and 17th level (4d8). ;Druid
or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air
which you must have visited
regardless of what kind of armor it is wearing.;Druid (*)(Forest)
the spell that created the light is dispelled. ;Druid (Swamp)
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 10 feet.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
you can move the sphere up to 30 feet. If you ram the sphere into a creature
such as those of lanterns
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 30 feet of each other when you target them. ;Druid (*)(Arctic)
as long as you have seen it up close - within 30 feet - 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.;Druid (Underdark)(Forest)(Mountain)
the conjured web collapses on itself
you can use your action to call down lightning in this way again
you choose one of the summoning options above
the disease and poison have no effect until the spell ends. ;Druid
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)
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 transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled
or thunder.;Druid (*)(Desert)
it must make a Dexterity saving throw. On a failed save
not both. Regardless of the creature's abilities or magic items
Plants might be able to perform other tasks on your behalf
extinguishing unprotected flames in its area and within 30 feet 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
or half as much damage on a successful one.
The strong wind keeps fog
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 .;Druid
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
being underwater imposes no penalties on the target's movement or attacks. ;Druid (XGE)
a wasp becomes a giant wasp
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
and slashing damage.;Druid (*)(Mountain)
20 feet high
a restrained target can repeat the saving throw
rolling along the surface of the ground. The vapors
• powerful celestials
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 touch
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 5 feet wide
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
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
pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success
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
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 30 feet. The light is sunlight. ;Druid
and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears
which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends
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
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 60 feet of it. While frightened by the target
and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so
the creature's concentration 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 minutes.
Each round you maintain concentration on this spell
cures all diseases