and you can dismiss such an effect as an action.;Wizard (XGE)
south: 3
creating images
the first time you hit with a melee attack on your next turn
for each slot level above 1st.;Wizard (XGE)
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
lightning
dust
or half as much damage on a successful one.
To break out
and if it's invisible
it dissipates at the end of the turn. Thereafter
it must choose the target at random from among the creatures it can see within range of the attack
the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save
including you. Roll initiative for the summoned demons as a group
the damage increases by 1d10 for each slot level above 3rd.;Wizard (XGE)
extinguishing unprotected flames in its area and within 30 feet of it
or you can issue a simple
20 feet high
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
greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.;Wizard (XGE)
and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon
a restrained target can repeat the saving throw
ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong
such as to guard a chamber or passageway against your foes. If you issue no commands
taking 4d10 radiant damage on a failed save
and until the spell ends
which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns
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
10 feet high
000 gp)While speaking an intricate incantation
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 hideous maws filled with dripping teeth. Whatever form the illusion takes
and the spell ends. While a soul is trapped
that target takes an extra 2d12 force damage.
• You have proficiency with all armor
the number of motes created increases by two for each slot level above 7th.;Wizard (XGE)
if the target tries to cast a spell
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 can move the illusion up to 60 feet. At any point during its movement
it must make a Wisdom saving throw
creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side
are replaced by the statistics of the chosen beast