuned to a particular plane of existence)You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms

  • components such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells
  • duration and you appear in or near that destination. If you are trying to reach the City of Brass

for example

create or fill in a trench M;Instantaneo;(a forked

S

  • casting time the target regains 1 hit point at the start of each of its turns (10 hit points each minuto).
    The target's severed body members (fingers
  • range legs

  • components tails
  • duration and so on)

if any

create or fill in a trench M;1 Ora;(a prayer wheel and holy water)You Contatto a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell

6;Sunbeam;Livello 6 Invocazione;Azione;Self (60-foot line);V 6;Sunbeam;Livello 6 Invocazione;Azione;Self (60-foot line);V
6;Transport via Plants;Livello 6 Evocazione;Azione;3 Metri;V 6;Transport via Plants;Livello 6 Evocazione;Azione;3 Metri;V
6;Wall of Thorns;Livello 6 Evocazione;Azione;36 Metri;V 6;Wall of Thorns;Livello 6 Evocazione;Azione;36 Metri;V
6;Wind Walk;Livello 6 Transmutazione;Azione;9 Metri;V 6;Wind Walk;Livello 6 Transmutazione;Azione;9 Metri;V
6;Flesh to Stone;Livello 6 Transmutazione;Azione;18 Metri;V 6;Flesh to Stone;Livello 6 Transmutazione;Azione;18 Metri;V
7;Fire Storm;Livello 7 Invocazione;Azione;45 Metri;V 7;Fire Storm;Livello 7 Invocazione;Azione;45 Metri;V
7;Mirage Arcane;Livello 7 Illusione;10 minuti;Sight;V 7;Mirage Arcane;Livello 7 Illusione;10 minuti;Sight;V
7;Plane Shift;Livello 7 Evocazione;Azione;Contatto;V 7;Plane Shift;Livello 7 Evocazione;Azione;Contatto;V
7;Regenerate;Livello 7 Transmutazione;1 minuto;Contatto;V 7;Regenerate;Livello 7 Transmutazione;1 minuto;Contatto;V

S

  • casting time fino a 1 minuto;(a lodestone and iron filings)This spell reverses gravity in a 50-foot-radius
  • range 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach

  • components thus avoiding the fall.
    If some solid object (such as a ceiling) is encountered in this fall
  • duration falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything

it remains there

oscillating slightly M;Concentrazione

M;Concentrazione

  • casting time 30-foot-high cylinder centered on that point. Until the spell ends
  • range you can use your action to move the whirlwind up to 9 Metri in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
    A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space

  • components including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save
  • duration or half as much damage on a successful one. In addition

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

the creature is pulled 1 fino a 1 minuto;(a piece of straw)A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius

S

  • casting time phosphorus
  • range and powdered diamond and opal with a total value of at least 1

  • components000 gp
  • duration Consumed)When you cast this spell

you inscribe a harmful glyph either on a surface (such as a section of floor

a wall M;Fino a che dissolto oppure innescato;(Mercury

S;Concentrazione

  • casting time you can use your actions to transform affected creatures into new forms.
    The transformation lasts for the duration for each target
  • range or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast

  • components though the target retains its alignment and Intelligence
  • duration Wisdom

and Charisma scores. The target assumes the hit points of its new form

and when it reverts to its normal form fino a24 Ore;Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns

S

  • casting time either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature
  • range such as red dragons

  • components goblins
  • duration or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
    Antipathy: The Ammaliamento causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 18 Metri of it

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 18 Metri of it. While frightened by the target

and when it reverts to its normal form M;10 Giorni;(either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)This spell attracts or repels creatures of your choice. You target something within range

S

  • casting time fino a 8 Ore;(burning incense and bits of earth and wood mixed in water)You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
    When you cast the spell
  • range you change the current weather conditions

  • components which are determined by the DM based on the climate and season.
    You can change precipitation
  • duration temperature

and wind. It takes 1d4 x 10 minuti for the new conditions to take effect. Once they do so

and when it reverts to its normal form M;Concentrazione

S

  • casting time fino a 1 minuto;(a pinch of dirt
  • range a piece of rock

  • components and a lump of clay)You create a seismic disturbance at a point on the ground that you can see within range. For the duration
  • duration an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
    The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save

the creature's Concentrazione is broken.
When you cast this spell and at the end of each turn you spend concentrating on it

and when it reverts to its normal form M;Concentrazione

S

  • casting time crystal
  • range glass

  • components or mineral spheres)You blast the mind of a creature that you can see within range
  • duration attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
    On a failed save

the creature's Intelligence and Charisma scores become 1. The creature can't cast spells

activate magic items M;Instantaneo;(a handful of clay

S

  • casting time a creature takes 12d6 radiant damage and is blinded for 1 minuto. On a successful save
  • range it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save

  • components it is no longer blinded.
    This spell dispels any darkness in its area that was created by a spell. ;Druido
  • duration

activate magic items M;Instantaneo;(fire and a piece of sunstone)Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save

7;Reverse Gravity;Livello 7 Transmutazione;Azione;100 feet;V 7;Reverse Gravity;Livello 7 Transmutazione;Azione;100 feet;V
7;Whirlwind;Livello 7 Invocazione;Azione;90 Metri;V 7;Whirlwind;Livello 7 Invocazione;Azione;90 Metri;V
7;Symbol;Livello 7 Abiurazione;1 minuto;Contatto;V 7;Symbol;Livello 7 Abiurazione;1 minuto;Contatto;V
8;Animal Shapes;Livello 8 Transmutazione;Azione;9 Metri;V 8;Animal Shapes;Livello 8 Transmutazione;Azione;9 Metri;V
8;Antipathy/Sympathy;Livello 8 Ammaliamento ;1 Ora;18 Metri;V 8;Antipathy/Sympathy;Livello 8 Ammaliamento ;1 Ora;18 Metri;V
8;Control Weather;Livello 8 Transmutazione;10 minuti;Self (5-mile radius);V 8;Control Weather;Livello 8 Transmutazione;10 minuti;Self (5-mile radius);V
8;Earthquake;Livello 8 Invocazione;Azione;152 Metri;V 8;Earthquake;Livello 8 Invocazione;Azione;152 Metri;V
8;Feeblemind;Livello 8 Ammaliamento ;Azione;45 Metri;V 8;Feeblemind;Livello 8 Ammaliamento ;Azione;45 Metri;V
8;Sunburst;Livello 8 Invocazione;Azione;45 Metri;V 8;Sunburst;Livello 8 Invocazione;Azione;45 Metri;V

S;Concentrazione

  • casting time 90 Metri high
  • range and 50 feet thick. The wall lasts for the duration.
    When the wall appears

  • components each creature within its area must make a Strength saving throw. On a failed save
  • duration a creature takes 6d10 bludgeoning damage

or half as much damage on a successful save.
At the start of each of your turns after the wall appears

the wall fino a 6 rounds;A wall of water springs into existence at a point you choose within range. You can make the wall up to 90 Metri long

S;Concentrazione

  • casting time each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save
  • range or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
    The cloud moves 3 Metri directly away from you in a direction that you choose at the start of each of your turns. ;Druido

the wall fino a 1 minuto;A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per Ora) disperses it.
When the cloud appears

S

  • casting time the target can't be surprised and has advantage on attack rolls
  • range ability checks

  • components and saving throws. Additionally
  • duration other creatures have disadvantage on attack rolls against the target for the duration.
    This spell immediately ends if you cast it again before its duration ends. ;Druido

the wall M;8 Ore;(a hummingbird feather)You Contatto a willing creature and bestow a limited ability to see into the immediate future. For the duration

S

  • casting time fino a 1 Ora;(a jade circlet worth at least 1
  • range500 gp

  • components which you must place on your head before you cast the spell)You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead
  • duration and you must have seen the sort of creature at least once. You transform into an average example of that creature

one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature

the wall M;Concentrazione

S;Concentrazione

  • casting time centered on a point you can see and spreading to a radius of 318 Metri. Lightning flashes in the area
  • range thunder booms

  • components and strong winds roar. Each creature under the cloud (no more than 5
  • duration000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save

a creature takes 2d6 thunder damage and becomes deafened for 5 minuti.
Each round you maintain Concentrazione on this spell

the wall fino a 1 minuto;A churning storm cloud forms

S

  • casting time000 gp
  • range which the spell consumes)You Contatto a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing

  • components the creature is restored to life with all its hit points.
    This spell closes all wounds
  • duration neutralizes any poison

cures all diseases

the wall M;Instantaneo;(a sprinkle of holy water and diamonds worth at least 25

8;Tsunami;Livello 8 Evocazione;1 minuto;Sight;V 8;Tsunami;Livello 8 Evocazione;1 minuto;Sight;V
8;Incendiary Cloud;Livello 8 Evocazione;Azione;45 Metri;V 8;Incendiary Cloud;Livello 8 Evocazione;Azione;45 Metri;V
9;Foresight;Livello 9 Divinazione;1 minuto;Contatto;V 9;Foresight;Livello 9 Divinazione;1 minuto;Contatto;V
9;Shapechange;Livello 9 Transmutazione;Azione;Self;V 9;Shapechange;Livello 9 Transmutazione;Azione;Self;V
9;Storm of Vengeance;Livello 9 Evocazione;Azione;Sight;V 9;Storm of Vengeance;Livello 9 Evocazione;Azione;Sight;V
9;True Resurrection;Livello 9 Necromanzia;1 Ora;Contatto;V 9;True Resurrection;Livello 9 Necromanzia;1 Ora;Contatto;V