or carry more than 10 pounds. ;Magic Initiate
a seed pod open
south: 3
the spell then ends on the stone.
If you cast this spell again
you mend it
creating images
and 17th level (4d8). ;Druid
11th level (3d6)
crab
the first time you hit with a melee attack on your next turn
the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.;Druid (XGE)
or the size of the cube increases by 5 feet
but is blocked by 1 foot of stone
poisonous creature
or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air
elementals
which you must have visited
regardless of what kind of armor it is wearing.;Druid
dust
or a mechanical pit trap
the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
you can move the sphere up to 30 feet. If you ram the sphere into a creature
such as those of lanterns
the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object
you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Druid
as long as you have seen it up close - within 30 feet - at least once. Alternatively
and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save
Land
or employing some other divining tool
and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large
you can use your action to call down lightning in this way again
you choose one of the summoning options above
the disease and poison have no effect until the spell ends. ;Druid
but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled
or thunder.;Druid
it must make a Dexterity saving throw. On a failed save
for example.
Plants might be able to perform other tasks on your behalf
extinguishing unprotected flames in its area and within 30 feet of it
20 feet high
or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid
or half as much damage on a successful one.
The strong wind keeps fog
the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level
it doesn't make a saving throw
an affected target can make a Wisdom saving throw. If it succeeds
and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot .;Druid
you choose one of the summoning options above
you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. 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
a cryptic rhyme
Run over there
or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type
being underwater imposes no penalties on the target's movement or attacks. ;Druid (XGE)
a wasp becomes a giant wasp
open fields or a road can be made to resemble a swamp
or the nearest creature of a specific kind (such as a human or a unicorn)
are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form
or coffer
and slashing damage.;Druid
choose an element: Air
20 feet high
a restrained target can repeat the saving throw
a cryptic rhyme
the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield