or carry more than 10 pounds. ;Bard
a torch
but is blocked by 1 foot of stone
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 target must make a Wisdom saving throw at the start of each of its turns. If it fails
not both. Regardless of the creature's abilities or magic items
but it will provoke opportunity attacks to move in the designated direction. ;Bard
an affected target can make a Wisdom saving throw. If it succeeds
being underwater imposes no penalties on the target's movement or attacks. ;Bard
open fields or a road can be made to resemble a swamp
or the nearest creature of a specific kind (such as a human or a unicorn)
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
the damage increases by 1d10 for each slot level above 4th. ;Bard (TCE)
issuing the same command to each.) You decide what action ti takes and where it moves during its next turn
roots
Run over there
or a willing creature you touch
greater restoration
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. ;Bard
forgotten stories
you are blinded and deafened in regard to your own surroundings. ;Bard
and none of the target's memories are modified.
While this charm lasts
a fey
remove magical diseases
or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw
and equipment. You can make each creature seem 1 foot shorter or taller and appear thin
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 1 year. You need not use the circle to teleport when you cast the spell in this way. ;Bard
this effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns
or carved runes - worth 100 gp and an object from the location you wish to find)This spell allows you to find the shortest
500 square feet of floor space (An area 50 feet square
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
it disappears and remains dormant for 10 minutes. After this time
the creature has truesight
becomes immune to poison and being frightened
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
any creature that is completely inside the cage's area is trapped. Creatures only partially within the area
crevasse
fresh
and make it gesture
if any
the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't
you inscribe a harmful glyph either on a surface (such as a section of floor
bed linen from a royal suite
or half as much damage on a successful one.
6-Indigo: On a failed save
Run over there
the creature's Intelligence and Charisma scores become 1. The creature can't cast spells
the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target
are replaced by the statistics of the chosen beast
or the object into a creature (The object must be neither worn nor carried by another creature). The transformation lasts for the duration
and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there