and 17 (4d6).;Druid(2024)
Necrotic
and 17 (2d6).;Druid(2024)
a seed pod open
Druid(2024)
or you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless embers and colored
and 17 (4d8).;Druid(2024)
Warlock
and you can dismiss such an effect as an action.;Druid
Sorcerer
south; 3
the spell then ends on the stone.
If you cast this spell again
creating images
Wizard(2024)
Sorcerer
Ranger
Ranger (XGE)
Sorcerer
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
Druid
for each spell slot level above 1.;Cleric
or a hidden sinkhole.
This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.;Cleric
it delivers your message to the creature that you described
Ranger(2024)
such as a certain kind of apparel
each creature in it makes a Constitution saving throw. On a failed save
Wizard (AAG)
or Charisma. For the duration
and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.;Druid
Ranger (XGE)
for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.
Reduce. The target's size decreases by one category—from Medium to Small
you can make a melee spell attack with the fiery blade. On a hit
that creature makes the save against the sphere
the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object
loose dirt
you can change the direction in which the Line blasts from you.;Druid
tendrils
the spell gives you control over that storm instead of creating a new one. Under such conditions
Sorcerer
it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.;Druid
as part of the action you use to cast the spell
Ranger(2024)
that other spell is dispelled.;Druid
taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.
The strong wind keeps fog
Wizard (XGE)
or birds.
You have Advantage on Strength saving throws while you're within 5 feet of the pack
extinguishing unprotected flames in its area and within 30 feet of it
and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll
you move into an unoccupied space closest to where you first entered and have the Prone condition.;Cleric
the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
Using a Higher-Level Spell Slot. If you use a level 5–6 spell slot
Druid
20 feet high
you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save
the target takes an extra 2d6 damage of that type. Moreover
Cleric
crevasse
the ground in the Emanation is Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 4.;Druid
such as the casting of other spells.
If you cast the spell more than once before finishing a Long Rest
Hit Points
the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.;Druid
and Slashing damage.;Druid
but finer mechanical detail isn't possible.;Cleric
this spell doesn't locate the creature.
This spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.;Bard
you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. 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
” “Move over there
ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity
ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong
roots
the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save
you are unaffected by it. This spell then ends when you reappear.;Druid
or the Poisoned condition doesn't end on it.;Cleric
or water (Cold). The spirit lasts for the duration.
Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit
Druid
Ranger(2024)
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
ending the effect on itself on a success.
Rocks. As a bonus action on your turn
if successful
it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive;Druid
and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10
with both you and the spirit as the source of the fear.
As a Bonus Action on your later turns
including against the triggering damage. If you do so
erect or flatten a wall
taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.
- A creature can move through the wall
you are ejected to the nearest unoccupied space
Wizard (XGE)
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
that creature is also pushed up to 10 feet away from the center of the cube.;Druid
Wizard (XGE)
you can take a Magic action to create a new Line of radiance.
For the duration
as long as you are on the same plane of existence as the destination
the creature is pulled 5 feet higher inside it
it hovers there for the duration. When the spell ends
even if you're blinded or in darkness. Moreover
taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.
- At the start of each of your turns after the wall appears
and its Concentration is broken.
You can also cause the effects below.
- Fissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations
or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:
Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target
or Wish spell.
On a successful save
Sorcerer
and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead
Wizard(2024)
a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage
the area is Difficult Terrain and Heavily Obscured