You play a complex and quick up-tempo piece that gradually gets faster and more complex; instilling the targets with its speed. You cannot cast another spell through your spellcasting focus while concentrating on this spell.Until the spell ends; targets gain cumulative benefits the longer you maintain concentration on this spell (including the turn you cast it).1 Round: Double Speed.2 Rounds: +2 bonus to AC.3 Rounds: Advantage on Dexterity saving throws.4 Rounds: An additional action each turn. This action can be used only to take the Attack (one weapon attack only); Dash; Disengage; Hide; or Use an Object action.When the spell ends; a target can't move or take actions until after its next turn as the impact of their frenetic speed catches up to it.Duration: Concentration (6 rounds) Cast at Higher LevelsYou may maintain concentration on this spell for an additional 2 rounds for each slot level above 4th.Rare VersionsKoren's Agile Accelerando. A target's additional action can be used to escape a grapple; and targets have advantage on saving throws made to avoid or escape a grapple.
A jet of acid streaks towards the target like a hissing; green arrow. Make a ranged spell attack. On a hit the target takes 4d4 acid damage and 2d4 ongoing acid damage for 1 round. On a miss the target takes half damage. Cast at Higher Levels Increase this spell's initial and ongoing damage by 1d4 per slot level above 3rd. Rare Versions Kreven's Insidious Acid Arrow. The acid stinks and disorients as it burns. A creature damaged by this spell makes a Constitution saving throw with advantage or it is poisoned until the end of its next turn. Gabal's Blinding Acid Arrow. The arrow flies to the target's sensory organs seeking to damage its sight. A creature damaged by this spell makes a Dexterity saving throw or it is blinded until the end of its next turn.
A stinking bubble of acid is conjured out of thin air to fly at the targets; dealing 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6); 11th level (3d6); and 17th level (4d6).
You draw upon divine power; imbuing the targets with fortitude. Until the spell ends; each target increases its hit point maximum and current hit points by 5. Cast at Higher Levels The granted hit points increase by an additional 5 for each slot level above 2nd. Rare Versions Stekart's Fortifying Aid. Once per round each target gains an expertise die on its first saving throw made to resist or end a condition.
You make natural terrain in a 150-foot Cube in range look; sound; and smell like another sort of natural terrain. Manufactured structures; equipment; and creatures within the area are not changed. The tactile characteristics of the terrain are unchanged. A creature that Studies the illusion can make an Intelligence (Investigation) check vs your spell save DC to disbelieve it.
You mentally contact a demigod; the spirit of a long-dead sage; or some other knowledgeable entity from another plane. When you cast this spell; make a DC 15 Intelligence saving throw. On a successful save; you can ask the entity up to five questions. The DM answers each question with one word such as yes; no; maybe; never; irrelevant; or unclear. On a failed save; you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. Greater Restoration ends this effect.
Uttering a dark incantation; you summon a devil from the Nine Hells. You choose the devil's type; which must be CR 6 or lower. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. The devil is hostile to all creatures. On each of your turns; you can try to issue a verbal command to it; it obeys if the command does not risk harm to itself and you make a Charisma (Deception; Intimidation; or Persuasion) check vs its Insight. Cast at Higher Levels: CR 7 or lower with a 6th-level slot; CR 8 with 7th; CR 9 with 8th; CR 10 with 9th.
(Xanathar's Guide) Flames race across your body; shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The flames don't harm you. Until the spell ends you gain: resistance to Fire damage; immunity to Cold damage; any creature that moves within 5 feet of you takes 4d6 Fire damage; and you can use your action to create a line of fire 15 feet long and 5 feet wide - each creature in the line makes a Dexterity saving throw; taking 4d8 Fire damage on a failed save or half on a success.
You send negative energy coursing through a creature you can see within range. The target must make a Constitution saving throw. It takes 7d8+30 Necrotic damage on a failed save; or half as much on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie that is permanently under your command; following your verbal orders to the best of its ability.
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature; the creature into an object; or the object into a creature. The new form can be any creature with a CR equal to or less than the subject's CR. The target assumes all the statistics of the new form. If you maintain Concentration for the full hour; the transformation becomes permanent until dispelled.
Drawing on the deepest fears of a group of creatures; you create illusory creatures in their minds visible only to them. Each creature in a 30-foot-radius Sphere centered on a point of your choice within range makes a Wisdom saving throw. On a failed save; the target becomes Frightened for the duration. At the end of each of the target's turns; it must succeed on a Wisdom saving throw or take 4d10 Psychic damage. On a successful save; the spell ends for that target.