or carry more than 10 pounds. ;Wizard;;
you mend it
and the spell ends.
At Higher Levels: At 5th level
the first time you hit with a melee attack on your next turn
or thunder for the type of orb you create
but is blocked by 1 foot of stone
the target is restrained for the duration. The spell ignores any immunity to being restrained than an incorporeal undead might have. An incorporeal undead also takes 1d6 force damage at the start of each of its turns for the duration. Any affected creature that isn't incorporeal undead also disadvantage on saving throws to end any charmed or frightened condition affecting it
the missile does 5d4 force damage instead of the 4d4 force that you would normally get on a critical. If any of the attack roll is a natural one
smell
you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher
and if it's invisible
you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate
it dissipates at the end of the turn. Thereafter
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 employing some other divining tool
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 target is banished with a faint popping noise