(pasek białego ubrania) Wybierz maksymalnie trzy stworzenia w zasięgu wzroku. Maksymalna liczba punktów wytrzymałości każdego celu i aktualna liczba punktów wytrzymałości wzrastają o 5 na czas działania.
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.
Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.
(kęs jedzenia) Wybrana przez ciebie mała bestia, którą widzisz w zasięgu wzroku, musi odnieść sukces po rzucie obronnym na Charyzmę lub próbuje dostarczyć wysłaną przez ciebie wiadomość (jeśli ocena wyzwania celu nie wynosi 0, automatycznie się powiedzie). Określasz odwiedzone miejsce i odbiorcę, który pasuje do ogólnego opisu, np. osoba ubrana w mundur straży miejskiej lub rudowłosy krasnolud w spiczastym kapeluszu. Przekazujesz również wiadomość składającą się z maksymalnie dwudziestu pięciu słów. Bestia podróżuje przez określony czas w kierunku określonego miejsca, pokonując około 40 km w ciągu 24 godzin lub 80 km, jeśli Bestia może latać.
Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.
A target’s game statistics are replaced by the chosen Beast’s statistics, but the target retains its creature type
An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:
Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.
Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can’t willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.
Ending the Effect. If the Frightened or
Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.
(specjalnie oznaczone kije, kości, karty lub inne żetony wróżbiarskie o wartości 25+ GP) Otrzymujesz omen od istoty z innego świata o wynikach działania, które planujesz podjąć w ciągu najbliższych 30 minut. DM wybiera omen z tabeli Omenów. Szczęście - dobry, Biada - Zły, Szczęście i nieszczęście - Dobry i Zły, Obojętność - ani dobrze ani źle. Zaklęcie nie bierze pod uwagę okoliczności, takich jak inne zaklęcia, które mogą zmienić wyniki.
Przez cały czas trwania aury promieniuje z ciebie w 30-metrowej aura. Kiedy stworzysz aurę i na początku każdej tury, gdy będzie się utrzymywać, możesz przywrócić 2k6 punktów wytrzymałości jednemu stworzeniu w niej.
You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn’t a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.
The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.
(garść kory dębu) Dotykasz chętnego stworzenia. Dopóki zaklęcie się nie skończy, skóra celu nabiera wyglądu przypominającego korę, a cel ma klasę pancerza 17, jeśli jego AC jest niższe.
Dotykasz chętnej Bestii. Przez cały czas trwania możesz postrzegać zarówno poprzez zmysły Bestii, jak i swoje własne. Kiedy postrzegasz poprzez zmysły Bestii, korzystasz z wszelkich specjalnych zmysłów, które posiada.
You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.
On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.
On a successful save, the target takes half as much damage only.
A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
Alternatively, target a nonmagical plant that isn’t a creature, such as a tree or shrub. It doesn’t make a save
Chmura burzowa pojawia się w punkcie w zasięgu, który możesz zobaczyć nad sobą. Przyjmuje kształt cylindra o wysokości 3 m i promieniu 18 m.
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements.
Choose three of the following facts
You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
1d10Behavior for the Turn1The target doesn’t take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north
Przywołujesz duchy natury, które pojawiają się jako duża stado widmowych, nieuchwytnych zwierząt w pustej przestrzeni w zasięgu twojego wzroku. Wybierasz zwierzęcą formę duchów, taką jak wilki, węże lub ptaki.
You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.
Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit’s type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit.
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.
You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.
As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.
Using a Higher-Level Spell Slot. The damage increases by 2d12 for each spell slot level above 6.
You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).
In addition, the ground in the Emanation is Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 4.
You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.
In addition, you can take the Disengage action as a Bonus Action for the spell’s duration.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.
The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.
Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.
(rubinowy pył o wartości 50+ GP, który zużywa zaklęcie) Płomień wypływa z przedmiotu, którego dotkniesz. Efekt rzuca jasne światło w promieniu 6 m i przyciemnione światło na dodatkowe 6 m. Wygląda jak zwykły płomień, ale nie wytwarza ciepła i nie zużywa paliwa. Płomień może być zakryty lub ukryty, ale nie stłumiony ani ugaszony.
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either
side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 Ă— 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
PrecipitationStageCondition1Clear2Light clouds3Overcast or ground fog4Rain, hail, or snow5Torrential rain, driving hail, or blizzard
WindStageCondition1Calm2Moderate wind3Strong wind4Gale5Storm
You do one of the following:
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
(Suszona marchew) Na ten czas chętne stworzenie, którego dotkniesz, ma widzenie w ciemności o zasięgu 46 m.
Przez czas trwania zaklęcia światło słoneczne rozprzestrzenia się z punktu znajdującego się w zasięgu wzroku i wypełnia sferę o promieniu 18 m. Obszar światła słonecznego jest jasnym światłem i rzuca przyciemnione światło na dodatkowe 18 m.
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood
Wybierz jedno stworzenie, przedmiot lub magiczny efekt w zasięgu. Kończy się każde trwające zaklęcie i efekt magiczny poziomu 3 lub niższego na celu. Za każde trwające zaklęcie na poziomie 4 lub wyższym na celu, wykonaj test umiejętności za pomocą swojej umiejętności rzucania zaklęć (DC 10 plus poziom tego zaklęcia). Po pomyślnym sprawdzeniu zaklęcie się kończy.
This spell puts you in contact with a god or a god’s servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn’t account for circumstances that might change the answer, such as the casting of other spells.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
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 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).
Whispering to the spirits of nature, you create one of the following effects within range.
OLGA DREBASA sprite casts Druidcraftto make flowers blossom
Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
Fire Play. You light or snuff out a candle, a torch, or a campfire.
Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.
When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.
You can also cause the effects below.
Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You choose the fissures’ locations, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.
A creature within a distance from a collapsing
structure equal to half the structure’s height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.
You exert control over the elements, creating one of the following effects within range.
Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren’t affected.
Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.
Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.
Niemagiczna broń, której dotkniesz, staje się bronią magiczną. Wybierz jeden z następujących typów obrażeń: Kwas, Zimno, Ogień, Błyskawica lub Grzmot. Przez cały czas trwania broń ma premię +1 do rzutów na atak i zadaje dodatkowe 1k4 obrażeń wybranego typu, gdy trafi.
(futro lub pióro) Dotykasz stworzenia i wybierasz Siłę, Zręczność, Inteligencję, Mądrość lub Charyzmę. Przez cały czas trwania cel ma przewagę w testach umiejętności przy użyciu wybranej zdolności.
Na czas trwania zaklęcia powiększa lub zmniejsza stworzenie lub obiekt, który widzisz w zasięgu (zobacz wybrany efekt poniżej). Przedmiot będący celem nie może być noszony ani przenoszony. Jeśli cel jest niechętnym stworzeniem, może wykonać rzut obronny na Kondycję. Po udanym rzucie obronnym zaklęcie nie ma żadnego efektu. Wszystko, co ma na sobie i nosi wybrane stworzenie, zmienia rozmiar wraz z nim. Każdy upuszczony przedmiot natychmiast wraca do normalnego rozmiaru. Rzucona broń lub amunicja powraca do normalnego rozmiaru natychmiast po trafieniu lub chybieniu celu.
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
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.
(szczypta cmentarnej ziemi) Dotykasz chętnego stworzenia i wprowadzasz je w stan kataleptyczny, który jest nie do odróżnienia od śmierci. Przez cały ten czas cel wydaje się martwy dla zewnętrznych oględzin i zaklęć używanych do określenia statusu celu. Cel znajduje się w stanie oślepienia i obezwładnienia, a jego prędkość wynosi 0.
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”).
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.
Wyczuwasz każdą pułapkę która znajduje się w zasięgu wzroku. Pułapka, na potrzeby tego zaklęcia, obejmuje każdy przedmiot lub mechanizm, który został stworzony w celu spowodowania obrażeń lub innego niebezpieczeństwa. W ten sposób zaklęcie wyczuwałoby zaklęcie Alarm lub Glif Ochrony lub mechaniczną pułapkę, ale nie ujawniałoby naturalnej słabości podłogi, niestabilnego sufitu ani ukrytego zapadliska. To zaklęcie ujawnia, że pułapka jest obecna, ale nie jej lokalizację. Uczysz się ogólnej natury niebezpieczeństwa, jakie stwarza pułapka, którą wyczuwasz.
Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
(liść sumaka) Przywołujesz ogniste ostrze w swojej wolnej ręce. Ostrze jest podobne pod względem wielkości i kształtu do bułatu i wystarcza na czas trwania. Jeśli puścisz ostrze, zniknie, ale możesz je ponownie przywołać jako Akcję Bonusową.
(kulka wosku) Tworzysz kulę ognia o średnicy 1.5 m w pustej przestrzeni na ziemi w zasięgu wzroku. Każde stworzenie, które zakończy swoją turę w odległości 1.5m od kuli, wykonuje rzut obronny na zręczność, otrzymując 2k6 obrażeń od ognia przy nieudanym rzucie lub o połowę mniej obrażeń po udanym.
You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.
A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn’t be consecutive
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.
A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Until the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.
In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.
You touch a willing creature. For the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.
In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command.
While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
A Remove Curse, Greater Restoration, or Wish spell ends this spell.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details 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 allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Giant InsectLarge Beast, UnalignedAC 11 + the spell’s levelHP 30 + 10 for each spell level above 4Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)ModSaveSTR17+3+3DEX13+1+1CON15+2+2ModSaveINT4â’3â’3WIS14+2+2CHA3â’4â’4Senses Darkvision 60 ft., Passive Perception 12Languages Understands the languages you knowCR None (XP 0
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when the spell ends.
You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.
Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine
You touch a creature and magically remove one of the following effects from it:
1 Exhaustion levelThe Charmed or Petrified conditionA curse, including the target’s Attunement to a cursed magic itemAny reduction to one of the target’s ability scoresAny reduction to the target’s Hit Point maximum
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
(nasiona roślin strączkowych) Linia silnego wiatru o długości 18 m i szerokości 3 m wieje od ciebie w wybranym przez ciebie kierunku przez czały czas trwania zaklęcia. Każde stworzenie w Linii musi odnieść sukces w rzucie obronnym na Siłę lub zostać odepchnięte 5 m od ciebie w kierunku podążającym za Linią. Stwór, który zakończy swoją turę w linii, musi wykonać ten sam rzut obronny. Każde stworzenie w linii musi poświęcić 1 m ruchu na każdą 0,5 m, którą się porusza, gdy zbliża się do ciebie.
You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.
Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.
Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6.
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
(kawałek żelaza i płomień) Wybierz wyprodukowany metalowy przedmiot, taki jak metalowa broń lub ciężki lub średni metalowy pancerz, który możesz zobaczyć w zasięgu wzroku. Powodujesz, że obiekt świeci do czerwoności. Każde stworzenie mające fizyczny kontakt z obiektem otrzymuje 2k8 obrażeń od ognia, gdy rzucisz zaklęcie. Dopóki zaklęcie się nie skończy, możesz wykonać dodatkową akcję w każdej z późniejszych tur, aby ponownie zadać te obrażenia, jeśli obiekt znajduje się w zasięgu. Jeśli stworzenie trzyma lub nosi przedmiot i otrzymuje od niego obrażenia, musi wykonać rzut obronny na Kondycję lub upuścić przedmiot, jeśli może. Jeśli nie upuści obiektu, ma Niekorzystną pozycję w rzutach ataku i testach umiejętności aż do rozpoczęcia następnej tury.
You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.
A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.
(prosty kawałek żelaza) Wybierz humanoida, którego widzisz w zasięgu. Cel musi wykonać rzut obronny na Mądrość lub być sparaliżowany przez cały czas działania. Na koniec każdej tury cel powtarza rzut obronny, kończąc zaklęcie na sobie w przypadku powodzenia.
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.
Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.
When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5.
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Dotykasz stworzenia i kończysz na nim jeden warunek: Oślepienie, Ogłuszenie, Sparaliżowanie lub Zatrucie.
(futro psa gończego) Opisz lub nazwij konkretny rodzaj bestii, rośliny lub rośliny niemagicznej. Uczysz się kierunku i odległości do najbliższego stworzenia lub rośliny tego rodzaju w promieniu 8 km, jeśli takie są obecne.
Describe or name a creature that is familiar to you. You sense the direction to the creature’s location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn’t locate the creature.
This spell can’t locate a creature if any thickness of lead blocks a direct path between you and the creature.
(rozwidlona gałązka) Opisz lub nazwij obiekt, który jest Ci znany. Wyczuwasz kierunek do lokalizacji obiektu, jeśli ten obiekt znajduje się w odległości 305 m od Ciebie. Jeśli obiekt jest w ruchu, znasz kierunek jego ruchu. Zaklęcie może zlokalizować konkretny obiekt, który znasz, jeśli widziałeś go z bliska – w promieniu 9 m – przynajmniej raz. Alternatywnie, zaklęcie może zlokalizować najbliższy przedmiot określonego rodzaju, taki jak określony rodzaj odzieży, biżuterii, mebli, narzędzia lub broni.
You touch a creature. The target’s Speed increases by 10 feet until the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.
Wchodzisz w kamienny obiekt lub powierzchnię wystarczająco dużą, aby w pełni pomieścić twoje ciało, łącząc siebie i swój ekwipunek z kamieniem na czas trwania kamienia. Aby to zrobić, musisz dotknąć kamienia. Nic z twojej obecności nie pozostaje widoczne ani w inny sposób wykrywalne przez niemagiczne zmysły.
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item, but it can’t restore magic to such an object.
You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.
Creatures with Truesight can see through the illusion to the terrain’s true form
(liść księżycowy) Srebrzysty promień bladego światła świeci w dół w promieniu 1.5 m, wysokim na 12 m cylindrze, wyśrodkowanym w punkcie w zasięgu. Dopóki zaklęcie się nie skończy, przyćmione światło wypełnia słup, a w późniejszych turach możesz wykonać magiczną akcję, aby przesunąć słup światła na odległość do 18 m. Kiedy pojawi się promień księżycowy, każde stworzenie w nim wykonuje rzut obronny na Kondycję. Po nieudanym rzucie obronnym stwór otrzymuje 2k10 obrażeń od promieniowania, a jeśli stwór zostanie zmieniony (na przykład w wyniku zaklęcia Polimorfii), powróci do swojej prawdziwej formy i nie może zmienić kształtu, dopóki nie opuści promienia księżycowego. Przy udanym rzucie obronnym stwór otrzymuje o połowę mniej obrażeń. Stworzenie wykonuje ten rzut obronny również wtedy, gdy obszar zaklęcia przesunie się w jego obszar i gdy wejdzie w obszar zaklęcia lub zakończy tam swoją turę. Stwór wykonuje ten rzut obronny tylko raz na turę.
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range.
This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new
terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.
(popiół spalonej jemioły) Na czas trwania emanacji wydzielasz ukrytą aurę w emanacji o wysokości 9 m. Będąc w aurze, ty i każde stworzenie, które wybierzesz, macie premię +10 do testów zręczności (skradania się) i nie pozostawiacie żadnych śladów.
You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.
A bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to
the place where you bound it and remains there until the spell ends.
Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
To zaklęcie kieruje witalność w rośliny. Czas rzucania, którego używasz, określa, czy zaklęcie ma efekt Przerostu czy Wzbogacenia poniżej. * - Akcja (Przyrost) lub 8 godz (Obrodzenie)
You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.
The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left.
The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.
The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.
Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Przez cały czas trwania ochotniczego stworzenia, którego dotkniesz, ma odporność na jeden z wybranych przez ciebie rodzajów obrażeń: kwas, zimno, ogień, błyskawice lub grzmoty.
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
Dotykasz stworzenia i kończysz na nim stan zatrucia. Przez cały czas trwania cel ma przewagę w rzutach obronnych, aby uniknąć lub zakończyć stan zatrucia, a także ma odporność na obrażenia od trucizny.
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.
You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body’s species, or the DM chooses another playable species.
1d10Species1Aasimar2Dragonborn3Dwarf4Elf5Gnome6Goliath7Halfling8Human9Orc10Tiefling
The reincarnated creature makes any choices that a species’ description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.
You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.
If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.
(diament o wartości 300+ PG, który zużywa zaklęcie) Dotykasz stworzenia, które zmarło w ciągu ostatniej minuty. Ten stwór ożywia się z 1 punktem życia. To zaklęcie nie może ożywić stworzenia, które zmarło ze starości, ani nie przywraca żadnych brakujących części ciała.
You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn’t know what it is making the save against, only that it feels uneasy.
Your Knowledge of the Target Is...Save ModifierSecondhand (heard of the target)+5Firsthand (met the target)+0Extensive (know the target well)â’5
You Have the Target’s...Save ModifierPicture or other likenessâ’2Garment or other possessionâ’4Body part, lock of hair, or bit of nailâ’10
On a successful save, the target isn’t affected, and you can’t use this spell on it again for 24 hours.
Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn’t move.
You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.
When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left.
Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type
A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).
The spell ends early if you cast it again or if you let go of the weapon.
Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
(miniaturowy parasol) Dopóki zaklęcie się nie skończy, deszcz ze śniegiem pada w cylindrze o wysokości 12 m i promieniu 6 m, w wybranym przez ciebie punkcie w zasięgu wzroku. Odsłonięte płomienie w tym obszarze są gaszone. Ziemia w zasięgu staje się trudnym terenem. Kiedy stworzenie wejdzie w obszar burzy po raz pierwszy w danej turze lub tam rozpocznie swoją turę, musi odnieść sukces w rzucie obronnym na zręczność lub być w stanie leżenia i stracić koncentrację.
Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
JESPER EJSINGA human Druid uses Speak with Animals to chat with his best bear friend
Nasycasz rośliny w nieruchomej 9-metrowej aurze ograniczoną świadomością i animacją, dając im możliwość komunikowania się z tobą i wykonywania twoich prostych poleceń. Możesz wypytywać rośliny o wydarzenia na obszarze działania zaklęcia w ciągu ostatniego dnia, zdobywając informacje o stworzeniach, które przeszły, pogodzie i innych okolicznościach. Możesz także przekształcić trudny teren spowodowany wzrostem roślin (taki jak zarośla i zarośla) w zwykły teren, który utrzymuje się przez określony czas. Możesz też zamienić zwykły teren, na którym znajdują się rośliny, w trudny teren, który utrzymuje się przez określony czas.
(7 cierni) Ziemia w kuli o promieniu 6 m, wyśrodkowana w punkcie w zasięgu, wypuszcza twarde kolce i ciernie. Na czas trwania obszaru ten staje się trudnym terenem. Kiedy stwór porusza się na tym obszarze lub w jego obrębie, otrzymuje 2k4 obrażeń kłutych za każde 5 stóp, które przebędzie.
You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.
A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.
At the start of each of your later turns, the storm produces different effects, as detailed below.
Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.
Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.
Turns 5–10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
(pióro, kępka futra i rybi ogon w pozłacanym żołędziu o wartości 200+ GP) Przywołujesz zwierzęcego ducha. Pojawia się w pustym miejscu, które widzisz w zasięgu i wykorzystuje blok statystyk Bestial Spirit. Kiedy rzucasz zaklęcie, wybierz środowisko: Powietrze, Ląd lub Woda. Stwór przypomina wybrane przez ciebie zwierzę, które jest rodzime dla wybranego środowiska, co określa pewne szczegóły w jego bloku statystyk. Stwór znika, gdy spadnie do 0 punktów wytrzymałości lub gdy zaklęcie dobiegnie końca.
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details 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 allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Elemental SpiritMedium Elemental, NeutralAC 11 + the spell’s levelHP 50 + 10 for each spell level above 4Speed 40 ft.
(pozłacany kwiat o wartości 300+ GP)) Przywołujesz ducha Fey. Pojawia się w pustym miejscu, które widzisz w zasięgu wzroku i wykorzystuje blok statystyk Ducha Fey. Kiedy rzucasz zaklęcie, wybierz nastrój: Wściekły, Wesoły lub Podstępny. Stwór przypomina wybranego przez ciebie stwora Fey, oznaczonego wybranym przez ciebie nastrojem, który określa pewne szczegóły w jego bloku statystyk. Stwór znika, gdy spadnie do 0 punktów wytrzymałości lub gdy zaklęcie dobiegnie końca. Stwór jest sprzymierzeńcem ciebie i twoich sojuszników. W walce stwór dzieli z tobą liczbę inicjatywy, ale zaczyna swoją turę natychmiast po twojej. Jest posłuszny Twoim poleceniom słownym (nie wymaga od Ciebie żadnego działania). Jeśli ich nie wydasz, podejmie akcję Unik i użyje swojego ruchu, aby uniknąć niebezpieczeństwa.
You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.
Until the spell ends, you can take a Magic action to create a new Line of radiance.
For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.
Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.
A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
This spell dispels Darkness in its area that was created by any spell.
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place
You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell’s thunderous sound can be heard up to 100 feet away.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.
In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability only once on each of your turns. You must end each turn outside a tree.
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.
This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.
The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the wave’s force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can’t move. A creature that moves out of the wall falls to the ground.
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.
One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, 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, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.
If you create a
span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.
If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level
above 6.
To zaklęcie daje maksymalnie dziesięciu chętnym stworzeniom wybranym przez ciebie w zasięgu możliwość oddychania pod wodą, dopóki zaklęcie się nie skończy. Dotknięte chorobą stworzenia zachowują również swój normalny tryb oddychania.
You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover
(wachlarz i piórko) Ściana silnego wiatru wznosi się z ziemi w wybranym przez Ciebie punkcie w zasięgu wzroku. Możesz sprawić, by ściana miała do 15 m długości, 4.5 m wysokości i 0,5 m grubości. Możesz kształtować ścianę w dowolny sposób, o ile tworzy jedną ciągłą ścieżkę wzdłuż ziemi. Ściana trwa przez cały czas trwania zaklęcia.