The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.
You have resistance to the triggering damage type until the start of your next turn.
Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:
Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.
Protective magical frost surrounds you.
You gain 5 Temporary Hit Points.
If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw.
Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
You bless up to three creatures within range.
Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.
One creature of your choice that you can see within range hears a discordant melody in its mind.
The target makes a Wisdom saving throw.
On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route.
On a successful save, the target takes half as much damage only.
You gain 2d4 + 4 Temporary Hit Points.
Choose up to five falling creatures within range.
A falling creature’s rate of descent slows to 60 feet per round until the spell ends.
If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
* - which you take when you or a creature you can see within 60 feet of you falls
You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
The creature that damaged you is momentarily surrounded by green flames.
It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.
* - which you take in response to taking damage from a creature that you can see within 60 feet of yourself
You ward a creature within range.
Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell.
This spell doesn’t protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn’t accompanied by sound, smell, or other sensory effects.
As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose.
Each creature in the line must succeed in a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature.
A creature covered in the acid takes 2d4 acid damage at the start of each of its turns.
Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack.
Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.
* - which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
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.
The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends.
At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.
* - which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn.
That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
(Mægtig Rune) A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose.
Each creature in the line must make a Dexterity saving throw.
A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
(Mægtig Rune) One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration.
At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
(Mægtig Rune) The target hit by the strike takes an extra 2d6 Radiant damage from the attack.
Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can’t benefit from the Invisible condition.
* - which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
(Mægtig Rune) 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.
(Mægtig Rune) You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Thunder.
Until the spell ends, * the target can take a Magic action to exhale a 15-foot Cone.
Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.
(Mægtig Rune) You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.
As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.
The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
(Mægtig Rune) You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become Undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead.
Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range.
You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell.
Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.
(Mægtig Rune) You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration:
- Your walking speed increases by 10 feet.
- You don't provoke opportunity attacks.
- You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.
As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
(Mægtig Rune) A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw.
On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
(Mægtig Rune) You weave together threads of shadow to create a sword of solidified gloom in your hand.
This magic sword lasts until the spell ends.
It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60).
In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
(Mægtig Rune) For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range.
Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it.
Casting a spell that includes a Verbal component is impossible there.
(Mægtig Rune) A flurry of magic snowballs erupts from a point you choose within range.
Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw.
A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.
(Mægtig Rune) The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns.
The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural.
Any creature that can’t see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.
(Mægtig Rune) You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration.
The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force.
On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.
As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.
(Mægtig Rune) You magically twist space around another creature you can see within range.
The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range.
The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.