Cleric
the first time you hit with a melee attack on your next turn
the first time you hit with a melee attack on your next turn
the first time you hit with a melee attack on your next turn
the first time you hit with a melee attack on your next turn
the first time you hit with a melee attack on your next turn
and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like
and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like
and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like
which you must have visited
which you must have visited
which you must have visited
and Charisma scores. The target assumes the hit points of its new form
you can command any or all of them at the same time
you can command any or all of them at the same time
you can command any or all of them at the same time
you can command any or all of them at the same time
issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn
issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn
issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn
issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn
issuing the same command to each.) You decide what action ti takes and where it moves during its next turn
centered on you.
Spells and other magical effects
centered on you.
Spells and other magical effects
the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target
the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target
the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target
but it can't enter another plane of existence. A solid barrier blocks the eye's movement
but it can't enter another plane of existence. A solid barrier blocks the eye's movement
but it can't enter another plane of existence. A solid barrier blocks the eye's movement
but it can't enter another plane of existence. A solid barrier blocks the eye's movement
and the casting is lost.
The portals are two-dimensional glowing rings filled with mist
and the casting is lost.
The portals are two-dimensional glowing rings filled with mist
and the casting is lost.
The portals are two-dimensional glowing rings filled with mist
or other entryway
or other entryway
replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you
replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you
replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you
or employing some other divining tool
or employing some other divining tool
or employing some other divining tool
deafened
deafened
deafened
deafened
deafened
roots
roots
returning to its home plane. If the target is native to the plane you're on
returning to its home plane. If the target is native to the plane you're on
returning to its home plane. If the target is native to the plane you're on
the target is banished with a faint popping noise
the target is banished with a faint popping noise
the target is banished with a faint popping noise
the target is banished with a faint popping noise
the target is banished with a faint popping noise
the target is banished with a faint popping noise
the target is banished with a faint popping noise
regardless of what kind of armor it is wearing.;Cleric (Nature)
regardless of what kind of armor it is wearing.;Druid (*)(Forest)
regardless of what kind of armor it is wearing.;Ranger
the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.;Druid (XGE)
the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.;Ranger (XGE)
the target must make a Wisdom saving throw at the start of each of its turns. If it fails
the target must make a Wisdom saving throw at the start of each of its turns. If it fails
the target must make a Wisdom saving throw at the start of each of its turns. If it fails
the target must make a Wisdom saving throw at the start of each of its turns. If it fails
the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns
the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns
the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns
the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns
20 feet high
the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit
the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit
the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit
it doesn't make a saving throw
it doesn't make a saving throw
it doesn't make a saving throw
it doesn't make a saving throw
it doesn't make a saving throw
it doesn't make a saving throw
it doesn't make a saving throw
it doesn't make a saving throw
which is cast in shades of gray
which is cast in shades of gray
which is cast in shades of gray
which is cast in shades of gray
which is cast in shades of gray
pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success
and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level
and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level
and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level
you can use your action to call down lightning in this way again
you can use your action to call down lightning in this way again
the creature becomes hostile again
the creature becomes hostile again
the creature becomes hostile again
the creature becomes hostile again
the creature becomes hostile again
for each slot level above 1st.;Artificer
for each slot level above 1st.;Wizard (XGE)
for each slot level above 1st.;Sorcerer (XGE)
you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours
you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours
each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save
each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save
each target takes 1d6 extra damage of the type rolled for each slot level above 1st.;Sorcerer (XGE)
11th level (3d8)
11th level (3d8)
11th level (3d8)
11th level (3d8)
or thunder for the type of orb you create
or thunder for the type of orb you create
it instead takes no damage if it succeeds on the saving throw.;Cleric (Twilight)
it instead takes no damage if it succeeds on the saving throw.;Paladin (*)(Crown)
and it can't be attacked or otherwise interacted with. When you cast the spell
and it can't be attacked or otherwise interacted with. When you cast the spell
and it can't be attacked or otherwise interacted with. When you cast the spell
and it can't be attacked or otherwise interacted with. When you cast the spell
and it can't be attacked or otherwise interacted with. When you cast the spell
such as a huge urn
rolling along the surface of the ground. The vapors
rolling along the surface of the ground. The vapors
rolling along the surface of the ground. The vapors
rolling along the surface of the ground. The vapors
rolling along the surface of the ground. The vapors
rolling along the surface of the ground. The vapors
rolling along the surface of the ground. The vapors
each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
or peoples
• powerful celestials
or peoples
• powerful celestials
or peoples
• powerful celestials
this spell doesn't restrict the target's movement for that turn.
The spell ends if you attack any other creature
but it will provoke opportunity attacks to move in the designated direction. ;Cleric (Order)
but it will provoke opportunity attacks to move in the designated direction. ;Paladin (Glory)
but it will provoke opportunity attacks to move in the designated direction. ;Bard
an affected target can make a Wisdom saving throw. If it succeeds
an affected target can make a Wisdom saving throw. If it succeeds
an affected target can make a Wisdom saving throw. If it succeeds
an affected target can make a Wisdom saving throw. If it succeeds
an affected target can make a Wisdom saving throw. If it succeeds
an affected target can make a Wisdom saving throw. If it succeeds
an affected target can make a Wisdom saving throw. If it succeeds
you choose one of the summoning options above
you choose one of the summoning options above
you summon a celestial of challenge rating 5 or lower. ;Cleric
earth
earth
the fey creature doesn't disappear. Instead
the fey creature doesn't disappear. Instead
and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot .;Wizard
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 choose one of the summoning options above
can't read
can't read
and the spell ends.
Since this spell induces a natural disease in its target
and the spell ends.
Since this spell induces a natural disease in its target
and the spell ends.
Since this spell induces a natural disease in its target
and the spell ends.
Since this spell induces a natural disease in its target
and the spell ends.
Since this spell induces a natural disease in its target
as part of casting contingency
and you can dismiss such an effect as an action.;Wizard (XGE)
and you can dismiss such an effect as an action.;Sorcerer (XGE)
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
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
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
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
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
and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so
and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so
and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so
ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong
ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong
ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong
the amount of ammunition that can be affected increases by two for each slot level above 2nd.;Ranger
000 gp)While speaking an intricate incantation
or the size of the cube increases by 5 feet
or the size of the cube increases by 5 feet
or the size of the cube increases by 5 feet
issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn
issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn
issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn
or metal. The object created must be no larger than a 5-foot cube
or metal. The object created must be no larger than a 5-foot cube
or metal. The object created must be no larger than a 5-foot cube
or metal. The object created must be no larger than a 5-foot cube
or metal. The object created must be no larger than a 5-foot cube
the target can make a Wisdom saving throw at the end of each of its turns. On a success
the target can make a Wisdom saving throw at the end of each of its turns. On a success
the target can make a Wisdom saving throw at the end of each of its turns. On a success
the target can make a Wisdom saving throw at the end of each of its turns. On a success
the target can make a Wisdom saving throw at the end of each of its turns. On a success
the number of motes created increases by two for each slot level above 7th.;Warlock (XGE)
the number of motes created increases by two for each slot level above 7th.;Wizard (XGE)
the number of motes created increases by two for each slot level above 7th.;Sorcerer (XGE)
each light sheds dim light in a 10-foot radius.
As a bonus action on your turn
each light sheds dim light in a 10-foot radius.
As a bonus action on your turn
each light sheds dim light in a 10-foot radius.
As a bonus action on your turn
or glowing orbs that hover in the air for the duration. You can also combine the 4 lights into 1 glowing vaguely humanoid form of Medium size. Whichever form you choose
such as to guard a chamber or passageway against your foes. If you issue no commands
such as to guard a chamber or passageway against your foes. If you issue no commands
the spell that created the light is dispelled. ;Warlock
the spell that created the light is dispelled. ;Wizard
the spell that created the light is dispelled. ;Paladin (Oathbreaker)
the spell that created the light is dispelled. ;Sorcerer
the spell that created the light is dispelled. ;Druid (Swamp)
taking 4d10 radiant damage on a failed save
taking 4d10 radiant damage on a failed save
or half as much damage on a successful one.
The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated
or half as much damage on a successful one.
The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated
or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally
or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally
or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally
fiend
fiend
fiend
but is blocked by 1 foot of stone
but is blocked by 1 foot of stone
but is blocked by 1 foot of stone
but is blocked by 1 foot of stone
but is blocked by 1 foot of stone
but is blocked by 1 foot of stone
but is blocked by 1 foot of stone
but is blocked by 1 foot of stone
but is blocked by 1 foot of stone
poisonous creature
poisonous creature
poisonous creature
poisonous creature
you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper
you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper
you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper
you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper
you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper
fat
fat
fat
fat
fat
fat
it is disintegrated.
A disintegrated creature and everything it is wearing and carrying
it is disintegrated.
A disintegrated creature and everything it is wearing and carrying
elementals
elementals
the damage increases by 1d6 for each slot level above 1st. ;Warlock (Great Old One)
the damage increases by 1d6 for each slot level above 1st. ;Sorcerer (Aberrant Mind)
the damage increases by 1d6 for each slot level above 1st. ;Bard
a cryptic rhyme
a cryptic rhyme
a cryptic rhyme
a cryptic rhyme
a fey
Run over there
Run over there
Run over there
Run over there
Run over there
Run over there
Run over there
Run over there
Run over there
Run over there
Run over there
Run over there
Run over there
Run over there
Run over there
Run over there
Run over there
lightning
lightning
crushing the sapphire doesn't transport the item to you
or a willing creature you touch
or a willing creature you touch
or a willing creature you touch
or a willing creature you touch
the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell
the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell
the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell
the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell
when spoken aloud
a seed pod open
dust
dust
dust
the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it
the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it
the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it
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
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
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
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
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
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
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
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
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 must choose the target at random from among the creatures it can see within range of the attack
it must choose the target at random from among the creatures it can see within range of the attack
it must choose the target at random from among the creatures it can see within range of the attack
it must choose the target at random from among the creatures it can see within range of the attack
and until the spell ends
and until the spell ends
and until the spell ends
and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large
and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large
and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large
and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large
and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large
the damage increases by 1d6 for each slot level above 1st. ;Paladin (Ancients)
the damage increases by 1d6 for each slot level above 1st. ;Ranger
you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you
you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you
you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you
you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you
you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you
it frees itself. ;Warlock (Great Old One)
it frees itself. ;Wizard
it frees itself. ;Sorcerer (Aberrant Mind)
this effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns
this effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns
this effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns
this effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns
stone
stone
the spell ends for that creature. ;Warlock
the spell ends for that creature. ;Wizard
the spell ends for that creature. ;Paladin (Conquest)
the spell ends for that creature. ;Sorcerer
the spell ends for that creature. ;Ranger (Gloom Stalker)
the spell ends for that creature. ;Bard
the creature's Intelligence and Charisma scores become 1. The creature can't cast spells
the creature's Intelligence and Charisma scores become 1. The creature can't cast spells
the creature's Intelligence and Charisma scores become 1. The creature can't cast spells
the creature's Intelligence and Charisma scores become 1. The creature can't cast spells
the disease and poison have no effect until the spell ends. ;Cleric
the disease and poison have no effect until the spell ends. ;Warlock (Undying)
the disease and poison have no effect until the spell ends. ;Wizard
the disease and poison have no effect until the spell ends. ;Druid
the disease and poison have no effect until the spell ends. ;Bard
crab
a rhinoceros
a pony
or carved runes - worth 100 gp and an object from the location you wish to find)This spell allows you to find the shortest
or carved runes - worth 100 gp and an object from the location you wish to find)This spell allows you to find the shortest
or carved runes - worth 100 gp and an object from the location you wish to find)This spell allows you to find the shortest
or a mechanical pit trap
or a mechanical pit trap
or a mechanical pit trap
the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield
the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield
the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield
the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield
the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield
the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield
the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield
the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield
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
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
you can move the sphere up to 30 feet. If you ram the sphere into a creature
you can move the sphere up to 30 feet. If you ram the sphere into a creature
you can move the sphere up to 30 feet. If you ram the sphere into a creature
you can move the sphere up to 30 feet. If you ram the sphere into a creature
you can move the sphere up to 30 feet. If you ram the sphere into a creature
you can move the sphere up to 30 feet. If you ram the sphere into a creature
it is restrained as its flesh begins to harden. On a successful save
it is restrained as its flesh begins to harden. On a successful save
it is restrained as its flesh begins to harden. On a successful save
it is restrained as its flesh begins to harden. On a successful save
creatures can't teleport into the area or use portals
any creature that is completely inside the cage's area is trapped. Creatures only partially within the area
any creature that is completely inside the cage's area is trapped. Creatures only partially within the area
any creature that is completely inside the cage's area is trapped. Creatures only partially within the area
being underwater imposes no penalties on the target's movement or attacks. ;Cleric (*)(War)
being underwater imposes no penalties on the target's movement or attacks. ;Artificer
being underwater imposes no penalties on the target's movement or attacks. ;Paladin (Devotion)
being underwater imposes no penalties on the target's movement or attacks. ;Paladin (Glory)
being underwater imposes no penalties on the target's movement or attacks. ;Sorcerer (Clockwork Soul)
being underwater imposes no penalties on the target's movement or attacks. ;Druid (XGE)
being underwater imposes no penalties on the target's movement or attacks. ;Ranger
being underwater imposes no penalties on the target's movement or attacks. ;Bard
and it has advantage on Strength
and it has advantage on Strength
and it has advantage on Strength
and it has advantage on Strength
and it has advantage on Strength
and it has advantage on Strength
and it has advantage on Strength
you can speak the name of a specific creature (a pseudonym
you can speak the name of a specific creature (a pseudonym
you can speak the name of a specific creature (a pseudonym
you can speak the name of a specific creature (a pseudonym
greater restoration
greater restoration
greater restoration
greater restoration
greater restoration
a wasp becomes a giant wasp
the area within the barrier is excluded from the areas affected by such spells.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher
the area within the barrier is excluded from the areas affected by such spells.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher
or a treasure chest) to conceal the glyph. If you choose a surface
or a treasure chest) to conceal the glyph. If you choose a surface
or a treasure chest) to conceal the glyph. If you choose a surface
or a treasure chest) to conceal the glyph. If you choose a surface
and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.;Warlock (SCAG)
and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.;Wizard (SCAG)
and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.;Sorcerer (SCAG)
500 square feet of floor space (an area 50 feet square
500 square feet of floor space (An area 50 feet square
such as those of lanterns
such as those of lanterns
such as those of lanterns
such as those of lanterns
such as those of lanterns
such as those of lanterns
such as those of lanterns
and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First
and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First
open fields or a road can be made to resemble a swamp
open fields or a road can be made to resemble a swamp
open fields or a road can be made to resemble a swamp
open fields or a road can be made to resemble a swamp
and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)
and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)
and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)
and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)
and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)
and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)
and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)
the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object
the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object
the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object
the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object
becomes immune to poison and being frightened
becomes immune to poison and being frightened
becomes immune to poison and being frightened
you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher
you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Cleric (War)
you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Warlock
you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Wizard
you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Paladin (Vengeance)(Redemption)
you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Paladin (Watchers)
you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Sorcerer
you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Ranger (Monster Slayer)
you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Bard
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. ;Cleric
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. ;Cleric (Order)
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. ;Warlock
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. ;Wizard
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. ;Paladin
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. ;Sorcerer
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 (*)(Arctic)
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. ;Bard
when a fiend or an undead hits an affected creature with a melee attack
a creature takes 4d8 radiant damage
a creature takes 4d8 radiant damage
can illuminate the area
can illuminate the area
you learn which spell created it.
If you instead touch a creature throughout the casting
you learn which spell created it.
If you instead touch a creature throughout the casting
you learn which spell created it.
If you instead touch a creature throughout the casting
you learn which spell created it.
If you instead touch a creature throughout the casting
you can move the illusion up to 60 feet. At any point during its movement
and conveys whatever meaning you intended when you wrote the text. To all others
and conveys whatever meaning you intended when you wrote the text. To all others
and conveys whatever meaning you intended when you wrote the text. To all others
the creature doesn't need to breathe
the creature doesn't need to breathe
which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns
which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns
south: 3
south: 3
south: 3
south: 3
and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears
and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears
and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears
and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears
but you can't end your movement there. If you do so
but you can't end your movement there. If you do so
but you can't end your movement there. If you do so
but you can't end your movement there. If you do so
or half as much damage on a successful one. If a Large or smaller creature fails the save
or half as much damage on a successful one. If a Large or smaller creature fails the save
or half as much damage on a successful one. If a Large or smaller creature fails the save
or half as much damage on a successful one. If a Large or smaller creature fails the save
or unbarred. If the object has multiple locks
or unbarred. If the object has multiple locks
or unbarred. If the object has multiple locks
forgotten stories
forgotten stories
forgotten stories
forgotten stories
and all its contents
and all its contents
and all its contents
you can move up or down as part of your move. Otherwise
you can move up or down as part of your move. Otherwise
you can move up or down as part of your move. Otherwise
instead of the weapon's normal damage.
Whether you hit or miss
or the nearest creature of a specific kind (such as a human or a unicorn)
or the nearest creature of a specific kind (such as a human or a unicorn)
or the nearest creature of a specific kind (such as a human or a unicorn)
or the nearest creature of a specific kind (such as a human or a unicorn)
or the nearest creature of a specific kind (such as a human or a unicorn)
or the nearest creature of a specific kind (such as a human or a unicorn)
or the nearest creature of a specific kind (such as a human or a unicorn)
as long as you have seen it up close - within 30 feet - at least once. Alternatively
as long as you have seen it up close - within 30 feet - at least once. Alternatively
as long as you have seen it up close - within 30 feet - at least once. Alternatively
as long as you have seen it up close - within 30 feet - at least once. Alternatively
as long as you have seen it up close - within 30 feet - at least once. Alternatively
as long as you have seen it up close - within 30 feet - at least once. Alternatively
it must make a Wisdom saving throw
it must make a Wisdom saving throw
or carry more than 10 pounds. ;Artificer
or carry more than 10 pounds. ;Warlock
or carry more than 10 pounds. ;Wizard
or carry more than 10 pounds. ;Sorcerer
or carry more than 10 pounds. ;Ranger (Swarmkeeper)
or carry more than 10 pounds. ;Bard
fiends
fiends
fiends
fiends
fiends
either returning to your living body (and ending the spell) or attempting to possess a humanoids body.
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spells can't be possessed). The target must make a Charisma saving throw. On a failure
determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs
determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs
determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs
the spell then ends on the stone.
If you cast this spell again
the spell then ends on the stone.
If you cast this spell again
the spell then ends on the stone.
If you cast this spell again
smells
smells
smells
smells
are replaced by the statistics of the chosen beast
are replaced by the statistics of the chosen beast
are replaced by the statistics of the chosen beast
you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends
you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends
you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends
you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends
or half as much damage on a successful one.
To break out
or half as much damage on a successful one.
To break out
if that space is occupied
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
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
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
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
the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save
the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save
you mend it
you mend it
you mend it
you mend it
you mend it
you mend it
or hideous maws filled with dripping teeth. Whatever form the illusion takes
or hideous maws filled with dripping teeth. Whatever form the illusion takes
or hideous maws filled with dripping teeth. Whatever form the illusion takes
creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side
and if it's invisible
and if it's invisible
and if it's invisible
or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair
or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair
or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair
or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair
crevasse
crevasse
crevasse
you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate
you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate
you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate
you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate
you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate
you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate
you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate
you are blinded and deafened in regard to your own surroundings. ;Cleric (Twilight)
you are blinded and deafened in regard to your own surroundings. ;Warlock (TCE)
you are blinded and deafened in regard to your own surroundings. ;Wizard
you are blinded and deafened in regard to your own surroundings. ;Ranger (Fey Wanderer)
you are blinded and deafened in regard to your own surroundings. ;Bard
and none of the target's memories are modified.
While this charm lasts
and none of the target's memories are modified.
While this charm lasts
and none of the target's memories are modified.
While this charm lasts
creating images
creating images
creating images
and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save
and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save
and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save
and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save
or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell
or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell
fresh
fresh
choosing any or all of the following properties.
• Sound can't pass through the barrier at the edge of the warded area.
• The barrier of the warded area appears dark and foggy
or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation
or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation
or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation
that detect magical auras. You can make a nonmagical object appear magical
that detect magical auras. You can make a nonmagical object appear magical
if you wish. A small globe about the size of a sling stone
if you wish. A small globe about the size of a sling stone
or other spell effects
or other spell effects
or other spell effects
or other spell effects
and lasts for the duration. You choose the opening's dimensions - up to 5 feet wide
and lasts for the duration. You choose the opening's dimensions - up to 5 feet wide
and lasts for the duration. You choose the opening's dimensions - up to 5 feet wide
temperature
temperature
temperature
temperature
temperature
the damage increases by 1d10 for each slot level above 4th. ;Warlock (Hexblade)
the damage increases by 1d10 for each slot level above 4th. ;Warlock (Genie)
the damage increases by 1d10 for each slot level above 4th. ;Wizard
the damage increases by 1d10 for each slot level above 4th. ;Bard (TCE)
except it has a speed of 100 feet and can travel 10 miles in an hour
making the creature appear in an unoccupied space within range. If you know a specific creature's name
a fey
a fey
a fey
a fey
a fey
for example
for example
for example
for example
for example
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
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
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
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
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
if the target tries to cast a spell
if the target tries to cast a spell
if the target tries to cast a spell
a torch
a torch
a torch
a torch
a torch
you can use your reaction to gain immunity to that type of damage
or half as much damage on a successful one.
6-Indigo: On a failed save
or half as much damage on a successful one.
6-Indigo: On a failed save
or half as much damage on a successful one.
6-Indigo: On a failed save
and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there
and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there
and 17th level (4d8). ;Druid
it disappears and remains dormant for 10 minutes. After this time
it disappears and remains dormant for 10 minutes. After this time
and make it gesture
and make it gesture
or thunder.;Cleric (*)(Forge)
or thunder.;Artificer
or thunder.;Wizard
or thunder.;Paladin (Ancients)(Vengeance)
or thunder.;Paladin (Glory)
or thunder.;Sorcerer
or thunder.;Sorcerer (Clockwork Soul)
or thunder.;Druid (*)(Desert)
or thunder.;Ranger
elementals
elementals
elementals
elementals
elementals
elementals
elementals
remove magical diseases
remove magical diseases
remove magical diseases
remove magical diseases
if any
if any
if any
which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life
the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't
the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't
it remains there
it remains there
it remains there
or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw
or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw
or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw
or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw
or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw
or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw
or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw
or if some other effect douses the flames (such as the target being submerged in water)
or if some other effect douses the flames (such as the target being submerged in water)
or if some other effect douses the flames (such as the target being submerged in water)
and equipment. You can make each creature seem 1 foot shorter or taller and appear thin
and equipment. You can make each creature seem 1 foot shorter or taller and appear thin
and equipment. You can make each creature seem 1 foot shorter or taller and appear thin
and equipment. You can make each creature seem 1 foot shorter or taller and appear thin
and equipment. You can make each creature seem 1 foot shorter or taller and appear thin
and equipment. You can make each creature seem 1 foot shorter or taller and appear thin
which the spell consumes)By means of this spell
it dissipates at the end of the turn. Thereafter
it dissipates at the end of the turn. Thereafter
it dissipates at the end of the turn. Thereafter
whenever a creature within 10 feet of you hits you with an attack
one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature
one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature
or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher
or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher
or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher
or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher
or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher
or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher
greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.;Warlock (XGE)
greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.;Wizard (XGE)
greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.;Sorcerer (XGE)
smell
smell
smell
partially real and formed from ice or snow
the sleeper takes damage
the sleeper takes damage
the sleeper takes damage
the sleeper takes damage
the sleeper takes damage
the sleeper takes damage
it must make a Dexterity saving throw. On a failed save
it must make a Dexterity saving throw. On a failed save
it must make a Dexterity saving throw. On a failed save
it must make a Dexterity saving throw. On a failed save
it must make a Dexterity saving throw. On a failed save
it must make a Dexterity saving throw. On a failed save
not both. Regardless of the creature's abilities or magic items
not both. Regardless of the creature's abilities or magic items
not both. Regardless of the creature's abilities or magic items
not both. Regardless of the creature's abilities or magic items
not both. Regardless of the creature's abilities or magic items
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
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
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
and the spell ends. While a soul is trapped
and the spell ends. While a soul is trapped
or repetitive
or repetitive
or repetitive
or repetitive
for example.
Plants might be able to perform other tasks on your behalf
for example.
Plants might be able to perform other tasks on your behalf
for example.
Plants might be able to perform other tasks on your behalf
while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Artificer
while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Warlock
while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Wizard
while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Sorcerer
while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Druid (Underdark)(Forest)(Mountain)
and when the creature enters the area for the first time on a turn or starts its turn there
and when the creature enters the area for the first time on a turn or starts its turn there
any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
or coffer
or coffer
or coffer
or coffer
and slashing damage.;Cleric (War)
and slashing damage.;Artificer
and slashing damage.;Wizard
and slashing damage.;Paladin
and slashing damage.;Sorcerer
and slashing damage.;Druid (*)(Mountain)
and slashing damage.;Ranger
a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
Each round you maintain concentration on this spell
the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example
the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example
the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example
the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example
the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example
which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
Land
Land
it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
choose an element: Air
choose an element: Air
choose an element: Air
choose an element: Air
which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon
and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon
including you. Roll initiative for the summoned demons as a group
including you. Roll initiative for the summoned demons as a group
which determines certain traits in its stat block. The creature determines when it drop to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
which determines certain traits in its stat block. The creature determines when it drop to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. ;Cleric (TCE)
a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. ;Wizard
a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. ;Sorcerer
a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. ;Druid
the spell ends. ;Ranger
you inscribe a harmful glyph either on a surface (such as a section of floor
you inscribe a harmful glyph either on a surface (such as a section of floor
you inscribe a harmful glyph either on a surface (such as a section of floor
you inscribe a harmful glyph either on a surface (such as a section of floor
the spell ends. ;Warlock (Great Old One)
the spell ends. ;Wizard
the spell ends. ;Bard
and when you make a weapon attack
and when you make a weapon attack
and when you make a weapon attack
the prior target is no longer affected by the spell.
Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest
the prior target is no longer affected by the spell.
Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest
the prior target is no longer affected by the spell.
Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest
the prior target is no longer affected by the spell.
Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest
and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it. ;Wizard
bed linen from a royal suite
bed linen from a royal suite
bed linen from a royal suite
determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;Cleric (Arcana)
determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for 1 year. You need not use the circle to teleport when you cast the spell in this way. ;Warlock (TCE)
determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;Wizard
determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;Sorcerer
determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;Ranger (Horizon Walker)
determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for 1 year. You need not use the circle to teleport when you cast the spell in this way. ;Bard
and a roof
the spell ends
that target takes an extra 2d12 force damage.
• You have proficiency with all armor
the cry of a raven
11th level (3d6)
11th level (3d6)
the damage increases by 1d10 for each slot level above 3rd.;Warlock (XGE)
the damage increases by 1d10 for each slot level above 3rd.;Wizard (XGE)
the damage increases by 1d10 for each slot level above 3rd.;Sorcerer (XGE)
extinguishing unprotected flames in its area and within 30 feet of it
extinguishing unprotected flames in its area and within 30 feet of it
extinguishing unprotected flames in its area and within 30 feet of it
or you can issue a simple
or you can issue a simple
though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling
though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling
though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling
or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration
or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration
or the object into a creature (The object must be neither worn nor carried by another creature). The transformation lasts for the duration
cures all diseases
cures all diseases
the creature has truesight
the creature has truesight
the creature has truesight
the creature has truesight
the creature has truesight
or half as much damage on a successful save.
At the start of each of your turns after the wall appears
and it can't attack. If it drops to 0 hit points
and it can't attack. If it drops to 0 hit points
and it can't attack. If it drops to 0 hit points
20 feet high
20 feet high
20 feet high
20 feet high
20 feet high
20 feet high
the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly
the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly
the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly
the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly
the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly
the creature takes 10d6 cold damage
10 feet high
10 feet high
10 feet high
it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire
it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire
it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire
it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire
it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire
and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears
20 feet high
20 feet high
20 feet high
you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. ;Cleric
you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. ;Cleric (Peace)
you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. ;Artificer (Battle Smith)
you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. ;Paladin (Crown)
you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. ;Paladin (TCE)
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 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 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 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 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
a restrained target can repeat the saving throw
a restrained target can repeat the saving throw
a restrained target can repeat the saving throw
the conjured web collapses on itself
the conjured web collapses on itself
the conjured web collapses on itself
the conjured web collapses on itself
the conjured web collapses on itself
it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save
it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save
a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind
a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind
a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind
which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends
or half as much damage on a successful one.
The strong wind keeps fog
or half as much damage on a successful one.
The strong wind keeps fog
or half as much damage on a successful one.
The strong wind keeps fog
or half as much damage on a successful one.
The strong wind keeps fog
or half as much damage on a successful one.
The strong wind keeps fog
and it appears in an unoccupied space you can see on the ground.
• You allow up to twenty creatures that you can see to regain all hit points
and it appears in an unoccupied space you can see on the ground.
• You allow up to twenty creatures that you can see to regain all hit points
and it appears in an unoccupied space you can see on the ground.
• You allow up to twenty creatures that you can see to regain all hit points
and on each of your turns for the duration
and on each of your turns for the duration
and on each of your turns for the duration
ending the effect on itself on a success.
Rocks: As a bonus action on your turn
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Paladin