and you can dismiss such an effect as an action.;Sorcerer
or carry more than 10 pounds. ;Sorcerer
each target takes 1d6 extra damage of the type rolled for each slot level above 1st.;Sorcerer
or thunder for the type of orb you create
the damage increases by 1d6 for every two slot levels above 2nd.;Sorcerer
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.;Sorcerer
20 feet high
determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;Sorcerer
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. ;Sorcerer
for example