and 17th level (4d8). ;Druid
each light sheds dim light in a 10-foot radius.
As a bonus action on your turn
or carry more than 10 pounds. ;Artificer
the spell then ends on the stone.
If you cast this spell again
you mend it
a torch
11th level (3d6)
each target takes 1d6 extra damage of the type rolled for each slot level above 1st.;Sorcerer (XGE)
or the size of the cube increases by 5 feet
and it can't attack. If it drops to 0 hit points
the first time you hit with a melee attack on your next turn
for each slot level above 1st.;Artificer
but is blocked by 1 foot of stone
fat
you learn which spell created it.
If you instead touch a creature throughout the casting
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 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
or other entryway
and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large
the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object
you can move up or down as part of your move. Otherwise
determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs
while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Artificer
the conjured web collapses on itself
you can move the sphere up to 30 feet. If you ram the sphere into a creature
you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate
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