tattoos
steel
or else 25 miles without.When the messenger arrives
it returns to the number of hit points it had before it transformed. If the spell's effect on the target end early from dropping to 0 hit points
the undead only defends itself. The undead continues to follow a command until its task is complete. The undead is under your control for 24 hours
Wisdom 3
creating a gap in the wall if the overlap is large enough. Creatures and Objects: While within the sphere
or vampires. The target now causes either antipathy or sympathy for the specified creatures for the duration of the spell. When a designated creature successfully saves against the effects of this spell
you have advantage on spell attacks you make against targets you can see with the eye.,
and hit points equal to your hit point maximum. The spell ends early if it is dropped to 0 hit points. When you cast the spell and as a bonus action on subsequent turns
poison
you can choose to make the false magic apparent to any creature that handles the item.Masking Effect: Choose a creature type. Spells and magical effects that detect creature types (such as a herald's Divine Sense or the trigger of a symbol spell) treat the target as if it were a creature of that type. Additionally
as if your unarmed strike was a weapon with the finesse property. You gain an additional action on your turn
keeping their game statistics and possessions. While in this astral form you trail a tether
fourth casting75%
when the condition ends the awakened creature may choose to remain friendly to you.Cast at Higher LevelsTarget an additional creature for each slot level above 5th. Each target requires its own material component.Rare VersionsAurana's Augmented Awaken. When cast at higher levels
a banished creature can repeat the saving throw with a 1 penalty for each round it has spent banished
swimming in a mythical waterway
but everything is obscured by mist and in shades of gray. You can only target and be targeted by other creatures on the Ethereal Plane. Creatures on your original plane cannot perceive or interact with you
or the spell's duration ends
but you do so with advantage
they cannot become undead by any means short of a wish spell. This benefit lasts indefinitely regarding undead of CR or less. A corpse can only benefit from this effect once.Guide the Passing: You bless one or more creatures within range for their passage into the next life. For the next 7 days
when the target dies its soul is transferred to the clone so long as it is free and willing. The clone is identical to the target (except perhaps in age) and has the same personality
flowing along the ground. The fog is thicker than air
halving the damage on a success.,
subtract its hit points from the total before moving on to the next target. A target's hit points must be equal to or less than the total remaining for the spell to have any affect.Cast at Higher LevelsAdd an additional 2d10 hit points for each slot level above 1st.,
and the Narrator may offer a short phrase as an answer if necessary.When you cast this spell again before finishing a long rest
and peoplesAny unnatural creatures in the areaWeaknesses in planar boundariesBuilt structures,
and it does not assist in uncovering lies.Cast at Higher LevelsThe bonus increases by +5 for each slot level above 1st.,
two beasts of CR 2 or less
its hit points increase by 10
fire
its hit points increase by 10
you must give them all the same command. Without such commands
you must give them all the same command. Without such commands
irrelevant
or saving throw.Flesh Rot: The target's flesh rots. It has disadvantage on Charisma ability checks and becomes vulnerable to all damage.Mindfire: The target hallucinates. During combat it is confused
when you cast contingency again
carrying Huge or smaller vehicles to the other side
temperature
such as guarding an area. If not given a command
the spell ends.,
the bead detonates.The fire spreads around corners
fiend
the spell no longer requires your concentration. When using a spell slot of 3rd-level or higher
but the Narrator may use DC 15 for uncommon afflictions
you can use an action to probe deeper into its mind. The creature makes a second Wisdom saving throw. On a successful save
tattoos
fiends
third casting50%
sending them to a harmless demiplane.,
you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way
you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way
you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way
the target is affected by the spell but does not realize it is being targeted by a spell. Each round at the start of its turn
to enter a trance. The messenger remains aware of its surroundings while in the trance but cannot take actions or move.If the target is sleeping the messenger appears in its dreams and can converse with the target as long as it remains asleep and the spell remains active. The messenger can also manipulate the dream
or the smell of mulch. The effect must fit in a 5-foot cube.You instantly ignite or extinguish a candle
the attack hits the pillar instead. If this pillar is destroyed
any creature that is concentrating on a spell while in contact with the ground in the spell's area must make a Constitution saving throw or lose concentration. At the Narrator's discretion
the target's size decreases one size category. Its size is halved in all dimensions and its weight decreases to one-eighth of its normal value. The target has disadvantage on Strength checks and Strength saving throws and its weapons shrink
any creature inside or within 30 feet of it must make a Dexterity saving throw
you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens
ending this effect on a successful save.Rare VersionsBeshela's Devious Eyebite. Your eyes glow with a soft purple light. You gain an additional option:Charmed. The target is charmed by you. On each of its turns while it is charmed
stone
can see into the Ethereal Plane
ending the spell's effects on it on a successful save.Rare VersionsAurana's Feast of Fear. The spell affects every creature within 30 feet of you. When you first cast the spell and again at the start of each of your turns
until the spell ends the creature's Intelligence and Charisma scores are both reduced to 1. The creature can't cast spells
but is your choice of a celestial
or wolf (the Narrator may offer additional options.) Its statistics change in the following ways:Its type is your choice of celestial
or alarm bell on a door
the sphere ends its movement for that turn and the creature makes a Dexterity saving throw
or a word or phrase being spoken.,
you can use a bonus action to teleport the disk to an unoccupied space within range.While you are within 20 feet of the disk
or travel into it from another plane of existence
it makes a Charisma saving throw. On a failure
attack
throw it up to 60 feet
use or drop objects
and it might choose to attack you
or 8 hours when using a 6th-level spell slot.Rare VersionsNevard's Mounted Giant Insect. The spell transforms up to 10 beetles into riding beetles. When using a 5th-level or higher spell slot and transforming beetles into riding beetles
opening or touching the object the glyph is inscribed on
creatures that choose between multiple passages or branches have a 50% chance to unknowingly choose a path other than the one they meant to choose.Doors: Doors are magically locked as if by an arcane lock spell. Additionally
fey
or creatures.Only the visual
or to take the Dash
piercing
resistance against damage from poison and disease
the spell ends.Cast at Higher LevelsTarget an additional creature within 30 feet of the original for each slot level above 1st.Rare VersionsBeshala's Infectious Hideous Laughter. Any creature that touches the target must also succeed on a Wisdom saving throw or be affected by the spell.Kreven's Despairing Hideous Laughter. When the mirth fades the target is affected with crushing grief
such as a labyrinth
taking 10d8 fire damage on a failed save
you can choose to leave it with 1 hit point. As part of dealing the damage
on a hit with the infernal weapon
or when a creature ends its turn within the cloud it makes a Constitution saving throw
metaphysical
the extra damage increases by 1d10.,
ending the spell on a successful save.Cast at Higher LevelsTarget one additional creature within 30 feet for each slot level above 6th.Rare VersionsBeshala's Wild Irresistible Dance. The target is forced to dance with such vigor that it suffers a level of fatigue when the spell ends.,
allowing the object to be opened and shut normally during that time.Cast at Higher LevelsThe level of the arcane lock you can suppress increases by 1 for each slot level above 3rd. In addition
but may be obscured by metaphor
known creatures
provided that you have observed it within 30 feet at least once. You may also find the closest example of a certain type of object (for example an instrument
whether to return to your living body (and end the spell) or to possess a humanoid.You may not target creatures protected by protection from good and evil or magic circle spells. A creature you try to possess makes a Charisma saving throw or your soul moves from your vessel and into its body. The creature's soul is now within the container. On a successful save
the trigger could be when any attack action is made within range
with many doors and halls coming from it. The atmosphere is welcoming
the effects become fainter for that creature.,
the duration increases to a year and a day.,
you are expelled and take 6d6 bludgeoning damage. Complete destruction of the target
or added where there are none. Creatures are not disguised
and with 1 copy a roll of 11 or higher targets the copy.A copy's AC is 10 + your Dexterity modifier
as solid objects and creatures pass through it.,
the alteration fails. Otherwise
you may use an action to move the beam 60 feet in any direction.Area: 5-foot radius cylinder that is 40 feet highCast at Higher LevelsThe damage increases by 1d10 for each slot level above 2nd.Rare VersionsNevard's Cursed Moonbeam. An ominous moon of darkness appears above the target location. The cursed moon emanates no light and deals necrotic damage as grasping shadows tear into creatures in the spell's area. On a failed saving throw
holes 20 feet deep
the passage left by this spell (which can be as minimal as an inch depression) becomes trapped. Choose one of the following.Slippy. One side of the passage is covered in slippery soap. When a creature enters the passage's area or first moves through the area on a turn it must make a Dexterity saving throw or fall prone.Sticky. Goo covers one side of the passage
quasi-real beasts with an appearance of your choosing are conjured along with it. The vehicle can transport up to 6 Medium creatures.Kasvarina's Stalwart Phantom Steed. If the steed takes damage and disappears
or fiend)
the duration of the original spell is extended to match this spell's duration.Once it is bound to you the target serves as best it can and follows your orders
giving it disadvantage on Dexterity (Stealth) checks.Cast at Higher LevelsThe target's skin is also covered in mucus
any excess damage carries over to its normal form and knocks it unconscious if the damage reduces it to 0 hit points.,
the target is banished to another random plane and is no longer blind. If it originated from another plane it returns there
any damage taken from a layer is reduced by half. A rod of cancellation can destroy a prismatic wall
and 17th level (4d8).Rare VersionsSidoneth's Charged Produce Flame. You conjure a ball of lightning in your hand instead of flame. The ball of lightning produces bright light in a 20-foot radius and dim light for an additional 10 feet
the target gains resistance to one additional type of damage
fiends
and slashing damage from nonmagical weapons
these must be removed prior to the spell being cast
not the entire area.Brimstone Rubble. You can fill any number of unoccupied 5-foot squares in the area with smoldering brimstone. These spaces become difficult terrain. A creature that enters an affected square or starts its turn there takes 2d10 fire damage.Field of Fear. Dread pervades the entire area. A creature that starts its turn in the area must make a successful Wisdom saving throw or be frightened until the start its next turn. While frightened
and retains all its proficiencies
and the target cannot damage anything outside of it.The target can use an action to roll the sphere at half its Speed. Similarly
or other magical effects
anything inside the extradimensional space falls to the ground.,
it is rattled for the next minute. At the end of each of its turns
white (lightning).,
you can recall it to you at any point by using an action to touch the Tiny replica. The chest reappears in an unoccupied space on the ground within 5 feet of you. You can use an action at any time to return the chest to the Ethereal Plane so long as you are touching both the chest and its Tiny replica.This effect ends if you cast the spell again on a different chest
weight
consumed by the spell),Until dispelled,You magically hide away a willing creature or object. The target becomes invisible
though you keep your Charisma
you can move the image to any point within range. The image's movement can be natural and lifelike (for example
though it is formed without any gear
the creature in the area with the lowest hit point total is rattled until the beginning of its next turn.Constructs and undead are not affected by this spell.Cast at Higher LevelsAt 2nd level or higher
a slowed target repeats the saving throw to end the spell's effect on it.,
nor does it have any effect on an undead corpse
tendrils
taking 2d6 poison damage on a failed save.,
seal a stone door shut
the target gains resistance to magical bludgeoning
you may still choose to teleport next to the target.Cast at Higher LevelsWhen using a spell slot of 6th-level or higher
it makes a Constitution saving throw or loses concentration. Gusts of strong winds between 2050 miles per hour automatically disperse fog
the duration is 7 days. When using a 7th-level spell slot
setting a magical trap for your enemies. If the glyph is moved more than 10 feet from its original position
and so on.Cast at Higher LevelsWhen using an 8th-level spell slot
or the farms you look down on from your tower of ivory.Viewed Once: A place you have seen once
determined by the Narrator. You can learn a new sigil sequence with 1 minute of observation and study.Casting the spell in the same location every day for a year creates a permanent teleportation circle with its own unique sigil sequence. You do not need to teleport when casting the spell to make a permanent destination.,
or a dragon's roar at a point of your choosing within range.You instantaneously cause an unlocked door or window to fly open or slam shut.You alter the appearance of your eyes.Lingering effects last until the spell ends. If you cast this spell multiple times
though creatures and objects may pass through freely. Spells and other magical effects can't cross the dome in either direction
it returns to the number of hit points it had before it transformed. If the spell's effects on the target end early from dropping to 0 hit points
and restores any missing body parts.If no body (or body parts) exist
a Strength of 2
20 feet high
and on a success it moves up to its Speed to escape. On a failed save
it can use its reaction to make a Dexterity saving throw to move up to its Speed to escape.Nothing can physically pass through the wall. It can be destroyed with dispel magic cast using a spell slot of at least 5th-level or by being dealt at least 25 force damage at once. It is otherwise immune to damage. The wall also extends into the Ethereal Plane
with AC 12 and 30 hit points per 10-foot section. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the section occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw
but when a creature would be surrounded on all sides by the wall (or the wall and another solid surface)
each creature within its area makes a Dexterity saving throw
or if the spell is cast again on either you or the target.Cast at Higher LevelsThe duration increases by 1 hour for each slot level above 2nd.,
you can end the spell early to treat a single weapon attack roll as though you had rolled a 15 on the d20.Cast at Higher LevelsFor each slot level above 5th
quicksand
you summon up to two spiders. When using a 7th-level spell slot
or half as much damage on a successful one.The wall keeps fog
or you might suffer some unforeseen consequence as a result of how you worded the wish. The Narrator has the final authority in ruling what occursand reality is not tampered with lightly.Multiple Wishes: The stress of casting this spell to produce any effect other than duplicating another spell weakens you. Until finishing a long rest
or other spell effects-can pass through the barrier
or sleep. Your insides are eaten by worms