Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):
The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.
The creature becomes Indifferent about creatures of your choice that it`s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature`s attitude returns to normal.
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice).
Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can`t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw.
On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.
The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC.
If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it.
For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.
An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm`s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save.
If the target fails the second save, the target has the Unconscious condition for the duration.
The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell`s effect.
Creatures that don`t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Roll 1d6 at the end of each of your turns for the duration.
On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane).
While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can`t see anything there more than 60 feet away.
You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can`t perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.
You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane.
You return to an unoccupied space of your choice that you can see within 10 feet of the space you left.
If no unoccupied space is available within that range, you appear in the nearest unoccupied space.
This spell channels vitality into plants.
The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.
Overgrowth.
Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected.
Enrichment.
All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as Attack that creature,Move over there, or Fetch that object.
The target does its best to obey on its turn. If it completes an order and doesn`t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 min), 6 (up to 1 h), or 7+ (up to 8 h).
A creature you touch has the Invisible condition until the spell ends.
One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as Attack that creature,Move over there, or Fetch that object.
The target does its best to obey on its turn. If it completes an order and doesn`t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 min), 7 (up to 1 h), or 8+ (up to 8 h).
You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets` bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter.
A target`s new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creatur`s outfit, objects pass through the hat.
A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.