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This Infusion Does this
This Infusion Does this
This Infusion Does this
This Infusion Does this
This Infusion Does this
This Infusion Does this
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
You conjure a mass of thick, 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 or layered across a floor, wall or ceiling, the conjure web collapses on its, and the spell ends at the start of your next turn. Webs layers over a flat surface have a depth of 5 feet.
Each creature that starts its turn in a web or that enters them during its turn must make a Dex save. On a failed save, the creature is restrained as long as it remains in the web or until it breaks free.
A creature restrained by the webs can use its action to make a STR check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5 floor cube of webs exposed to fire burns away in 1 round. Dealing 2d4 fire damage to any creature that starts its turn in the fire.
For the duration you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creature and objects appear ghostly and translucent.
You touch a creature and can end either one disease or one condition affliction it. The condition can be blinded, deafened, paralyzed, or poisoned.
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage, and can land on its feet, and the spell ends for that creature.
A creature you touch regains a number of hit points equal to 1d8 + spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or objection in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.,
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried .
This spell's damage increases by 1d10 when you reach 5thlevel (2d10), 11th level (3d10), and 17th level (4d10)