or carry more than 10 pounds. ;Warlock
fiend
fat
crab
you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher
smell
temperature
the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example
and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level
11th level (3d8)
and you can dismiss such an effect as an action.;Sorcerer (XGE)
each light sheds dim light in a 10-foot radius.
As a bonus action on your turn
and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.;Sorcerer (SCAG)
south: 3
or carry more than 10 pounds. ;Sorcerer
you mend it
or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair
creating images
a torch
the first time you hit with a melee attack on your next turn
for each slot level above 1st.;Sorcerer (XGE)
each target takes 1d6 extra damage of the type rolled for each slot level above 1st.;Sorcerer (XGE)
or thunder for the type of orb you create
each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
but is blocked by 1 foot of stone
fat
smell
the sleeper takes damage
and on each of your turns for the duration
the damage increases by 1d6 for each slot level above 1st. ;Sorcerer (Aberrant Mind)
elementals
and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like
the target can make a Wisdom saving throw at the end of each of its turns. On a success
the spell that created the light is dispelled. ;Sorcerer
you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper
lightning
dust
and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large
such as those of lanterns
you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Sorcerer
or unbarred. If the object has multiple locks
you can move up or down as part of your move. Otherwise
or half as much damage on a successful one.
To break out
and if it's invisible
you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate
temperature
it dissipates at the end of the turn. Thereafter
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 or higher
while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Sorcerer
the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example
the conjured web collapses on itself
the creature becomes hostile again
you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper
the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
you can move the sphere up to 30 feet. If you ram the sphere into a creature
which is cast in shades of gray
and it can't be attacked or otherwise interacted with. When you cast the spell
it must choose the target at random from among the creatures it can see within range of the attack
the spell ends for that creature. ;Sorcerer
and it has advantage on Strength
and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)
smells
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
or thunder.;Sorcerer
it must make a Dexterity saving throw. On a failed save
not both. Regardless of the creature's abilities or magic items
the damage increases by 1d10 for each slot level above 3rd.;Sorcerer (XGE)
extinguishing unprotected flames in its area and within 30 feet of it
20 feet high
or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid
can illuminate the area
or thunder.;Sorcerer (Clockwork Soul)
the target is banished with a faint popping noise
it doesn't make a saving throw
an affected target can make a Wisdom saving throw. If it succeeds
Run over there
are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form
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 (XGE)
and slashing damage.;Sorcerer
20 feet high
a restrained target can repeat the saving throw
it frees itself. ;Sorcerer (Aberrant Mind)
which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
being underwater imposes no penalties on the target's movement or attacks. ;Sorcerer (Clockwork Soul)
which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield
issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn
rolling along the surface of the ground. The vapors
ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong
or metal. The object created must be no larger than a 5-foot cube
Run over there
and until the spell ends
you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Sorcerer
and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears
and equipment. You can make each creature seem 1 foot shorter or taller and appear thin
the prior target is no longer affected by the spell.
Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest
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
10 feet high
it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire
the prior target is no longer affected by the spell.
Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest
the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly
the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns
and the casting is lost.
The portals are two-dimensional glowing rings filled with mist
each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save
it is disintegrated.
A disintegrated creature and everything it is wearing and carrying
this effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns
the area within the barrier is excluded from the areas affected by such spells.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher
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
you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends
or hideous maws filled with dripping teeth. Whatever form the illusion takes
or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation
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
and when you make a weapon attack
the creature has truesight
it is restrained as its flesh begins to harden. On a successful save
if you wish. A small globe about the size of a sling stone
the number of motes created increases by two for each slot level above 7th.;Sorcerer (XGE)
or half as much damage on a successful one.
The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated
the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell
you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you
for example
if the target tries to cast a spell
or half as much damage on a successful one.
6-Indigo: On a failed save
it remains there
bed linen from a royal suite
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
Run over there
the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it
or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally
the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit
you can speak the name of a specific creature (a pseudonym
are replaced by the statistics of the chosen beast
and it appears in an unoccupied space you can see on the ground.
• You allow up to twenty creatures that you can see to regain all hit points
you can effectively see anything that isn’t behind total cover
fire
or metallic. The creature resembles a dragon of the chosen family