You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels : This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.
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 object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but 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 bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels : When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At Higher Levels : When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
La prochaine fois que vous lancez un sort mineur ce tour-ci, apres sa resolution, vous pouvez le lancer a nouveau comme si son temps d'incantation tait une action bonus. Vous subissez sur cette seconde incantation un desavantage vos jets d'attaque, et vos cibles beneficient d'un avantage leurs jets de sauvegarde.
Jusqu'a la fin du tour, lorsque vous reussissez une attaque avec un sort mineur, ou qu'une creature echoue son jet de sauvegarde pour resister a votre sort mineur, lancez deux fois les des de degats et conservez les meilleurs resultats. Preparation. Vous devez depenser 6m de mouvement pour utiliser cette technique : vous devez avoir encore au moins 6m de mouvement inutilises ce tour-ci, et vous perdez 6m de mouvement pour le reste du tour (comme si vous veniez de vous dplacer de 6m / 4 cases en faisant du surplace).