pu mantenere attivi fino a tre dei suoi effetti non istantanei contemporaneamente e pu congedare uno di questi effetti con un'azione.;Druido
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
nord; 2
l'incantesimo termina anticipatamente sugli eventuali sassolini gia' influenzati da esso.;Druido
ma non puo' ripristinare la magia in un oggetto del genere.;Druido
per formare parole
se gia' non lo e'. L'incantesimo ha termine se lo lanci di nuovo o se lasci l'arma.;Druido
subisce 1d6 danni da tuono. I danni dell'incantesimo aumentano di 1d6 quando l'incantatore raggiunge il 5 livello (2d6)
la bestia dispone di vantaggio ai tiri per colpire contro qualsiasi creatura situata entro 1
oppure lo spigolo del cubo aumenta di 1
ma e' bloccato da 30 cm di pietra
ma e' bloccato da 30 cm di pietra
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
i danni da freddo aumentano di ld6 per ogni slot di livello superiore al 1 . ;Druido
Media o Grande si muove sul terreno o sul pavimento
i danni aumentano di 1d8 per ogni slot di livello superiore al 1.;Druido
folletti
i danni aumentano di 1d6 per ogni slot di livello superiore al 1.;Druido
which you must have visited
regardless of what kind of armor it is wearing.;Druido
the spell that created the light is dispelled. ;Druido
you can move the dust devil up to 9 Metri in any direction. If the dust devil moves over sand
or a mechanical pit trap
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
or half as much damage on a successful one.
As a bonus action
and similar unprotected flames in the area. It causes protected flames
the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object
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
as long as you have seen it up close - within 9 Metri - at least once. Alternatively
you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate
and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save
while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Druido
Land
the conjured web collapses on itself
or employing some other divining tool
and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large
or half as much damage on a successful one.
As a bonus action
or half as much damage on a successful one. On each of your turns until the spell ends
you choose one of the summoning options above
the disease and poison have no effect until the spell ends. ;Druido
and it has advantage on Strength
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)
the damage increases by 1d6 for each slot above 3rd. ;Druido
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
or thunder.;Druido
it must make a Dexterity saving throw. On a failed save
not both. Regardless of the creature's abilities or magic items
for example.
Plants might be able to perform other tasks on your behalf
extinguishing unprotected flames in its area and within 9 Metri of it
20 feet high
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
each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save
you can command any or all of them at the same time
and it has advantage on Strength
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
it doesn't make a saving throw
an affected target can make a Wisdom saving throw. If it succeeds
and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot .;Druido
you choose one of the summoning options above
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
a cryptic rhyme
Run over there
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
such as manacles or a creature that has it grappled. Finally
a wasp becomes a giant wasp
5 Metri of you is difficult terrain for your enemies.;Druido
open fields or a road can be made to resemble a swamp
or the nearest creature of a specific kind (such as a human or a unicorn)
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
idol
and slashing damage.;Druido
choose an element: Air
20 feet high
a restrained target can repeat the saving throw
it doesn't make a saving throw
an affected target can make a Wisdom saving throw. If it succeeds
a cryptic rhyme
5 Metri of you hits you with a melee attack
5 Metri of you hits you with a melee attack
roots
rolling along the surface of the ground. The vapors
or peoples
• powerful celestials
earth
and the spell ends.
Since this spell induces a natural disease in its target
ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong
or a willing creature you Contatto
greater restoration
and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears
and lasts for the duration. You choose the opening's dimensions - up to 1
a fey
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
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
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
using another 1
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
ending the effect on itself on a success.
Rocks: As a bonus action on your turn
rolling along the surface of the ground. The vapors
and the spell ends.
Since this spell induces a natural disease in its target
a creature on the pillar takes 6d6 bludgeoning damage and is restrained
the fey creature doesn't disappear. Instead
when spoken aloud
or carved runes - worth 100 gp and an object from the location you wish to find)This spell allows you to find the shortest
becomes immune to poison and being frightened
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
but you can't end your movement there. If you do so
or half as much damage on a successful one. If a Large or smaller creature fails the save
or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation
you can use your reaction to gain immunity to that type of damage
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
and 1
which also requires the 1-minuto transformation.
If a creature is in cloud form and flying when the effect ends
it is restrained as its flesh begins to harden. On a successful save
crevasse
for example
if any
it remains there
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
you inscribe a harmful glyph either on a surface (such as a section of floor
and Charisma scores. The target assumes the hit points of its new form
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 wind. It takes 1d4 x 10 minuti for the new conditions to take effect. Once they do so
the creature's Concentrazione is broken.
When you cast this spell and at the end of each turn you spend concentrating on it
the creature's Intelligence and Charisma scores become 1. The creature can't cast spells
or half as much damage on a successful save.
At the start of each of your turns after the wall appears
one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature
a creature takes 2d6 thunder damage and becomes deafened for 5 minuti.
Each round you maintain Concentrazione on this spell
cures all diseases