and you can dismiss such an effect as an action.
and so on. This effect persists for 1 round.
• You instantly make a flower blossom
north: 2
the target takes bludgeoning damage equal to 1d6 +your spellcasting ability modifier. Whether the attack hits or misses
or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension
spelling out words
11th level (3d8)
you pull the creature up to 10 feet closer to you.
This spell's damage increases by 1d6 when you reach 5th level (2d6)
it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8)
lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also
you can affect one additional beast for each slot level above 1st.
and it can telepathically communicate simple emotions and concepts back to you. While the link is active
you create or destroy 10 additional gallons of water
if any.
The spell can penetrate most barriers
and diseases within 30 feet of you. You also identify the kind of poison
Medium
the damage increases by 1d8 for each slot level above 1st.
celestials
or a bird. You specify a location
and the target's AC can't be less than 16
as with truesight.
blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower
you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand
you can target one additional creature for each slot level above 2nd.
a glyph of warding
but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit
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 healing increases by 1d6 for each slot level above 2nd.
you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it
the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
you know the direction of its movement.
The spell can locate a specific object known to you
you must roll an 8 or higher. With one duplicate
it is engulfed in ghostly flames that cause searing pain
and it has resistance to poison damage.
and across vertical surfaces and upside down along ceilings
choose an environment: Air
or ceiling
laying out ornate cards
but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions
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
but otherwise take no actions. The DM has the creatures' statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots
you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
or becomes diseased or poisoned while under the spell's effect
the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage
it has advantage on Dexterity saving throws
the damage increases by 1d6 for each slot above 3rd.
which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you
lightning
making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there
it can use either an action or a bonus action
causing vines and branches to hinder pursuers
the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions
or you can make a ringed wall up to 20 feet in diameter
quicksand
each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save
you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures
the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage
or thunder. For the duration
such as a tree or shrub
the creature does nothing this turn.
9-10: The creature can act and move normally. At the end of its turns
you choose one of the summoning options above
but otherwise take no actions.
The DM has the creatures' statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots
the flooding water spills over onto dry land.
If you choose an area in a large body of water
or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase
such as Attack that creature
lightning
such as manacles or a creature that has it grappled. Finally
a spider becomes a giant spider
the ground within 15 feet of you is difficult terrain for your enemies.
and smell like some other sort of natural terrain. Thus
you know the direction of its movement.
The spell can locate a specific creature known to you
including mental ability scores
idol
piercing
and water inside a crystal vial worth at least 400 gp)You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell
or a ringed wall up to 20 feet in diameter
a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns
such as a tree or shrub
the creature does nothing this turn.
9-10: The creature can act and move normally. At the end of its turns
or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase
whenever a creature within 5 feet of you hits you with a melee attack
living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
whenever a creature within 5 feet of you hits you with a melee attack
it gains the ability to move its limbs
or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns
animals
or water and sand for water)You call forth an elemental servant. Choose an area of air
the creature recovers from the disease
or strong. If the wind is moderate or strong
can't be contacted by this spell. You
the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse
biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration
or a floor) within range
an elemental
the spell fails.
The magic fashions a new body for the creature to inhabit
a silver mirror
a creature sinks into the mud and is restrained
you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
that creature can make a Dexterity saving throw. On a success
one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC
or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns
the creature recovers from the disease
a creature on the pillar takes 6d6 bludgeoning damage and is restrained
it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken
you can specify creatures as friends who are immune to the effects. You can also specify a password that
teeth
and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison
and slashing damage from nonmagical attacks.
• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it
unless you can somehow prevent it.
• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet ofyou. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save
sand
and thunder damage for the spell's duration.
When you take damage of one of those types
it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration
10 feet high
a creature can revert to cloud form
the creature must make a Constitution saving throw. On a failed save
hill
and you appear in or near that destination. If you are trying to reach the City of Brass
and so on)
falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything
or half as much damage on a successful one. In addition
Consumed)When you cast this spell
Wisdom
or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
Antipathy: The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it
temperature
an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save
attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save
a creature takes 6d10 bludgeoning damage
other creatures have disadvantage on attack rolls against the target for the duration.
This spell immediately ends if you cast it again before its duration ends.
and you must have seen the sort of creature at least once. You transform into an average example of that creature
000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save
neutralizes any poison