Lorsque vous lancez votre prochain sort de niveau 1 ou plus ce tour-ci, vous devez aussi depenser votre action bonus pour incanter ce sort (si le temps d’incantation du sort est une action bonus, depensez aussi votre action). Vous lancez ce sort comme si vous aviez depense un emplacement de sort plus haut de 1 niveau. Preparation. Vous devez depenser 6m de mouvement pour utiliser cette technique : vous devez avoir encore au moins 6m de mouvement inutilises ce tour-ci, et vous perdez 6m de mouvement pour le reste du tour (comme si vous veniez de vous d placer de 6m / 4 cases en faisant du surplace).
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Two muscular arms consisting of brilliant arcane energy appear on a willing creature that you touch. These arms are fully functional and can be used to hold weapons and shields (allowing the target to hold 2 two-handed weapons, or 4 one-handed weapons), perform somatic components of spells, and perform other actions, though the arms themselves don’t grant the target additional actions. For the duration, the target has advantage on Strength (Athletics) checks made using the additional arms. House ruled : Also, if the arms are used to carry weapons, when the target takes an Attack action, they can make an additionnal attack using only the weapons carried in those arms.