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M;Instantaneous or 1 hour (see below);A varázslat révén meggyőzhetsz egy vadállatot arról

  • casting time amely a hatótávon belül van! Látnia és hallania kell téged. Ha a vadállat Intelligenciája 4 vagy annál magasabb
  • range akkor a varázslat sikertelen. Egyéb esetben a vadállatnak Bölcsesség mentődobást kell dobnia

  • components különben a varázslat hatóideje alatt elbájolt lesz. Ha Te vagy a társaid megsebzik a vadállatot
  • duration a varázslat véget ér.Magasabb szinteken: ha a varázslatot 2. vagy magasabb szintű varázslatrekeszből varázsolod el

egy tovább vadállatot is elbájolhatsz minden 1. szint feletti rekesz után.;Druid (XGE)

Druid hogy nem jelentesz veszélyt. Válassz ki egy vadállatot

S;Concentration

  • casting time amelyet a hatótávon belül látsz. Amíg a varázslat véget nem ér
  • range a máglya megtölt egy 5 láb élű kockát. Bármely lénynek

  • components aki a máglya helyén van
  • duration amikor a varázslatot elmondod

sikeres Ügyesség mentődobást kell dobnia

Druid up to 1 minute;Létrehozol egy máglyát a talaj egy pontján

S;Instantaneous;A természet szellemeinek suttogva az alábbi hatások egyikét hozhatod létre a hatótávon belül:
• Apró

  • casting time amely megjósolja
  • range hogy milyen időjárás lesz a következő 24 órában. A hatás testet ölthet aranygömbként (tiszta égbolt)

  • components felhőként (eső)
  • duration hópelyhekként (hóesés) stb. Ez a hatás 1 körig tart.
    •Hatásodra azonnal kivirágzik egy virág

kinyílik egy mag vagy egy levélrügy.
•Azonnali

Druid ártalmatlan érzékszervi hatást hozol létre

S;Instantaneous;Dermesztő fagyot idézel egy lényre

  • casting time és hátránnyal dobja a következő fegyveres támadódobást
  • range amelyet a következő körének vége előtt tesz.
    Magasabb szinteken: A varázslat sebzése 1d6 ponttal nő

  • components amikor eléred az 5. szintet (2d6)
  • duration a 11. szintet (3d6) és a 17. szintet (4d6).;Druid (XGE)

Druid amelyet a hatótávon belül látsz. A célpontnak Állóképesség mentődobást kell dobnia. Sikertelen dobás esetén a célpont 1d6 fagysebzést szenved

S;Concentration

Druid up to 1 minute;Megérintesz egy a varázslatba beleegyező lényt. A varázslat lejárta előtt a célpont az egyik tulajdonságpróbájához hozzáadhat 1d4-et. A dobást a tulajdonságpróba előtt és után is elvégezheti. Ezt követően a varázslat véget ér.;Druid

S;Instantaneous;Megragadod a levegőt

  • casting time hogy az alábbi hatások egyike jöjjön létre a hatótávon belül:
    • Egy általad kiválasztott Közepes vagy Kicsi termetű lénynek sikeres Erő mentődobást kell dobnia
  • range vagy legfeljebb 5 lábbal ellökődik tőled.
    • Létrehozol egy fuvallatot. Ez képes mozgatni egy olyan tárgyat

  • components amelyet nem tartanak és nem hordoznak
  • duration és súlya nem haladja meg az 5 fontot. A tárgy legfeljebb 10 láb távolságra lökhető el tőled. A lökés nem olyan erejű

hogy sebzést okozzon.
• A levegő használatával ártalmatlan érzékszervi hatásokat kelthetsz

például a levelek susogását és arra kényszeríted

S

  • casting time bolha- és egyéb élősködőkből álló felhő jelenik meg egy pillanatra egy lényen
  • range amelyet a hatótávon belül látsz. A célpontnak Állóképesség mentődobást kell dobnia

  • components különben 1d6 méregsebzést szenved
  • duration és 5 lábnyit mozog véletlenszerű irányba

ha tud mozogni

például a levelek susogását M;Instantaneous;Atka-

S;1 minute;1-3 kavicsot érintesz meg

  • casting time ha eldobja azokat vagy parittyával kilövi. Ha dobják
  • range akkor a hatótáv 60 láb. Ha valaki más támad a kaviccsal

  • components akkor a támadó a te varázsláshoz használt tulajdonságod módosítóját használja a támadódobáshoz
  • duration nem a sajátját. Találat esetén a célpont zúzósebzést szenved

melynek értéke 1d6 + varázsláshoz használt tulajdonságod módosítója. Függetlenül attól

hogy a kő talál vagy mellé megy amelyeket átitatsz mágiával. Te vagy valaki más távolsági varázstámadást hajthat végre a kavicsok egyikével

S

  • casting time amelyet megérintesz. Például eltört láncszemet
  • range egy félbe törött kulcs két felét

  • components szakadt köpenyt vagy szivárgó borostömlőt. A korábbi sérülésnek nem marad nyoma a javítást követően mindaddig
  • duration amíg a törés vagy szakadás semmilyen irányban nem nagyobb 1 lábnál.;Druid

hogy a kő talál vagy mellé megy M;Instantaneous;A varázslat képes egyetlen törést vagy szakadást megjavítani egy olyan tárgyon

0;Absorb Elements;Transmutation cantrip;1 akció;60 láb;S 0;Absorb Elements;Transmutation cantrip;1 akció;60 láb;S
0;Create Bonfire;Conjuration cantrip;1 akció;60 láb;V 0;Create Bonfire;Conjuration cantrip;1 akció;60 láb;V
0;Druidcraft;Transmutation cantrip;1 akció;30 láb;V 0;Druidcraft;Transmutation cantrip;1 akció;30 láb;V
0;Frostbite;Evocation cantrip;1 akció;60 láb;V 0;Frostbite;Evocation cantrip;1 akció;60 láb;V
0;Guidance;Divination cantrip;1 akció;Touch;V 0;Guidance;Divination cantrip;1 akció;Touch;V
0;Gust;Transmutation cantrip;1 akció;30 láb;V 0;Gust;Transmutation cantrip;1 akció;30 láb;V
0;Infestation;Conjuration cantrip;1 akció;30 láb;V 0;Infestation;Conjuration cantrip;1 akció;30 láb;V
0;Magic Stone;Transmutation cantrip;1 bónusz akció;Touch;V 0;Magic Stone;Transmutation cantrip;1 bónusz akció;Touch;V
0;Mending;Transmutation cantrip;1 minute;Touch;V 0;Mending;Transmutation cantrip;1 minute;Touch;V

amelyet látsz a hatótávon belül. Az alábbi módok egyikével megváltoztathatod:
•Ha egy laza földterületet célzol meg

  • casting time mozgathatod a talaj mentén
  • range és lerakhatod akár 5 láb távolságra. E mozgás nem elég erős ahhoz

  • components hogy sebzést okozzon.
    •A földön vagy a kövön megjeleníthetsz alakokat
  • duration színeket vagy akár mindkettőt

szavakat írhatsz ki

hogy a kő talál vagy mellé megy azonnal feltárhatod

S;Instantaneous;A kezedet kinyújtod egy olyan lény felé

  • casting time ellenkező esetben 1d12 méregsebzést szenved.
    Magasabb szinteken: A varázslat sebzése 1d12 ponttal nő
  • range amikor eléred az 5. szintet (2d12)

  • components a 11. szintet (3d12) és a 17. szintet (4d12).;Druid
  • duration

hogy a kő talál vagy mellé megy akit a hatótávon belül látsz. A tenyeredből mérgező gáz lövell ki. A lénynek sikeres Állóképesség mentődobást kell dobnia

hogy fogaid vagy körmeid élesedjenek

  • casting time hogy korrodáló támadást hajtsál végre velük. Dobj közelharci varázstámadást egy lény ellen
  • range amely 5 lábon belül van. Találat esetén a célpont 1d10 savsebzést szenved. A támadás után fogaid vagy körmeid ismét normálissá válnak.
    Magasabb szinteken: A varázslat sebzése 1d10 ponttal nő

  • components amikor eléred az 5. szintet (2d10)
  • duration a 11. szintet (3d10) és a 17. szintet (4d10).;Druid (XGE)

hogy a kő talál vagy mellé megy készen arra

S;10 minutes;Lobogó láng jelenik meg a kezedben. A láng a hatóidő alatt ott marad

  • casting time sem a felszerelésednek. A láng erős fényt áraszt 10 láb sugarú körben
  • range és gyér fényt további 10 lábon. A varázslat véget ér

  • components ha akció felhasználásával véget vetsz neki vagy ha ismét elvarázsolod.;Druid
  • duration

hogy a kő talál vagy mellé megy és nem árt sem neked

S

  • casting time up to 1 minute;Megérintesz egy
  • range a varázslatba beleegyező lényt. A varázslat ideje alatt a célpont az egyik (általa választott) mentődobásához hozzáadhat 1d4-et. A dobást a mentődobás előtt és után is ki lehet dobni

  • components majd a varázslat véget ér.;Druid
  • duration

hogy a kő talál vagy mellé megy M;Concentration

amelyet látsz a hatótávon belül

  • casting time vagy más módon megváltoztatod a víz áramlását
  • range legfeljebb 5 lábbal bármilyen irányba. A mozgás nem elég erős sérülés okozásához.
    • A vizet egyszerű formákká alakítod

  • components és megelevenedhet az irányításod szerint. Ez a változás 1 órán át tart.
    • Megváltoztatod a víz színét vagy áttetszőségét. A víznek menet közben ugyanígy kell változnia.
    • Megfagyasztod a vizet
  • duration feltéve

hogy nincsenek benne élőlények. A víz 1 óra alatt enged fel.
Ha a varázslatot többször mondod el

hogy a kő talál vagy mellé megy és amely elfér egy 5 láb élű kockában. Az alábbi módszerek egyikével alakíthatod át:
• Irányításoddal azonnal mozgathatod

S

  • casting time akkor azzá válik. A varázslat véget ér
  • range amikor ismét elvarázsolod vagy amikor elereszted a fegyvert.;Druid

hogy a kő talál vagy mellé megy M;1 minute;A kezedben tartott husángot vagy botot átjárja a természet ereje. A hatóidő alatt az Erő módosítód helyett a varázsláshoz használt tulajdonságod módosítóját használhatod az e fegyverrel végrehajtott közelharci támadások és sebzések dobásakor. A fegyver d8-as sebzéskockát használ. Ha a fegyver nem mágikus

S

  • casting time indaszerű ostort hozol létre
  • range amelyet tövis borít

  • components és parancsodra lecsap egy
  • duration a hatótávon belül lévő lényre. Dobj közelharci varázstámadást a célpont ellen. Ha a támadás talál

a lény 1d6 szúrósebzést szenved

hogy a kő talál vagy mellé megy M;Instantaneous;Hosszú

amelyet 100 lábra lehet hallani. A hatótávon belül minden lénynek (téged kivéve) Állóképesség mentődobást kell dobnia

  • casting time amikor eléred az 5. szintet (2d6)
  • range a 11. szintet (3d6) és a 17. szintet (4d6).;Druid (XGE)

hogy a kő talál vagy mellé megy vagy 1d6 mennydörgés sebzést szenved.
Magasabb szinteken: A varázslat sebzése 1d6 ponttal nő

0;Mold Earth;Transmutation cantrip;1 akció;30 láb;S;Instantaneous or 1 hour (see below);Kiválaszthatsz egy legfeljebb 5 láb élű kockában elférő föld- vagy kődarabot 0;Mold Earth;Transmutation cantrip;1 akció;30 láb;S;Instantaneous or 1 hour (see below);Kiválaszthatsz egy legfeljebb 5 láb élű kockában elférő föld- vagy kődarabot
0;Poison Spray;Conjuration cantrip;1 akció;10 láb;V 0;Poison Spray;Conjuration cantrip;1 akció;10 láb;V
0;Primal Savagery;Transmutation cantrip;1 akció;Self;S;Instantaneous;Az ősmágiát csatornázod be 0;Primal Savagery;Transmutation cantrip;1 akció;Self;S;Instantaneous;Az ősmágiát csatornázod be
0;Produce Flame;Conjuration cantrip;1 akció;Self;V 0;Produce Flame;Conjuration cantrip;1 akció;Self;V
0;Resistance;Abjuration cantrip;1 akció;Touch;V 0;Resistance;Abjuration cantrip;1 akció;Touch;V
0;Shape Water;Transmutation cantrip;1 akció;30 láb;S;Instantaneous or 1 hour (see below);Válassz egy olyan vízterületet 0;Shape Water;Transmutation cantrip;1 akció;30 láb;S;Instantaneous or 1 hour (see below);Válassz egy olyan vízterületet
0;Shillelagh;Transmutation cantrip;1 bónusz akció;Touch;V 0;Shillelagh;Transmutation cantrip;1 bónusz akció;Touch;V
0;Thorn Whip;Transmutation cantrip;1 akció;30 láb;V 0;Thorn Whip;Transmutation cantrip;1 akció;30 láb;V
0;Thunderclap;Evocation cantrip;1 akció;5 láb;S;Instantaneous;Mennydörgő hangot hozol létre 0;Thunderclap;Evocation cantrip;1 akció;5 láb;S;Instantaneous;Mennydörgő hangot hozol létre

S;1 round;Kísérteties csontvázkezet hozol létre a hatótávon belül lévő lény közvetlen közelében. Dobj távolsági varázstámadást a lény ellen

  • casting time és nem tud harcerőpontokat visszanyerni a következő köröd kezdetéig. Addig a kéz ráakaszkodik a célpontra.
    Ha a varázslat élőhalott célpontot talál el
  • range az a fentieken túl hátránnyal dobja támadásait veled szemben a következő köröd végéig.
    Magasabb szinteken: A varázslat sebzése 1d8 ponttal nő

  • components amikor eléred az 5. szintet (2d8)
  • duration a 11. szintet (3d8) és a 17. szintet (4d8).;Druid (Spores)

hogy a kő talál vagy mellé megy hogy elárasszad a sír hidegével. Találat esetén a cél 1d8 nekrotikus sebzést szenved

which you take when you take acid

  • casting time fire
  • range lightning

  • components or thunder damage;Self;S;1 round;A varázslat elnyeli a bejövő energia egy részét
  • duration csökkenti annak rád gyakorolt hatását

és eltárolja azt a következő közelharci támadáshoz. A következő köröd kezdetéig ellenállóvá válsz a kiváltó sérüléstípussal szemben. Továbbá amikor először közelharci támadással találsz a következő körödben

hogy a kő talál vagy mellé megy cold

S

  • casting time hogy nem jelentesz veszélyt. Válassz ki egy vadállatot
  • range amely a hatótávon belül van! Látnia és hallania kell téged. Ha a vadállat Intelligenciája 4 vagy annál magasabb

  • components akkor a varázslat sikertelen. Egyéb esetben a vadállatnak Bölcsesség mentődobást kell dobnia
  • duration különben a varázslat hatóideje alatt elbájolt lesz. Ha Te vagy a társaid megsebzik a vadállatot

a varázslat véget ér.Magasabb szinteken: ha a varázslatot 2. vagy magasabb szintű varázslatrekeszből varázsolod el

hogy a kő talál vagy mellé megy M;24 hours;A varázslat révén meggyőzhetsz egy vadállatot arról

S

  • casting time up to 10 minutes;Megérintesz és telepatikus kapcsolatot létesítesz egy olyan vadállattal
  • range amely barátságos veled vagy amelyet előzőleg elbájoltál. Ha a vadállat intelligenciája 4 vagy annál magasabb

  • components akkor a varázslat sikertelen. A kapcsolat akkor marad fenn a varázslat végéig
  • duration ha a vadállattal látjátok egymást. A kapcsolaton keresztül a vadállat megérti a telepatikus üzeneteidet

és képes egyszerű érzéseket és dolgokat üzenni telepatikus módon. Amíg a kapcsolat aktív

hogy a kő talál vagy mellé megy M;Concentration

S;1 hour;Megkísérelsz elbűvölni egy

  • casting time akit látnod kell. A célpontnak Bölcsesség mentődobást kell dobnia
  • range amit előnnyel tehet

  • components ha Te vagy a társai harcban álltok vele. Ha a mentődobás sikertelen
  • duration elbájolttá válik veled szemben amíg a varázslat véget nem ér

vagy amíg Te

hogy a kő talál vagy mellé megy a varázslat hatóterületén belül lévő humanoid lényt

S

  • casting time amely eloltja a nyílt lángokat a területen.
    Víz elpusztítása. Legfeljebb 10 gallon (~40 liter) vizet semmisíthetsz meg egy a hatótávon belüli nyitott tartályban. Alternatív megoldásként ködöt is megsemmisíthetsz egy 30 láb élű kockában a hatótávon belül.Magasabb szinteken: Ha a varázslatot 2. vagy magasabb szintű varázslatrekeszből varázsolod el
  • range akkor vagy további 10 gallon vizet hozhatsz létre vagy semmisíthetsz meg

  • components vagy pedig a kocka méretét növelheted 5 lábbal minden 1. szint feletti rekesz felhasználása után.;Druid
  • duration

hogy a kő talál vagy mellé megy M;Instantaneous;Vizet hozhatsz létre vagy pusztíthatsz el.
Víz teremtése. Nyitott tartályban legfeljebb 10 gallon (~40 liter) tiszta vizet hozhatsz létre a hatótávon belül. Alternatívaként a víz esőként esik egy 30 méter élű kockában

S;Instantaneous;Az általad megérintett lény 1d8 + a varázslási tulajdonságmódosítóddal megegyező HP-t gyógyul. A varázslat élőhalottakra és szerkezetekre nem hat.Magasabb szinteken: Ha 2. vagy magasabb szintű varázslatrekeszből varázsolod el

hogy a kő talál vagy mellé megy a gyógyítás mértéke 1d8 ponttal nő minden 1. szint feletti rekesz felhasználása után.;Druid

S;Concentration

  • casting time az akciód felhasználásával észreveheted a mágiával érintett
  • range a hatóterületen lévő látható tárgyat vagy lényt körbevevő halvány aurát

  • components és képes vagy megnevezni a mágiaiskolát is
  • duration amennyiben a mágia rendelkezik ilyennel.
    A varázslat működését a legtöbb akadály nem gátolja

de nem hatol át a legalább 1 láb vastag falon

az 1 hüvelyk vastag fémen up to 10 minutes;A hatóidő alatt 30 lábnyi közelben érzékeled a mágia jelenlétét. Ha ilyen módon mágiát érzékelsz

S

  • casting time up to 10 minutes;A varázslat hatóideje alatt 30 láb sugarú körben érzékeled a mérgek
  • range a mérgező lények és a betegségek jelenlétét és helyét. Képes vagy megállapítani a méreg

  • components a mérgező lény vagy betegség fajtáját. A varázslat áthatol a legtöbb akadályon
  • duration de blokkolja azt egy lábnyi kő

egy hüvelyk fém

egy vékony ólom lemez M;Concentration

0;Chill Touch;Necromancy cantrip;1 akció;120 láb;V 0;Chill Touch;Necromancy cantrip;1 akció;120 láb;V
1;Absorb Elements;1st level Abjuration;1 reakció 1;Absorb Elements;1st level Abjuration;1 reakció
1;Animal Friendship;1st level Enchantment ;1 akció;30 láb;V 1;Animal Friendship;1st level Enchantment ;1 akció;30 láb;V
1;Beast Bond;1st level Divination;1 akció;Touch;V 1;Beast Bond;1st level Divination;1 akció;Touch;V
1;Charm Person;1st level Enchantment ;1 akció;30 láb;V 1;Charm Person;1st level Enchantment ;1 akció;30 láb;V
1;Create or Destroy Water;1st level Transmutation;1 akció;30 láb;V 1;Create or Destroy Water;1st level Transmutation;1 akció;30 láb;V
1;Cure Wounds;1st level Evocation;1 akció;Touch;V 1;Cure Wounds;1st level Evocation;1 akció;Touch;V
1;Detect Magic (ritual);1st level Divination;1 akció;Self;V 1;Detect Magic (ritual);1st level Divination;1 akció;Self;V
1;Detect Poison and Disease;1st level Divination;1 akció;Self;V 1;Detect Poison and Disease;1st level Divination;1 akció;Self;V

S;Instantaneous;Remegést okozol a földben a hatótávon belül. Ezen a területen – rajtad kívül – minden lénynek Ügyesség mentődobást kell dobnia. Akinek a dobása sikertelen

  • casting time akkor a terep nehézzé válik
  • range amíg meg nem tisztítják. Minden 5 láb átmérőjű szakasz kézi tisztítása legalább 1 percet igényel.Magasabb szinteken: Ha a varázslatot a 2. szintű vagy magasabb varázslatrekeszből varázsolod el

  • components akkor a sebzés 1d6 ponttal növekszik minden 1. szint feletti rekesz után.;Druid (XGE)
  • duration

egy vékony ólom lemez az 1d6 zúzósebzést szenved és elterül. Ha az adott területen a talaj laza föld vagy kő

S;Concentration

  • casting time melynek középpontját a hatótávon belül te határozod meg. A növények a területet a varázslat hatóideje alatt nehéz tereppé változtatják.
    Minden lénynek
  • range amely a területen tartózkodik

  • components Erő mentődobást kell dobnia
  • duration különben belegabalyodik az indákba és a varázslat végéig helyhezkötötté válik. A helyhezkötött lény felhasználhatja akcióját hogy Erő próbát tegyen a varázslatod elleni mentő NF értékével szemben. Ha sikeres

kiszabadítja magát.
A varázslat végén a növények elszáradnak.;Druid

egy vékony ólom lemez up to 1 minute;Kapaszkodó indák és gyomnövények sarjadnak a földből egy 20 láb élű négyzetben

up to 1 minute;A hatótávon belül egy 20 láb élű kockán belül minden tárgy körvonala kék

  • casting time különben az ő körvonaluk is izzani kezd. A hatóidő alatt az izzó tárgyak és lények 10 láb sugarú körben gyér fényt árasztanak.
    Az izzó körvonalú tárgyakat
  • range illetve lényeket előnnyel lehet támadni

  • components ha a támadó látja a célpontját
  • duration és a varázslat hatása alatt állókra nem érvényesek a láthatatlanság előnyei.;Druid

egy vékony ólom lemez zöld vagy ibolya színnel izzik fel (választásod szerint). Minden lénynek sikeres Ügyesség mentődobást kell dobnia

S;Concentration

  • casting time a terület nem beláthatóvá válik. Ez a hatóideig marad meg
  • range vagy amíg egy mérsékelt vagy nagyobb sebességű (legalább 10 mérföld / órás) szél el nem oszlatja.Magasabb szinteken: Ha a varázslatot a 2. szintű vagy magasabb varázslatrekeszből varázsolod el

  • components akkor a köd sugara 20 lábbal nő minden 1. szint feletti rekesz után.;Druid
  • duration

egy vékony ólom lemez up to 1 hour;A hatótávon belüli ponttól 20 láb sugarú gömbben ködfelhőt hozol létre. A gömb behatol a sarkok mögé is

S

  • casting time amelyeket mágia itat át a varázslat hatóidjéig. Egy lény egy akcióval egy bogyót ehet meg. Minden bogyó után egy HP-t lehet gyógyulni és a bogyó elég táplálékot ad egy lénynek egy egész napra. A bogyók elveszítik varázserejüket
  • range ha a varázslást követő 24 órán belül nem fogyasztják el őket.;Druid

egy vékony ólom lemez M;Instantaneous;Legfeljebb 10 bogyó jelenik meg a kezedben

a gyógyítás 1d4 ponttal nő minden 1. szint feletti rekesz után.;Druid

egy vékony ólom lemez

M;Instantaneous;Egy jégszilánkot hozol létre

  • casting time akár elhibáztad
  • range a jégszilánk felrobban. A célpontnak és minden lénynek tőle 5 lábra sikeres Ügyesség mentődobást kell dobnia

  • components vagy 2d6 fagysebzést szenved.Magasabb szinteken: Ha a varázslatot a 2. szintű vagy magasabb varázslatrekeszből varázsolod el
  • duration akkor a fagysebzés 1d6 ponttal nő minden 1. szint feletti rekesz után.;Druid (XGE)

egy vékony ólom lemez amelyet egy hatótávon belüli lény felé hajítasz. Dobj távolsági varázstámadást a célpont ellen! Találat esetén a lény 1d10 szúrósebzést szenved. Akár eltaláltad a lényt

S

  • casting time hogy a lény milyen messzire tud ugrani.;Druid
  • range

egy vékony ólom lemez M;1 minute;Megérintesz egy lényt. A hatóidő végéig megháromszorozódik

S

  • casting time akinek a sebessége 10 lábbal nő a varázslat végéig.Magasabb szinteken: Ha a varázslatot 2. vagy magasabb szintű varázslatrekeszből varázsolod el
  • range egy további lényt célozhatsz meg minden 1. szint feletti rekesz után.;Druid

egy vékony ólom lemez M;1 hour;Megérintesz egy lényt

1;Earth Tremor;1st level Evocation;1 akció;10 láb;V 1;Earth Tremor;1st level Evocation;1 akció;10 láb;V
1;Entangle;1st level Conjuration;1 akció;90 láb;V 1;Entangle;1st level Conjuration;1 akció;90 láb;V
1;Faerie Fire;1st level Evocation;1 akció;60 láb;V;Concentration 1;Faerie Fire;1st level Evocation;1 akció;60 láb;V;Concentration
1;Fog Cloud;1st level Conjuration;1 akció;120 láb;V 1;Fog Cloud;1st level Conjuration;1 akció;120 láb;V
1;Goodberry;1st level Transmutation;1 akció;Touch;V 1;Goodberry;1st level Transmutation;1 akció;Touch;V
1;Healing Word;1st level Evocation;1 bónusz akció;60 láb;V;Instantaneous;A hatótávon belül kiválasztott lény — akit látnod kell — 1d4 + a varázslási tulajdonságod módosítójának megfelelő harcerőpontot gyógyul. A varázslat nem hat az élőhalottakra és a szerkezetekre.Magasabb szinteken: Ha 2. vagy magasabb szintű varázslatrekeszből varázsolod el 1;Healing Word;1st level Evocation;1 bónusz akció;60 láb;V;Instantaneous;A hatótávon belül kiválasztott lény — akit látnod kell — 1d4 + a varázslási tulajdonságod módosítójának megfelelő harcerőpontot gyógyul. A varázslat nem hat az élőhalottakra és a szerkezetekre.Magasabb szinteken: Ha 2. vagy magasabb szintű varázslatrekeszből varázsolod el
1;Ice Knife;1st level Conjuration;1 akció;60 láb;S 1;Ice Knife;1st level Conjuration;1 akció;60 láb;S
1;Jump;1st level Transmutation;1 akció;Touch;V 1;Jump;1st level Transmutation;1 akció;Touch;V
1;Longstrider;1st level Transmutation;1 akció;Touch;V 1;Longstrider;1st level Transmutation;1 akció;Touch;V

S;Instantaneous;Minden nem mágikus étel és ital megtisztul egy 5 láb sugarú gömbön belül

  • casting time és mentes lesz a betegségektől és mérgektől.;Druid
  • range

egy vékony ólom lemez amelynek középpontját te választod meg a hatótávon belül

M;8 hours;A varázslat elmondása közben a zsinórt vagy a kötelet arra használod

  • casting time a kötél eltűnik
  • range és mágikus csapdává válik.
    A csapda szinte láthatatlan

  • components és sikeres Intelligencia (Nyomozás) próbát kell dobni a varázslatod elleni mentő NF értékével szemben
  • duration hogy észrevegyék.
    A csapda akkor aktiválódik

ha egy Kicsi

egy vékony ólom lemez hogy létrehozz egy 5 láb sugarú kört egy sík felületen az eléréseden belül. Amikor befejezed a varázslást

S;10 minutes;A varázslat révén megérted a állatok beszédét és tudsz velük szóban kommunikálni. A legtöbb vadállat megértését és tudását az Intelligenciája korlátozza

  • casting time amelyeket az elmúlt egy napban észrevettek. Arra is rávehetsz egy vadállatot
  • range hogy kisebb szívességeket tegyen neked (a KM belátása alapján).;Druid

egy vékony ólom lemez de biztosan képesek információt adni a közeli helyszínekről és szörnyekről

S;Instantaneous;Mennydörgő hang robban ki belőled. Tőled kiindulva egy 15 láb élű kockában minden lénynek Állóképesség mentődobást kell dobnia. Kudarc esetén 2d8 mennydörgés típusú sebzést szenved

  • casting time és a lények nem taszítódnak hátra.
    Azok a nem rögzített tárgyak
  • range melyek teljes terjedelmükkel a hatóterületen vannak

  • components szintén 10 lábnyit ellökődnek. A varázslat által keltett mennydörgés 300 lábra hallatszik el.Magasabb szinteken: Ha 2. vagy magasabb szintű varázslatrekeszből varázsolod el
  • duration a sebzés nagysága 1d8 ponttal nő minden 1. szint feletti rekesz után.;Druid

egy vékony ólom lemez és a mennydörgés ereje 10 lábnyit löki el őket tőled. Sikeres mentődobás esetén a sebzés feleződik

S

  • casting time up to 10 minutes;Amíg a varázslat véget nem ér
  • range egy a varázslatba beleegyező lény

  • components akit megérintesz
  • duration védve van az alábbi típusú lényekkel szemben: elfajzottak

mennylakók

elementálok M;Concentration

S;Instantaneous;A hüvelykujjaidat összeérintve kinyújtod szétterpesztett tenyereidet

  • casting time kudarc esetén 3d6 tűzsebzést szenvednek
  • range melyet a sikeres mentődobás felez. A lángok meggyújtják azokat az éghető anyagokat

  • components melyeket senki nem visel vagy hordoz.Magasabb szinteken: Ha 2. vagy magasabb szintű varázslatrekeszből varázsolod el
  • duration a sebzés nagysága 1d6 ponttal nő minden 1. szint feletti rekesz után.;Druid (Wildfire)

elementálok és az ujjbegyeiből vékony lángsugarak törnek elő. A 15 láb hosszú kúpban tartózkodó minden lénynek Ügyesség mentődobást kell dobnia

S;Instantaneous;Az általad megérintett lény 1d8 + a varázslási tulajdonságmódosítóddal megegyező HP-t gyógyul. A varázslat élőhalottakra és szerkezetekre nem hat.Magasabb szinteken: Ha 2. vagy magasabb szintű varázslatrekeszből varázsolod el

elementálok a gyógyítás mértéke 1d8 ponttal nő minden 1. szint feletti rekesz felhasználása után.;Druid (Wildfire)

S

  • casting time you use an animal to deliver a message. Choose a Tiny beast you can see within range
  • range such as a squirrel

  • components a blue ray
  • duration or a bird. You specify a location

which you must have visited

elementálok M;24 hours;(a morsel of food)By means of this spell

S

  • casting time up to 1 hour;(a handful of oak bark)You touch a willing creature. Until the spell ends
  • range the target's skin has a rough

  • components bark-like appearance
  • duration and the target's AC can't be less than 16

regardless of what kind of armor it is wearing.;Druid (*)(Forest)

elementálok M;Concentration

1;Purify Food and Drink (ritual);1st level Transmutation;1 akció;10 láb;V 1;Purify Food and Drink (ritual);1st level Transmutation;1 akció;10 láb;V
1;Snare;1st level Abjuration;1 minute;Touch;S 1;Snare;1st level Abjuration;1 minute;Touch;S
1;Speak with Animals (ritual);1st level Divination;1 akció;Self;V 1;Speak with Animals (ritual);1st level Divination;1 akció;Self;V
1;Thunderwave;1st level Evocation;1 akció;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 akció;Self (15-foot cube);V
1;Protection from Evil and Good;1st level Abjuration;1 akció;Touch;V 1;Protection from Evil and Good;1st level Abjuration;1 akció;Touch;V
1;Burning Hands;1st level Evocation;1 akció;Self (15-foot cone);V 1;Burning Hands;1st level Evocation;1 akció;Self (15-foot cone);V
1;Cure Wounds;1st level Evocation;1 akció;Touch;V 1;Cure Wounds;1st level Evocation;1 akció;Touch;V
2;Animal Messenger (ritual);2nd level Enchantment ;1 akció;30 láb;V 2;Animal Messenger (ritual);2nd level Enchantment ;1 akció;30 láb;V
2;Barkskin;2nd level Transmutation;1 akció;Touch;V 2;Barkskin;2nd level Transmutation;1 akció;Touch;V

up to 1 hour;You touch a willing beast. For the duration of the spell

  • casting time and continue to do so until you use your action to return to your normal senses.;Druid
  • range

elementálok you can use your action to see through the beast's eyes and hear what it hears

up to 1 minute;Your body becomes blurred

  • casting time any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight
  • range as with blindsight

  • components or can see through illusions
  • duration as with truesight.;Druid (Desert)

elementálok shifting and wavering to all who can see you. For the duration

M;Concentration

  • casting time and nonmagical light can't illuminate it.
    If the point you choose is on an object you are holding or one that isn't being worn or carried
  • range the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object

  • components such as a bowl or a helm
  • duration blocks the darkness.
    If any of this spell's area overlaps with an area of light created by a spell of or lower

the spell that created the light is dispelled. ;Druid (Swamp)

elementálok up to 10 minutes;(bat fur and a drop of pitch or piece of coal)Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness

S

  • casting time that creature has darkvision out to a range of 60 feet.;Druid
  • range

elementálok M;8 hours;(either a pinch of dried carrot or an agate)You touch a willing creature to grant it the ability to see in the dark. For the duration

S

  • casting time up to 1 minute;(a pinch of dust)Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
    Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save
  • range the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save

  • components the creature takes half as much damage and isn't pushed.
    As a bonus action
  • duration you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand

dust

loose dirt M;Concentration

up to 1 minute;Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw

loose dirt or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.;Druid (XGE)

S

  • casting time up to 1 hour;(fur or a feather from a beast)You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
    Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • duration you can target one additional creature for each slot level above 2nd.;Druid

loose dirt M;Concentration

S;Instantaneous;You sense the presence of any trap within range that is within line of sight. A trap

  • casting time includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable
  • range which was specifically intended as such by its creator. Thus

  • components the spell would sense an area affected by the alarm spell
  • duration a glyph of warding

or a mechanical pit trap

loose dirt for the purpose of this spell

S

  • casting time up to 10 minutes;(leaf of sumac)You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar
  • range and it lasts for the duration. If you let go of the blade

  • components it disappears
  • duration but you can evoke the blade again as a bonus action.
    You can use your action to make a melee spell attack with the fiery blade. On a hit

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

loose dirt M;Concentration

2;Beast Sense (ritual);2nd level Divination;1 akció;Touch;S;Concentration 2;Beast Sense (ritual);2nd level Divination;1 akció;Touch;S;Concentration
2;Blur;2nd level Illusion;1 akció;Self;V;Concentration 2;Blur;2nd level Illusion;1 akció;Self;V;Concentration
2;Darkness;2nd level Evocation;1 akció;60 láb;V 2;Darkness;2nd level Evocation;1 akció;60 láb;V
2;Darkvision;2nd level Transmutation;1 akció;Touch;V 2;Darkvision;2nd level Transmutation;1 akció;Touch;V
2;Dust Devil;2nd level Conjuration;1 akció;60 láb;V 2;Dust Devil;2nd level Conjuration;1 akció;60 láb;V
2;Earthbind;2nd level Transmutation;1 akció;300 láb;V;Concentration 2;Earthbind;2nd level Transmutation;1 akció;300 láb;V;Concentration
2;Enhance Ability;2nd level Transmutation;1 akció;Touch;V 2;Enhance Ability;2nd level Transmutation;1 akció;Touch;V
2;Find Traps;2nd level Divination;1 akció;120 láb;V 2;Find Traps;2nd level Divination;1 akció;120 láb;V
2;Flame Blade;2nd level Evocation;1 bónusz akció;Self;V 2;Flame Blade;2nd level Evocation;1 bónusz akció;Self;V

S

  • casting time up to 1 minute;(a bit of tallow
  • range a pinch of brimstone

  • components and a dusting of powdered iron)A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save
  • duration or half as much damage on a successful one.
    As a bonus action

you can move the sphere up to 30 feet. If you ram the sphere into a creature

loose dirt M;Concentration

S

  • casting time up to 1 minute;(a legume seed)A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
    Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
    The gust disperses gas or vapor
  • range and it extinguishes candles

  • components torches
  • duration and similar unprotected flames in the area. It causes protected flames

such as those of lanterns

loose dirt M;Concentration

S;Concentration

  • casting time whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there
  • range you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead.
    As a bonus action on your turn

  • components you can move the spirit up to 30 feet to a space you can see.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher
  • duration the healing increases by 1d6 for each slot level above 2nd.;Druid (XGE)

loose dirt up to 1 minute;You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends

S

  • casting time up to 1 minute;(a piece of iron and a flame)Choose a manufactured metal object
  • range such as a metal weapon or a suit of heavy or medium metal armor

  • components that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends
  • duration you can use a bonus action on each of your subsequent turns to cause this damage again.
    If a creature is holding or wearing the object and takes the damage from it

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 M;Concentration

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

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)

loose dirt M;Concentration

S

  • casting time up to 1 hour;(an eyelash encased in gum arabic)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;Druid (Grassland)

loose dirt M;Concentration

S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Druid

loose dirt deafened

S

  • casting time you learn the direction and distance to the closest creature or plant of that kind within 5 miles
  • range if any are present.;Druid

loose dirt M;Instantaneous;(a bit of fur from a bloodhound)Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings

S

  • casting time up to 10 minutes;(a forked twig)Describe or name an object that is familiar to you. You sense the direction to the object's location
  • range as long as that object is within 1

  • components000 feet of you. If the object is in motion
  • duration you know the direction of its movement.
    The spell can locate a specific object known to you

as long as you have seen it up close - within 30 feet - at least once. Alternatively

loose dirt M;Concentration

2;Flaming Sphere;2nd level Conjuration;1 akció;60 láb;V 2;Flaming Sphere;2nd level Conjuration;1 akció;60 láb;V
2;Gust of Wind;2nd level Evocation;1 akció;Self (60-foot line);V 2;Gust of Wind;2nd level Evocation;1 akció;Self (60-foot line);V
2;Healing Spirit;2nd level Conjuration;1 bónusz akció;60 láb;V 2;Healing Spirit;2nd level Conjuration;1 bónusz akció;60 láb;V
2;Heat Metal;2nd level Transmutation;1 akció;60 láb;V 2;Heat Metal;2nd level Transmutation;1 akció;60 láb;V
2;Hold Person;2nd level Enchantment ;1 akció;60 láb;V 2;Hold Person;2nd level Enchantment ;1 akció;60 láb;V
2;Invisibility;2nd level Illusion;1 akció;Touch;V 2;Invisibility;2nd level Illusion;1 akció;Touch;V
2;Lesser Restoration;2nd level Abjuration;1 akció;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 akció;Touch;V
2;Locate Animals or Plants (ritual);2nd level Divination;1 akció;Self;V 2;Locate Animals or Plants (ritual);2nd level Divination;1 akció;Self;V
2;Locate Object;2nd level Divination;1 akció;Self;V 2;Locate Object;2nd level Divination;1 akció;Self;V

S

  • casting time the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss
  • range the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

  • components the damage (both initial and later) increases by 1d4 for each slot level above 2nd. ;Druid (Swamp)
  • duration

loose dirt M;Instantaneous;(powdered rhubarb leaf and an adder's stomach)A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit

S;1 minute;Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

loose dirt the duplicates move with you and mimic your actions

you teleport up to 30 feet to an unoccupied space that you can see.;Druid (Coast)

loose dirt

S

  • casting time up to 1 minute;(several seeds of any moonseed plant and a piece of opalescent feldspar)A silvery beam of pale light shines down in a 5-foot radius
  • range 40-foot-high cylinder centered on a point within range. Until the spell ends

  • components dim light fills the cylinder.
    When a creature enters the spell's area for the first time on a turn or starts its turn there
  • duration it is engulfed in ghostly flames that cause searing pain

and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save

loose dirt M;Concentration

S

  • casting time up to 1 hour;(ashes from a burned leaf of mistletoe and a sprig of spruce)A veil of shadows and silence radiates from you
  • range masking you and your companions from detection. For the duration

  • components each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.;Druid (*)(Grassland)
  • duration

loose dirt M;Concentration

S;1 hour;You touch a creature. If it is poisoned

  • casting time you neutralize on poison that you know is present
  • range or you neutralize one at random.
    For the duration

  • components the target has advantage on saving throws against being poisoned
  • duration and it has resistance to poison damage. ;Druid

loose dirt you neutralize the poison. If more than one poison afflicts the target

S;Concentration

  • casting time no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage
  • range and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.;Druid (Desert)

loose dirt up to 10 minutes;For the duration

S;Concentration

loose dirt up to 1 hour;You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.;Druid (XGE)

S

  • casting time up to 1 hour;(a drop of bitumen and a spider)Until the spell ends
  • range one willing creature you touch gains the ability to move up

  • components down
  • duration and across vertical surfaces and upside down along ceilings

while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Druid (Underdark)(Forest)(Mountain)

loose dirt M;Concentration

2;Melf's Acid Arrow;2nd level Evocation;1 akció;90 láb;V 2;Melf's Acid Arrow;2nd level Evocation;1 akció;90 láb;V
2;Mirror Image;2nd level Illusion;1 akció;Self;V 2;Mirror Image;2nd level Illusion;1 akció;Self;V
2;Misty Step;2nd level Conjuration;1 bónusz akció;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd level Conjuration;1 bónusz akció;Self;V;Instantaneous;Briefly surrounded by silvery mist
2;Moonbeam;2nd level Evocation;1 akció;120 láb;V 2;Moonbeam;2nd level Evocation;1 akció;120 láb;V
2;Pass Without Trace;2nd level Abjuration;1 akció;Self;V 2;Pass Without Trace;2nd level Abjuration;1 akció;Self;V
2;Protection from Poison;2nd level Abjuration;1 akció;Touch;V 2;Protection from Poison;2nd level Abjuration;1 akció;Touch;V
2;Silence (ritual);2nd level Illusion;1 akció;120 láb;V 2;Silence (ritual);2nd level Illusion;1 akció;120 láb;V
2;Skywrite (ritual);2nd level Transmutation;1 akció;Sight;V 2;Skywrite (ritual);2nd level Transmutation;1 akció;Sight;V
2;Spider Climb;2nd level Transmutation;1 akció;Touch;V 2;Spider Climb;2nd level Transmutation;1 akció;Touch;V

S

  • casting time up to 10 minutes;(seven sharp thorns or seven small twigs
  • range each sharpened to a point)The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area

  • components it takes 2d4 piercing damage for every 5 feet it travels.
    The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. ;Druid (*)(Mountain)(Arctic)
  • duration

loose dirt M;Concentration

S

  • casting time up to 1 hour;(a feather
  • range tuft of fur

  • components and fish tail inside a gilded acorn worth at least 200 gp)You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell
  • duration choose an environment: Air

Land

loose dirt M; Concentration

up to 10 minutes;A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you

  • casting time gas
  • range and fog that can be dispersed by strong wind.
    • The area is difficult terrain for creatures other than you.
    • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.;Druid (XGE)

loose dirt remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor

S

  • casting time up to 1 hour;(a bit of spider web)You conjure a mass of thick
  • range sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
    If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor

  • components wall
  • duration or ceiling

the conjured web collapses on itself

loose dirt M;Concentration

the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns

  • casting time the spell ends.

    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target 1 additional creature for each slot level above 2nd. ;Druid (Spores)

loose dirt the target can make a Constitution saving throw. On a success

S

  • casting time which must remain there for the duration)You touch a corpse or other remains. For the duration
  • range the target is protected from decay and can't become undead.
    The spell also effectively extends the time limit on raising the target from the dead

  • components since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. ;Druid (Spores)
  • duration

loose dirt M;10 days;(a pinch of salt and one copper piece placed on each of the corpse's eyes

S

  • casting time bones
  • range or similar tokens worth at least 25 gp)By casting gem-inlaid sticks

  • components rolling dragon bones
  • duration laying out ornate cards

or employing some other divining tool

loose dirt M;Instantaneous;(specially marked sticks

S

  • casting time which the spell consumes)A flame
  • range equivalent in brightness to a torch

  • components springs forth from an object that you touch. The effect looks like a regular flame
  • duration but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.;Druid (TCE)

loose dirt M;Until dispelled;(ruby dust worth 50 gp

S

  • casting time up to 1 minute;(a pinch of powdered iron)You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling
  • range it can make a Constitution saving throw. On a success

  • components the spell has no effect.
    If the target is a creature
  • duration everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
    Enlarge. The target's size doubles in all dimensions

and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large

loose dirt M;Concentration

2;Spike Growth;2nd level Transmutation;1 akció;150 láb;V 2;Spike Growth;2nd level Transmutation;1 akció;150 láb;V
2;Summon Beast;2nd-level conjuration;1 akció;90 láb;V 2;Summon Beast;2nd-level conjuration;1 akció;90 láb;V
2;Warding Wind;2nd level Evocation;1 akció;Self;V;Concentration 2;Warding Wind;2nd level Evocation;1 akció;Self;V;Concentration
2;Web;2nd level Conjuration;1 akció;60 láb;V 2;Web;2nd level Conjuration;1 akció;60 láb;V
2;Blindness/Deafness;2nd level Necromancy;1 akció;30 láb;V;1 minute;You can blind or deafen a foe. Choose 1 creature that you can see within range to make a Constitution saving throw. If it fails 2;Blindness/Deafness;2nd level Necromancy;1 akció;30 láb;V;1 minute;You can blind or deafen a foe. Choose 1 creature that you can see within range to make a Constitution saving throw. If it fails
2;Gentle Repose (ritual);2nd level Necromancy;1 akció;Touch;V 2;Gentle Repose (ritual);2nd level Necromancy;1 akció;Touch;V
2;Augury (ritual);2nd level Divination;1 minute;Self;V 2;Augury (ritual);2nd level Divination;1 minute;Self;V
2;Continual Flame;2nd level Evocation;1 akció;Touch;V 2;Continual Flame;2nd level Evocation;1 akció;Touch;V
2;Enlarge/Reduce;2nd level Transmutation;1 akció;30 láb;V 2;Enlarge/Reduce;2nd level Transmutation;1 akció;30 láb;V

S

  • casting time up to 1 minute;(a bit of tallow
  • range a pinch of brimstone

  • components and a dusting of powdered iron)A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save
  • duration or half as much damage on a successful one.
    As a bonus action

you can move the sphere up to 30 feet. If you ram the sphere into a creature

loose dirt M;Concentration

S;Instantaneous;You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit

  • casting time you create one additional ray for each slot level above 2nd. ;Druid (Wildfire)
  • range

loose dirt the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S;Concentration

  • casting time centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example
  • range if you are in a room that can't accommodate the cloud).
    When you cast the spell

  • components choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save
  • duration or half as much damage on a successful one. On each of your turns until the spell ends

you can use your action to call down lightning in this way again

loose dirt up to 10 minutes;A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius

S;Concentration

  • casting time and it disappears when it drops to 0 hit points or when the spell ends.
    The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group
  • range which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them

  • components they defend themselves from hostile creatures
  • duration but otherwise take no actions. The DM has the creatures' statistics.
    At Higher Levels: When you cast this spell using certain higher-level spell slots

you choose one of the summoning options above

loose dirt up to 1 hour;You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
• One beast of challenge rating 2 or lower
• Two beasts of challenge rating 1 or lower
• Four beasts of challenge rating 1/2 or lower
• Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey

S;Instantaneous;You create 45 pounds of food and 30 gallons of water on the ground or in containers within range

  • casting time and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.;Druid (Desert)
  • range

loose dirt enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing

S;1 hour;A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried

  • casting time such as a bowl or a helm
  • range blocks the light.
    If any of this spell's area overlaps with an area of darkness created by a spell of or lower

  • components the spell that created the darkness is dispelled. ;Druid (*)(Grassland)
  • duration

loose dirt the light shines from the object with and moves with it. Completely covering the affected object with an opaque object

S;Instantaneous;Choose any creature

  • casting time or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target
  • range make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check

  • components the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. ;Druid

loose dirt object

S

  • casting time or half as much damage on a successful one. Additionally
  • range the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

  • components the damage increases by 1d12 for each slot level above 3rd.;Druid (XGE)
  • duration

loose dirt M;Instantaneous;(a piece of obsidian)Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save

S

  • casting time or until you use an action to touch the target and dismiss the spell
  • range the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated

  • components and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell
  • duration or becomes diseased or poisoned while under the spell's effect

the disease and poison have no effect until the spell ends. ;Druid

loose dirt M;1 hour;(a pinch of graveyard dirt)You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration

2;Flaming Sphere;2nd level Conjuration;1 akció;60 láb;V 2;Flaming Sphere;2nd level Conjuration;1 akció;60 láb;V
2;Scorching Ray;2nd level Evocation;1 akció;120 láb;V 2;Scorching Ray;2nd level Evocation;1 akció;120 láb;V
3;Call Lightning;3rd level Conjuration;1 akció;120 láb;V 3;Call Lightning;3rd level Conjuration;1 akció;120 láb;V
3;Conjure Animals;3rd level Conjuration;1 akció;60 láb;V 3;Conjure Animals;3rd level Conjuration;1 akció;60 láb;V
3;Create Food and Water;3rd level Conjuration;1 akció;30 láb;V 3;Create Food and Water;3rd level Conjuration;1 akció;30 láb;V
3;Daylight;3rd level Evocation;1 akció;60 láb;V 3;Daylight;3rd level Evocation;1 akció;60 láb;V
3;Dispel Magic;3rd level Abjuration;1 akció;120 láb;V 3;Dispel Magic;3rd level Abjuration;1 akció;120 láb;V
3;Erupting Earth;3rd level Transmutation;1 akció;120 láb;V 3;Erupting Earth;3rd level Transmutation;1 akció;120 láb;V
3;Feign Death (ritual);3rd level Necromancy;1 akció;Touch;V 3;Feign Death (ritual);3rd level Necromancy;1 akció;Touch;V

S;Concentration

  • casting time the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses
  • range and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

  • components the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.;Druid (XGE)
  • duration

loose dirt up to 1 hour;You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver

S

  • casting time up to 1 hour;(a bit of gauze and a wisp of smoke)You transform a willing creature you touch
  • range along with everything it's wearing and carrying

  • components into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
    While in this form
  • duration the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage

and it has advantage on Strength

Dexterity M;Concentration

S

  • casting time up to 1 minute;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target's speed is doubled

  • components it gains a +2 bonus to AC
  • duration it has advantage on Dexterity saving throws

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)

Dash M;Concentration

S

  • casting time crystal
  • range or glass)A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save

  • components or half as much damage on a successful one.
    The lightning ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot above 3rd. ;Druid (Mountain)

Dash M;Instantaneous;(a bit of fur and a rod of amber

S;8 hours;You step into a stone object or surface large enough to fully contain your body

  • casting time you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
    While merged with the stone
  • range you can't see what occurs outside it

  • components and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it
  • duration which ends the spell. You otherwise can't move.
    Minor physical damage to the stone doesn't harm you

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

Dash melding yourself and all the equipment you carry with the stone for the duration. Using your movement

S;Instantaneous;This spell channels vitality into plants within a specific area. There are two possible uses for the spell

  • casting time choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
    You can exclude one or more areas of any size within the spell's area from being affected.
    If you cast this spell over 8 hours
  • range you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. ;Druid (*)(Forest)

Dash granting either immediate or long-term benefits.
If you cast this spell using 1 action

S;Concentration

  • casting time the willing creature you touch has resistance to one damage type of your choice: acid
  • range cold

  • components fire
  • duration lightning

or thunder.;Druid (*)(Desert)

Dash up to 1 hour;For the duration

S

  • casting time up to 1 minute;(a pinch of dust and a few drops of water)Until the spell ends
  • range freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured

  • components and exposed flames in the area are doused.
    The ground in the area is covered with slick ice
  • duration making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there

it must make a Dexterity saving throw. On a failed save

Dash M;Concentration

S

  • casting time up to 1 minute;(a drop of molasses)You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
    An affected target's speed is halved
  • range it takes a -2 penalty to AC and Dexterity saving throws

  • components and it can't use reactions. On its turn
  • duration it can use either an action or a bonus action

not both. Regardless of the creature's abilities or magic items

Dash M;Concentration

3;Flame Arrows;3rd level Transmutation;1 akció;Touch;V 3;Flame Arrows;3rd level Transmutation;1 akció;Touch;V
3;Gaseous Form;3rd level Transmutation;1 akció;Touch;V 3;Gaseous Form;3rd level Transmutation;1 akció;Touch;V
3;Haste;3rd level Transmutation;1 akció;30 láb;V 3;Haste;3rd level Transmutation;1 akció;30 láb;V
3;Lightning Bolt;3rd level Evocation;1 akció;Self (100-foot line);V 3;Lightning Bolt;3rd level Evocation;1 akció;Self (100-foot line);V
3;Meld into Stone (ritual);3rd level Transmutation;1 akció;Touch;V 3;Meld into Stone (ritual);3rd level Transmutation;1 akció;Touch;V
3;Plant Growth;3rd level Transmutation;1 akció or 8 hours;150 láb;V 3;Plant Growth;3rd level Transmutation;1 akció or 8 hours;150 láb;V
3;Protection from Energy;3rd level Abjuration;1 akció;Touch;V 3;Protection from Energy;3rd level Abjuration;1 akció;Touch;V
3;Sleet Storm;3rd level Conjuration;1 akció;150 láb;V 3;Sleet Storm;3rd level Conjuration;1 akció;150 láb;V
3;Slow;3rd level Transmutation;1 akció;120 láb;V 3;Slow;3rd level Transmutation;1 akció;120 láb;V

S;10 minutes;You imbue plants within 30 feet of you with limited sentience and animation

  • casting time gaining information about creatures that have passed
  • range weather

  • components and other circumstances.
    You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration
  • duration causing vines and branches to hinder pursuers

for example.
Plants might be able to perform other tasks on your behalf

Dash giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day

S

  • casting time up to 1 minute;(a rotten egg or several skunk cabbage leaves)You create a 20-foot-radius sphere of yellow
  • range nauseating gas centered on a point within range. The cloud spreads around corners

  • components and its area is heavily obscured. The cloud lingers in the air for the duration.
    Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save
  • duration the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
    A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. ;Druid (Underdark)(Swamp)

Dash M;Concentration

S

  • casting time up to 1 hour;(a gilded flower worth at least 300 gp)You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell
  • range choose a mood. Fuming

  • components Mirthful
  • duration or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood

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

Dash M;Concentration

S

  • casting time up to 10 feet wide
  • range and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save

  • components a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save
  • duration a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions

extinguishing unprotected flames in its area and within 30 feet of it

and then it vanishes.;Druid (XGE) M;Instantaneous;(a drop of water)You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long

S

  • casting time up to 10 minutes;(a drop of water)You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long
  • range 10 feet high

  • components and 1 foot thick
  • duration or you can make a ringed wall up to 20 feet in diameter

20 feet high

and then it vanishes.;Druid (XGE) M;Concentration

S

and then it vanishes.;Druid (XGE) M;24 hours;(a short reed or piece of straw)This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.;Druid (*)(Coast)

S

  • casting time acid
  • range mud

  • components snow
  • duration quicksand

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

and then it vanishes.;Druid (XGE) M;1 hour;(a piece of cork)This spell grants the ability to move across any liquid surface - such as water

S

  • casting time up to 1 minute;(a tiny fan and a feather of exotic origin)A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long
  • range 15 feet high

  • components and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
    When the wall appears
  • duration each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save

or half as much damage on a successful one.
The strong wind keeps fog

smoke M;Concentration

S

  • casting time a piece of flesh
  • range and a pinch of bone dust)This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life

  • components raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
    On each of your turns
  • duration you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures

you can command any or all of them at the same time

smoke M;Instantaneous;(a drop of blood

3;Speak with Plants;3rd level Transmutation;1 akció;Self (30-foot radius);V 3;Speak with Plants;3rd level Transmutation;1 akció;Self (30-foot radius);V
3;Stinking Cloud;3rd level Conjuration;1 akció;90 láb;V 3;Stinking Cloud;3rd level Conjuration;1 akció;90 láb;V
3;Summon Fey;3rd-level conjuration;1 akció;90 láb;V 3;Summon Fey;3rd-level conjuration;1 akció;90 láb;V
3;Tidal Wave;3rd level Conjuration;1 akció;120 láb;V 3;Tidal Wave;3rd level Conjuration;1 akció;120 láb;V
3;Wall of Water;3rd level Evocation;1 akció;60 láb;V 3;Wall of Water;3rd level Evocation;1 akció;60 láb;V
3;Water Breathing (ritual);3rd level Transmutation;1 akció;30 láb;V 3;Water Breathing (ritual);3rd level Transmutation;1 akció;30 láb;V
3;Water Walk (ritual);3rd level Transmutation;1 akció;30 láb;V 3;Water Walk (ritual);3rd level Transmutation;1 akció;30 láb;V
3;Wind Wall;3rd level Evocation;1 akció;120 láb;V 3;Wind Wall;3rd level Evocation;1 akció;120 láb;V
3;Animate Dead;3rd level Necromancy;1 minute;10 láb;V 3;Animate Dead;3rd level Necromancy;1 minute;10 láb;V

S

  • casting time up to 1 hour;(a bit of gauze and a wisp of smoke)You transform a willing creature you touch
  • range along with everything it's wearing and carrying

  • components into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
    While in this form
  • duration the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage

and it has advantage on Strength

Dexterity M;Concentration

up to 1 minute;Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.;Druid (TCE)
  • range

Dexterity the aura moves with you

S;Concentration

  • casting time cold
  • range fire

  • components lightning
  • duration or thunder. For the duration

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

Dexterity up to 1 hour;A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid

S

  • casting time which the spell consumes)You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age
  • range nor can it restore any missing body parts.;Druid (TCE)

Dexterity M;Instantaneous;(diamonds worth 300 gp

S;Instantaneous;This spell channels vitality into plants within a specific area. There are two possible uses for the spell

  • casting time choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
    You can exclude one or more areas of any size within the spell's area from being affected.
    If you cast this spell over 8 hours
  • range you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. ;Druid (Wildfire)

Dexterity granting either immediate or long-term benefits.
If you cast this spell using 1 action

S

  • casting time which the spell consumes)You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age
  • range nor can it restore any missing body parts.;Druid (Wildfire)

Dexterity M;Instantaneous;(diamonds worth 300 gp

S;Instantaneous;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

Dexterity draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

S;1 hour;You attempt to charm a creature you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.;Druid (XGE)
  • duration

Dexterity and it does so with advantage if you or your companions are fighting it. If it fails the saving throw

S

  • casting time up to 1 minute;(three nut shells)This spell assaults and twists creatures' minds
  • range spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction

  • components roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach
  • duration the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns

an affected target can make a Wisdom saving throw. If it succeeds

Dexterity M;Concentration

3;Gaseous Form;3rd level Transmutation;1 akció;Touch;V 3;Gaseous Form;3rd level Transmutation;1 akció;Touch;V
3;Aura of Vitality;3rd level Evocation;1 akció;Self (30-foot radius);V;Concentration 3;Aura of Vitality;3rd level Evocation;1 akció;Self (30-foot radius);V;Concentration
3;Elemental Weapon;3rd level Transmutation;1 akció;Touch;V 3;Elemental Weapon;3rd level Transmutation;1 akció;Touch;V
3;Revivify;3rd level Necromancy;1 akció;Touch;V 3;Revivify;3rd level Necromancy;1 akció;Touch;V
3;Plant Growth;3rd level Transmutation;1 akció or 8 hours;150 láb;V 3;Plant Growth;3rd level Transmutation;1 akció or 8 hours;150 láb;V
3;Revivify;3rd level Necromancy;1 akció;Touch;V 3;Revivify;3rd level Necromancy;1 akció;Touch;V
4;Blight;4th level Necromancy;1 akció;30 láb;V 4;Blight;4th level Necromancy;1 akció;30 láb;V
4;Charm Monster;4th level Enchantment ;1 akció;30 láb;V 4;Charm Monster;4th level Enchantment ;1 akció;30 láb;V
4;Confusion;4th level Enchantment ;1 akció;90 láb;V 4;Confusion;4th level Enchantment ;1 akció;90 láb;V

S;Concentration

  • casting time which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them
  • range they defend themselves from hostile creatures

  • components but otherwise take no actions.
    The DM has the creatures' statistics.
    At Higher Levels: When you cast this spell using certain higher-level spell slots
  • duration you choose one of the summoning options above

and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot .;Druid

Dexterity up to 1 hour;You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears.
• One elemental of challenge rating 2 or lower
• Two elementals of challenge rating 1 or lower
• Four elementals of challenge rating 1/2 or lower
• Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group

S

  • casting time up to 1 hour;(one holly berry per creature summoned)You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
    • One fey creature of challenge rating 2 or lower
    • Two fey creatures of challenge rating 1 or lower
    • Four fey creatures of challenge rating 1/2 or lower
    • Eight fey creatures of challenge rating 1/4 or lower
    A summoned creature disappears when it drops to 0 hit points or when the spell ends.
    The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group
  • range which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them

  • components they defend themselves from hostile creatures
  • duration but otherwise take no actions.
    The DM has the creatures' statistics.
    At Higher Levels: When you cast this spell using certain higher-level spell slots

you choose one of the summoning options above

Dexterity M;Concentration

S

  • casting time up to 10 minutes;(a drop of water and a pinch of dust)Until the spell ends
  • range you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn

  • components you can repeat the same effect or choose a different one.
    Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore
  • duration the flooding water spills over onto dry land.
    If you choose an area in a large body of water

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

Dexterity M;Concentration

S

  • casting time together worth at least 25 gp
  • range which the spell consumes)Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal

  • components event
  • duration or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase

a cryptic rhyme

Dexterity M;Instantaneous;(incense and a sacrificial offering appropriate to your religion

S;Concentration

  • casting time it has advantage on the saving throw.
    While the beast is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

Dexterity up to 1 minute;You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Concentration

  • casting time and choose one of the following damage types - acid
  • range cold

  • components fire
  • duration lightning

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

Dexterity up to 1 minute;Choose one creature you can see within range

S

  • casting time bound around the arm or a similar appendage)You touch a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints
  • duration such as manacles or a creature that has it grappled. Finally

being underwater imposes no penalties on the target's movement or attacks. ;Druid (XGE)

Dexterity M;1 hour;(a leather strap

S;Concentration

  • casting time three spiders
  • range five wasps

  • components or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede
  • duration a spider becomes a giant spider

a wasp becomes a giant wasp

Dexterity up to 10 minutes;You transform up to ten centipedes

S;Concentration

  • casting time you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
    Until the spell ends
  • range you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. ;Druid

Dexterity up to 1 minute;You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell

4;Conjure Minor Elementals;4th level Conjuration;1 minute;90 láb;V 4;Conjure Minor Elementals;4th level Conjuration;1 minute;90 láb;V
4;Conjure Woodland Beings;4th level Conjuration;1 akció;60 láb;V 4;Conjure Woodland Beings;4th level Conjuration;1 akció;60 láb;V
4;Control Water;4th level Transmutation;1 akció;300 láb;V 4;Control Water;4th level Transmutation;1 akció;300 láb;V
4;Divination (ritual);4th level Divination;1 akció;Self;V 4;Divination (ritual);4th level Divination;1 akció;Self;V
4;Dominate Beast;4th level Enchantment ;1 akció;60 láb;V 4;Dominate Beast;4th level Enchantment ;1 akció;60 láb;V
4;Elemental Bane;4th level Transmutation;1 akció;90 láb;V 4;Elemental Bane;4th level Transmutation;1 akció;90 láb;V
4;Freedom of Movement;4th level Abjuration;1 akció;Touch;V 4;Freedom of Movement;4th level Abjuration;1 akció;Touch;V
4;Giant Insect;4th level Transmutation;1 akció;30 láb;V 4;Giant Insect;4th level Transmutation;1 akció;30 láb;V
4;Grasping Vine;4th level Conjuration;1 bónusz akció;30 láb;V 4;Grasping Vine;4th level Conjuration;1 bónusz akció;30 láb;V

S;Concentration

Dexterity up to 1 minute;You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.;Druid (Underdark)

up to 1 minute;A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast: Bestial fur covers your body

  • casting time and you gain the following benefits:
    • Your walking speed increases by 10 feet.
    • You gain darkvision with a range of 120 feet.
    • You make Strength-based attack rolls with advantage.
    • Your melee weapon attacks deal an extra 1d6 force damage on a hit.
    Great Tree: Your skin appears barky
  • range leaves sprout from your hair

  • components and you gain the following benefits:
    • You gain 10 temporary hit points.
    • You make Constitution saving throws with advantage.
    • You make Dexterity- and Wisdom-based attack rolls with advantage.
    • While you are on the ground
  • duration the ground within 15 feet of you is difficult terrain for your enemies.;Druid (XGE)

Dexterity your facial features become feral

S

  • casting time a twig
  • range and a bit of green plant)You make natural terrain in a 150-foot cube in range look

  • components sound
  • duration and smell like some other sort of natural terrain. Thus

open fields or a road can be made to resemble a swamp

hill M;24 hours;(a stone

S

  • casting time 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save
  • range or half as much damage on a successful one.
    Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components the bludgeoning damage increases by 1d8 for each slot level above 4th. ;Druid (*)(Arctic)
  • duration

hill M;Instantaneous;(a pinch of dust and a few drops of water)A hail of rock-hard ice pounds to the ground in a 20-foot-radius

S

  • casting time up to 1 hour;(a bit of fur from a bloodhound)Describe or name a creature that is familiar to you. You sense the direction to the creature's location
  • range as long as that creature is within 1

  • components000 feet of you. If the creature is moving
  • duration you know the direction of its movement.
    The spell can locate a specific creature known to you

or the nearest creature of a specific kind (such as a human or a unicorn)

hill M;Concentration

S

  • casting time up to 1 hour;(a caterpillar cocoon)This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
    The transformation lasts for the duration
  • range or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level

  • components if it doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

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

hill M;Concentration

S

  • casting time which must be worked into roughly the desired shape of the stone object)You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So
  • range for example

  • components you could shape a large rock into a weapon
  • duration idol

or coffer

or make a small passage through a wall M;Instantaneous;(soft clay

S

  • casting time up to 1 hour;(diamond dust worth 100 gp
  • range which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends

  • components the target has resistance to nonmagical bludgeoning
  • duration piercing

and slashing damage.;Druid (*)(Mountain)

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(air
  • range a pebble

  • components ash
  • duration and water inside a crystal vial worth at least 400 gp)You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell

choose an element: Air

Earth M;Concentration

4;Greater Invisibility;4th level Illusion;1 akció;Touch;V 4;Greater Invisibility;4th level Illusion;1 akció;Touch;V
4;Guardian of Nature;4th level Transmutation;1 bónusz akció;Self;V;Concentration 4;Guardian of Nature;4th level Transmutation;1 bónusz akció;Self;V;Concentration
4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 láb;V 4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 láb;V
4;Ice Storm;4th level Evocation;1 akció;300 láb;V 4;Ice Storm;4th level Evocation;1 akció;300 láb;V
4;Locate Creature;4th level Divination;1 akció;Self;V 4;Locate Creature;4th level Divination;1 akció;Self;V
4;Polymorph;4th level Transmutation;1 akció;60 láb;V 4;Polymorph;4th level Transmutation;1 akció;60 láb;V
4;Stone Shape;4th level Transmutation;1 akció;Touch;V 4;Stone Shape;4th level Transmutation;1 akció;Touch;V
4;Stoneskin;4th level Abjuration;1 akció;Touch;V 4;Stoneskin;4th level Abjuration;1 akció;Touch;V
4;Summon Elemental;4th-level conjuration;1 akció;90 láb;V 4;Summon Elemental;4th-level conjuration;1 akció;90 láb;V

S

  • casting time up to 1 minute;(a small piece of phosphorus)You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long
  • range 20 feet high

  • components and 1 foot think
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

Earth M;Concentration

S

  • casting time up to 1 minute;(a droplet of water)You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
    Any creature in the sphere's space must make a Strength saving throw. On a successful save
  • range a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically

  • components and a Large or smaller creature can choose to fail it. On a failed save
  • duration a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns

a restrained target can repeat the saving throw

Earth M;Concentration

S;Instantaneous;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

Earth draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

S

  • casting time up to 1 minute;(3 nut shells)This spell assaults and twists creatures' minds
  • range spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction

  • components roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach
  • duration the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns

an affected target can make a Wisdom saving throw. If it succeeds

Earth M;Concentration

S

  • casting time together worth at least 25 gp
  • range which the spell consumes)Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal

  • components event
  • duration or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase

a cryptic rhyme

Earth M;Instantaneous;(incense and a sacrificial offering appropriate to your religion

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

Earth M;10 minutes;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

up to 10 minutes;Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage
  • range and its hit point maximum can't be reduced. In addition

  • components a non-hostile
  • duration living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.;Druid (Wildfire)

Earth the aura moves with you

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

Earth M;10 minutes;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

S;Concentration

  • casting time remaining centered on you and hedging out creatures other than undead and constructs.
    The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
    If you move so that an affect creature is forced to pass through the barrier
  • range the spell ends. ;Druid

Earth up to 1 hour;A shimmering barrier extends out from you in a 10-foot radius and moves with you

4;Wall of Fire;4th level Evocation;1 akció;120 láb;V 4;Wall of Fire;4th level Evocation;1 akció;120 láb;V
4;Watery Sphere;4th level Conjuration;1 akció;90 láb;V 4;Watery Sphere;4th level Conjuration;1 akció;90 láb;V
4;Blight;4th level Necromancy;1 akció;30 láb;V 4;Blight;4th level Necromancy;1 akció;30 láb;V
4;Confusion;4th level Enchantment ;1 akció;90 láb;V 4;Confusion;4th level Enchantment ;1 akció;90 láb;V
4;Divination (ritual);4th level Divination;1 akció;Self;V 4;Divination (ritual);4th level Divination;1 akció;Self;V
4;Fire Shield;4th level Evocation;1 akció;Self;V 4;Fire Shield;4th level Evocation;1 akció;Self;V
4;Aura of Life;4th level Abjuration;1 akció;Self (30-foot radius);V;Concentration 4;Aura of Life;4th level Abjuration;1 akció;Self (30-foot radius);V;Concentration
4;Fire Shield;4th level Evocation;1 akció;Self;V 4;Fire Shield;4th level Evocation;1 akció;Self;V
5;Antilife Shell;5th level Abjuration;1 akció;Self (10-foot radius);V 5;Antilife Shell;5th level Abjuration;1 akció;Self (10-foot radius);V

S

  • casting time000 gp
  • range which the spell consumes)After spending the casting time tracing magical pathways within a precious gemstone

  • components you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant
  • duration it gains the ability to move its limbs

roots

vines M;Instantaneous;(an agate worth at least 1

S;Concentration

  • casting time yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog
  • range ending the spell. Its area is heavily obscured.
    When a creature enters the spell's area for the first time on a turn or starts its turn there

  • components that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save
  • duration or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
    The fog moves 10 feet away from you at the start of each of your turns

rolling along the surface of the ground. The vapors

being heavier than air up to 10 minutes;You create a 20-foot-radius sphere of poisonous

S;Instantaneous;You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors

  • casting time the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction
  • range such as in dungeons and towns.
    You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
    • terrain and bodies of water
    • prevalent plants

  • components minerals
  • duration animals

or peoples
• powerful celestials

fey the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings

S

  • casting time or half as much damage on a successful one.
    A creature killed by this spell becomes a frozen statue until it thaws.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
  • range the damage increases by 1d8 for each slot level above 5th. ;Druid (Arctic)

fey M;Instantaneous;(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save

S

  • casting time up to 1 hour;(burning incense for air
  • range soft clay for earth

  • components sulfur and phosphorus for fire
  • duration or water and sand for water)You call forth an elemental servant. Choose an area of air

earth

fire M;Concentration

S;7 days;Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit

  • casting time it must make a Constitution saving throw. After failing three of these saving throws
  • range the disease's effects last for the duration

  • components and the creature stops making these saves. After succeeding on three of these saving throws
  • duration the creature recovers from the disease

and the spell ends.
Since this spell induces a natural disease in its target

fire you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns

S;Concentration

  • casting time unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
    Gusts: A wind picks up within the cube
  • range continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm

  • components moderate
  • duration or strong. If the wind is moderate or 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

fire up to 1 hour;You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration

S

  • casting time a dab of ink
  • range and a writing quill plucked from a sleeping bird)This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep

  • components such as elves
  • duration can't be contacted by this spell. You

or a willing creature you touch

enters a trance state M;8 hours;(a handful of sand

forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you

  • casting time it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions
  • range but no more than once each day. A creature that can't understand you is unaffected by the spell.
    You can issue any command you choose

  • components short of an activity that would result in certain death. Should you issue a suicidal command
  • duration the spell ends.
    You can end the spell early by using an action to dismiss it. A remove curse

greater restoration

enters a trance state it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you

5;Awaken;5th level Transmutation;8 hours;Touch;V 5;Awaken;5th level Transmutation;8 hours;Touch;V
5;Cloudkill;5th level Conjuration;1 akció;120 láb;V 5;Cloudkill;5th level Conjuration;1 akció;120 láb;V
5;Commune with Nature (ritual);5th level Divination;1 minute;Self;V 5;Commune with Nature (ritual);5th level Divination;1 minute;Self;V
5;Cone of Cold;5th level Evocation;1 akció;Self (60-foot cone);V 5;Cone of Cold;5th level Evocation;1 akció;Self (60-foot cone);V
5;Conjure Elemental;5th level Conjuration;1 minute;90 láb;V 5;Conjure Elemental;5th level Conjuration;1 minute;90 láb;V
5;Contagion;5th level Necromancy;1 akció;Touch;V 5;Contagion;5th level Necromancy;1 akció;Touch;V
5;Control Winds;5th level Transmutation;1 akció;300 láb;V 5;Control Winds;5th level Transmutation;1 akció;300 láb;V
5;Dream;5th level Illusion;1 minute;Special;V 5;Dream;5th level Illusion;1 minute;Special;V
5;Geas;5th level Enchantment ;1 minute;60 láb;V;30 days;You place a magical command on a creature that you can see within range 5;Geas;5th level Enchantment ;1 minute;60 láb;V;30 days;You place a magical command on a creature that you can see within range

S

  • casting time which the spell consumes)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one
  • range or end one of the following effects on the target.
    • One effect that charmed or petrified the target
    • One curse

  • components including the target's attunement to a cursed magic item
    • Any reduction to one of the target's ability scores
    • One effect reducing the target's hit point maximum ;Druid
  • duration

enters a trance state M;Instantaneous;(diamond dust worth 100 gp

S

  • casting time up to 10 minutes;(a few grains of sugar
  • range some kernels of grain

  • components and a smear of fat)Swarming
  • duration biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration

and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears

enters a trance state M;Concentration

S

  • casting time up to 1 minute;(paper or leaf in the shape of a funnel)A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends
  • range that area is difficult terrain

  • components and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.;Druid (XGE)
  • duration

enters a trance state M;Concentration

S;Instantaneous;A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

enters a trance state the healing increases by 1d8 for each slot level above 5th. ;Druid

S

  • casting time plaster
  • range or stone surface (such as a wall

  • components a ceiling
  • duration or a floor) within range

and lasts for the duration. You choose the opening's dimensions - up to 5 feet wide

8 feet tall M;1 hour;(a pinch of sesame seeds)A passage appears at a point of your choice that you can see on a wooden

S

  • casting time000 gp
  • range which the spell consumes)With this spell

  • components you attempt to bind a celestial
  • duration an elemental

a fey

8 feet tall M;24 hours;(a jewel worth at least 1

S

  • casting time000 gp
  • range which the spell consumes)You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days

  • components the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so
  • duration the spell fails.
    The magic fashions a new body for the creature to inhabit

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

8 feet tall M;Instantaneous;(rare oils and unguents worth at least 1

S

  • casting time up to 10 minutes;(a focus worth at least 1
  • range000 gp

  • components such as a crystal ball
  • duration a silver mirror

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

8 feet tall M;Concentration

S

  • casting time and choose one of the following effects.
    Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick
  • range flowing mud that remains for the spell's duration.
    The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement

  • components and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save
  • duration a creature sinks into the mud and is restrained

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

8 feet tall M;Until dispelled;(clay and water)You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range

5;Greater Restoration;5th level Abjuration;1 akció;Touch;V 5;Greater Restoration;5th level Abjuration;1 akció;Touch;V
5;Insect Plague;5th level Conjuration;1 akció;300 láb;V 5;Insect Plague;5th level Conjuration;1 akció;300 láb;V
5;Maelstrom;5th level Evocation;1 akció;120 láb;V 5;Maelstrom;5th level Evocation;1 akció;120 láb;V
5;Mass Cure Wounds;5th level Evocation;1 akció;60 láb;V 5;Mass Cure Wounds;5th level Evocation;1 akció;60 láb;V
5;Passwall;5th level Transmutation;1 akció;30 láb;V 5;Passwall;5th level Transmutation;1 akció;30 láb;V
5;Planar Binding;5th level Abjuration;1 hour;60 láb;V 5;Planar Binding;5th level Abjuration;1 hour;60 láb;V
5;Reincarnate;5th level Transmutation;1 hour;Touch;V 5;Reincarnate;5th level Transmutation;1 hour;Touch;V
5;Scrying;5th level Divination;10 minutes;Self;V 5;Scrying;5th level Divination;10 minutes;Self;V
5;Transmute Rock;5th level Transmutation;1 akció;120 láb;V 5;Transmute Rock;5th level Transmutation;1 akció;120 láb;V

S;Concentration

  • casting time as part of the move used to enter the tree
  • range can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree

  • components using another 5 feet of movement. If you have no movement left
  • duration you appear within 5 feet of the tree you entered.
    You can use this transportation ability once per round for the duration. You must end each turn outside a tree. ;Druid (*)(Forest)

8 feet tall up to 1 minute;You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and

S

  • casting time up to 10 minutes;(a small block of granite)A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively
  • range you can create 10-foot-by-20-foot panels that are only 3 inches thick.
    If the wall cuts through a creature's space when it appears

  • components the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface)
  • duration that creature can make a Dexterity saving throw. On a success

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

8 feet tall M;Concentration

S;Concentration

  • casting time rocks
  • range and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
    Grasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
    Trees: At the start of each of your turns

  • components each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
    Roots and Vines: At the end of each of your turns
  • duration one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC

ending the effect on itself on a success.
Rocks: As a bonus action on your turn

8 feet tall up to 1 minute;You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees

S;Concentration

  • casting time yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog
  • range ending the spell. Its area is heavily obscured.
    When a creature enters the spell's area for the first time on a turn or starts its turn there

  • components that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save
  • duration or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
    The fog moves 10 feet away from you at the start of each of your turns

rolling along the surface of the ground. The vapors

being heavier than air up to 10 minutes;You create a 20-foot-radius sphere of poisonous

S;7 days;Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit

  • casting time it must make a Constitution saving throw. After failing three of these saving throws
  • range the disease's effects last for the duration

  • components and the creature stops making these saves. After succeeding on three of these saving throws
  • duration the creature recovers from the disease

and the spell ends.
Since this spell induces a natural disease in its target

being heavier than air you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns

S

  • casting time or half as much damage on a successful one.
    A creature killed by this spell becomes a frozen statue until it thaws.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
  • range the damage increases by 1d8 for each slot level above 5th. ;Druid (TCE)

being heavier than air M;Instantaneous;(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save

S

  • casting time 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save
  • range or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

  • components the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. ;Druid (Wildfire)
  • duration

being heavier than air M;Instantaneous;(pinch of sulfur)A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius

S;Instantaneous;A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

being heavier than air the healing increases by 1d8 for each slot level above 5th. ;Druid (Wildfire)

S;Instantaneous;You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter

  • casting time a pillar crumbles into rubble
  • range which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
    If a pillar is created under a creature

  • components that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
    If a pillar is prevented from reaching its full height because of a ceiling or other obstacle
  • duration a creature on the pillar takes 6d6 bludgeoning damage and is restrained

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

being heavier than air and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points

5;Tree Stride;5th level Conjuration;1 akció;Self;V 5;Tree Stride;5th level Conjuration;1 akció;Self;V
5;Wall of Stone;5th level Evocation;1 akció;120 láb;V 5;Wall of Stone;5th level Evocation;1 akció;120 láb;V
5;Wrath of Nature;5th level Evocation;1 akció;120 láb;V 5;Wrath of Nature;5th level Evocation;1 akció;120 láb;V
5;Cloudkill;5th level Conjuration;1 akció;120 láb;V 5;Cloudkill;5th level Conjuration;1 akció;120 láb;V
5;Contagion;5th level Necromancy;1 akció;Touch;V 5;Contagion;5th level Necromancy;1 akció;Touch;V
5;Cone of Cold;5th level Evocation;1 akció;Self (60-foot cone);V 5;Cone of Cold;5th level Evocation;1 akció;Self (60-foot cone);V
5;Flame Strike;5th level Evocation;1 akció;60 láb;V 5;Flame Strike;5th level Evocation;1 akció;60 láb;V
5;Mass Cure Wounds;5th level Evocation;1 akció;60 láb;V 5;Mass Cure Wounds;5th level Evocation;1 akció;60 láb;V
6;Bones of the Earth;6th level Transmutation;1 akció;120 láb;V 6;Bones of the Earth;6th level Transmutation;1 akció;120 láb;V

S;Concentration

  • casting time or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.
    The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature
  • range which has its own turns. It obeys any verbal commands that you issue to it (no action required by you)

  • components as long as they don't violate its alignment. If you don't issue any commands to the fey creature
  • duration it defends itself from hostile creatures but otherwise takes no actions.
    If your concentration is broken

the fey creature doesn't disappear. Instead

you lose control of the fey creature up to 1 hour;You summon a fey creature of challenge rating 6 or lower

S

  • casting time which the spell consumes
  • range that was harvested with a golden sickle under the light of a full moon)You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year

  • components the spell lasts until dispelled.
    The spell creates the following effects within the area. When you cast this spell
  • duration you can specify creatures as friends who are immune to the effects. You can also specify a password that

when spoken aloud

you lose control of the fey creature M;24 hours;(mistletoe

S

  • casting time up to 1 day;(a set of divinatory tools - such as bones
  • range ivory sticks

  • components cards
  • duration teeth

or carved runes - worth 100 gp and an object from the location you wish to find)This spell allows you to find the shortest

you lose control of the fey creature M;Concentration

S;Instantaneous;Choose a creature that you can see within range. A surge of positive energy washes through the creature

  • casting time deafness
  • range and any diseases affecting the target. This spell has no effect on constructs or undead.
    At Higher Levels: When you cast this spell using a spell slot of 7th level or higher

  • components the amount of healing increases by 10 for each slot level above 6th. ;Druid
  • duration

you lose control of the fey creature causing it to regain 70 hit points. The spell also ends blindness

S

  • casting time000 gp
  • range which the spell consumes)You bring forth a great feast

  • components including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time
  • duration and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.
    A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison

becomes immune to poison and being frightened

you lose control of the fey creature M;Instantaneous;(a gem-encrusted bowl worth at least 1

S;Concentration

  • casting time shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends
  • range you gain the following benefits:
    • You are immune to fire damage and have resistance to cold damage.
    • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
    • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save

  • components or half as much damage on a successful one.;Druid (XGE)
  • duration

you lose control of the fey creature up to 10 minutes;Flames race across your body

S;Concentration

  • casting time ice rimes your body
  • range and you gain the following benefits:
    • You are immune to cold damage and have resistance to fire damage.
    • You can move across difficult terrain created by ice or snow without spending extra movement.
    • The ground in a 10-foot radius around you is icy and is difficult terra in for creatures other than you. The radius moves with you.
    • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save

  • components or half as much da mage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.;Druid (XGE)
  • duration

you lose control of the fey creature up to 10 minutes;Until the spell ends

S;Concentration

  • casting time bits of rock spread across your body
  • range and you gain the following benefits:
    • You have resistance to bludgeoning

  • components piercing
  • duration and slashing damage from nonmagical attacks.
    • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
    • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it

but you can't end your movement there. If you do so

you lose control of the fey creature up to 10 minutes;Until the spell ends

S;Concentration

  • casting time wind whirls around you
  • range and you gain the following benefits:
    • Ranged weapon attacks made against you have disadvantage on the attack roll.
    • You gain a flying speed of 60 feet. If you are still flying when the spell ends

  • components you fall
  • duration unless you can somehow prevent it.
    • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet ofyou. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save

or half as much damage on a successful one. If a Large or smaller creature fails the save

you lose control of the fey creature up to 10 minutes;Until the spell ends

6;Conjure Fey;6th level Conjuration;1 minute;90 láb;V 6;Conjure Fey;6th level Conjuration;1 minute;90 láb;V
6;Druid Grove;6th level Abjuration;10 minutes;Touch;V 6;Druid Grove;6th level Abjuration;10 minutes;Touch;V
6;Find the Path;6th level Divination;1 minute;Self;V 6;Find the Path;6th level Divination;1 minute;Self;V
6;Heal;6th level Evocation;1 akció;60 láb;V 6;Heal;6th level Evocation;1 akció;60 láb;V
6;Heroes' Feast;6th level Conjuration;10 minutes;30 láb;V 6;Heroes' Feast;6th level Conjuration;10 minutes;30 láb;V
6;Investiture of Flame;6th level Transmutation;1 akció;Self;V 6;Investiture of Flame;6th level Transmutation;1 akció;Self;V
6;Investiture of Ice;6th level Transmutation;1 akció;Self;V 6;Investiture of Ice;6th level Transmutation;1 akció;Self;V
6;Investiture of Stone;6th level Transmutation;1 akció;Self;V 6;Investiture of Stone;6th level Transmutation;1 akció;Self;V
6;Investiture of Wind;6th level Transmutation;1 akció;Self;V 6;Investiture of Wind;6th level Transmutation;1 akció;Self;V

S

  • casting time up to 2 hours;(an iron blade and a small bag containing a mixture of soils - clay
  • range loam

  • components and sand)Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt
  • duration sand

or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation

create or fill in a trench M;Concentration

S;Concentration

  • casting time cold
  • range fire

  • components lightning
  • duration and thunder damage for the spell's duration.
    When you take damage of one of those types

you can use your reaction to gain immunity to that type of damage

create or fill in a trench up to 1 minute;You have resistance to acid

S

  • casting time up to 1 minute;(a magnifying glass)A beam of brilliant light flashes out from your hand in a 5-foot-wide
  • range 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save

  • components a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save
  • duration it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    You can create a new line of radiance as your action on any turn until the spell ends.
    For the duration

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

create or fill in a trench M;Concentration

S;1 round;This spell creates a magical link between a Large or larger inanimate plant within range and another plant

  • casting time on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration
  • range any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.;Druid

create or fill in a trench at any distance

S

  • casting time up to 10 minutes;(a handful of thorns)You create a wall of tough
  • range pliable

  • components tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long
  • duration 10 feet high

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

create or fill in a trench M;Concentration

S

  • casting time appearing as wisps of cloud. While in this cloud form
  • range a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute

  • components during which time a creature is incapacitated and can't move. Until the spell ends
  • duration a creature can revert to cloud form

which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends

create or fill in a trench M;8 hours;(fire and holy water)You and up to ten willing creatures you can see within range assume a gaseous form for the duration

S

  • casting time up to 1 minute;(a pinch of lime
  • range water

  • components and earth)You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh
  • duration the creature must make a Constitution saving throw. On a failed save

it is restrained as its flesh begins to harden. On a successful save

create or fill in a trench M;Concentration

S;Instantaneous;A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes

  • casting time or half as much damage on a successful one.
    The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose
  • range plant life in the area is unaffected by this spell. ;Druid

create or fill in a trench which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save

S;10 days;You make terrain in an area up to 1 mile square look

  • casting time smell
  • range and even feel like some other sort of terrain. The terrain's general shape remains the same

  • components however. Open fields or a road could be made to resemble a swamp
  • duration hill

crevasse

create or fill in a trench sound

6;Move Earth;6th level Transmutation;1 akció;120 láb;V 6;Move Earth;6th level Transmutation;1 akció;120 láb;V
6;Primordial Ward;6th level Abjuration;1 akció;Self;V 6;Primordial Ward;6th level Abjuration;1 akció;Self;V
6;Sunbeam;6th level Evocation;1 akció;Self (60-foot line);V 6;Sunbeam;6th level Evocation;1 akció;Self (60-foot line);V
6;Transport via Plants;6th level Conjuration;1 akció;10 láb;V 6;Transport via Plants;6th level Conjuration;1 akció;10 láb;V
6;Wall of Thorns;6th level Conjuration;1 akció;120 láb;V 6;Wall of Thorns;6th level Conjuration;1 akció;120 láb;V
6;Wind Walk;6th level Transmutation;1 akció;30 láb;V 6;Wind Walk;6th level Transmutation;1 akció;30 láb;V
6;Flesh to Stone;6th level Transmutation;1 akció;60 láb;V 6;Flesh to Stone;6th level Transmutation;1 akció;60 láb;V
7;Fire Storm;7th level Evocation;1 akció;150 láb;V 7;Fire Storm;7th level Evocation;1 akció;150 láb;V
7;Mirage Arcane;7th level Illusion;10 minutes;Sight;V 7;Mirage Arcane;7th level Illusion;10 minutes;Sight;V

S

  • casting time metal rod worth at least 250 gp
  • range attuned to a particular plane of existence)You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms

  • components such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells
  • duration and you appear in or near that destination. If you are trying to reach the City of Brass

for example

create or fill in a trench M;Instantaneous;(a forked

S

  • casting time the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
    The target's severed body members (fingers
  • range legs

  • components tails
  • duration and so on)

if any

create or fill in a trench M;1 hour;(a prayer wheel and holy water)You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell

S

  • casting time up to 1 minute;(a lodestone and iron filings)This spell reverses gravity in a 50-foot-radius
  • range 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach

  • components thus avoiding the fall.
    If some solid object (such as a ceiling) is encountered in this fall
  • duration falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything

it remains there

oscillating slightly M;Concentration

M;Concentration

  • casting time 30-foot-high cylinder centered on that point. Until the spell ends
  • range you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
    A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space

  • components including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save
  • duration or half as much damage on a successful one. In addition

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

oscillating slightly up to 1 minute;(a piece of straw)A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius

S

  • casting time phosphorus
  • range and powdered diamond and opal with a total value of at least 1

  • components000 gp
  • duration Consumed)When you cast this spell

you inscribe a harmful glyph either on a surface (such as a section of floor

a wall M;Until dispelled or triggered;(Mercury

S;Concentration

  • casting time you can use your actions to transform affected creatures into new forms.
    The transformation lasts for the duration for each target
  • range or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast

  • components though the target retains its alignment and Intelligence
  • duration Wisdom

and Charisma scores. The target assumes the hit points of its new form

and when it reverts to its normal form up to 24 hours;Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns

S

  • casting time either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature
  • range such as red dragons

  • components goblins
  • duration or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
    Antipathy: The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it

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

and when it reverts to its normal form M;10 days;(either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)This spell attracts or repels creatures of your choice. You target something within range

S

  • casting time up to 8 hours;(burning incense and bits of earth and wood mixed in water)You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
    When you cast the spell
  • range you change the current weather conditions

  • components which are determined by the DM based on the climate and season.
    You can change precipitation
  • duration temperature

and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so

and when it reverts to its normal form M;Concentration

S

  • casting time up to 1 minute;(a pinch of dirt
  • range a piece of rock

  • components and a lump of clay)You create a seismic disturbance at a point on the ground that you can see within range. For the duration
  • duration an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
    The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save

the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it

and when it reverts to its normal form M;Concentration

7;Plane Shift;7th level Conjuration;1 akció;Touch;V 7;Plane Shift;7th level Conjuration;1 akció;Touch;V
7;Regenerate;7th level Transmutation;1 minute;Touch;V 7;Regenerate;7th level Transmutation;1 minute;Touch;V
7;Reverse Gravity;7th level Transmutation;1 akció;100 láb;V 7;Reverse Gravity;7th level Transmutation;1 akció;100 láb;V
7;Whirlwind;7th level Evocation;1 akció;300 láb;V 7;Whirlwind;7th level Evocation;1 akció;300 láb;V
7;Symbol;7th level Abjuration;1 minute;Touch;V 7;Symbol;7th level Abjuration;1 minute;Touch;V
8;Animal Shapes;8th level Transmutation;1 akció;30 láb;V 8;Animal Shapes;8th level Transmutation;1 akció;30 láb;V
8;Antipathy/Sympathy;8th level Enchantment ;1 hour;60 láb;V 8;Antipathy/Sympathy;8th level Enchantment ;1 hour;60 láb;V
8;Control Weather;8th level Transmutation;10 minutes;Self (5-mile radius);V 8;Control Weather;8th level Transmutation;10 minutes;Self (5-mile radius);V
8;Earthquake;8th level Evocation;1 akció;500 láb;V 8;Earthquake;8th level Evocation;1 akció;500 láb;V

S

  • casting time crystal
  • range glass

  • components or mineral spheres)You blast the mind of a creature that you can see within range
  • duration attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
    On a failed save

the creature's Intelligence and Charisma scores become 1. The creature can't cast spells

activate magic items M;Instantaneous;(a handful of clay

S

  • casting time a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save
  • range it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save

  • components it is no longer blinded.
    This spell dispels any darkness in its area that was created by a spell. ;Druid
  • duration

activate magic items M;Instantaneous;(fire and a piece of sunstone)Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save

S;Concentration

  • casting time 300 feet high
  • range and 50 feet thick. The wall lasts for the duration.
    When the wall appears

  • components each creature within its area must make a Strength saving throw. On a failed save
  • duration a creature takes 6d10 bludgeoning damage

or half as much damage on a successful save.
At the start of each of your turns after the wall appears

the wall up to 6 rounds;A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long

S;Concentration

  • casting time each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save
  • range or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
    The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. ;Druid (TCE)

the wall up to 1 minute;A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears

S

  • casting time the target can't be surprised and has advantage on attack rolls
  • range ability checks

  • components and saving throws. Additionally
  • duration other creatures have disadvantage on attack rolls against the target for the duration.
    This spell immediately ends if you cast it again before its duration ends. ;Druid

the wall M;8 hours;(a hummingbird feather)You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration

S

  • casting time up to 1 hour;(a jade circlet worth at least 1
  • range500 gp

  • components which you must place on your head before you cast the spell)You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead
  • duration and you must have seen the sort of creature at least once. You transform into an average example of that creature

one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature

the wall M;Concentration

S;Concentration

  • casting time centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area
  • range thunder booms

  • components and strong winds roar. Each creature under the cloud (no more than 5
  • duration000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save

a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
Each round you maintain concentration on this spell

the wall up to 1 minute;A churning storm cloud forms

S

  • casting time000 gp
  • range which the spell consumes)You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing

  • components the creature is restored to life with all its hit points.
    This spell closes all wounds
  • duration neutralizes any poison

cures all diseases

the wall M;Instantaneous;(a sprinkle of holy water and diamonds worth at least 25

S

  • casting time worth at least 500 gp);Concentration
  • range up to 1 minute;With a roar

  • components you draw on the magic of dragons to transform yourself
  • duration taking on draconic features. You gain the following benefits until the spell ends:
    Blindsight. You have blindsight with a range of 30 feet. Within that range

you can effectively see anything that isn’t behind total cover

the wall M (a statuette of a dragon

8;Feeblemind;8th level Enchantment ;1 akció;150 láb;V 8;Feeblemind;8th level Enchantment ;1 akció;150 láb;V
8;Sunburst;8th level Evocation;1 akció;150 láb;V 8;Sunburst;8th level Evocation;1 akció;150 láb;V
8;Tsunami;8th level Conjuration;1 minute;Sight;V 8;Tsunami;8th level Conjuration;1 minute;Sight;V
8;Incendiary Cloud;8th level Conjuration;1 akció;150 láb;V 8;Incendiary Cloud;8th level Conjuration;1 akció;150 láb;V
9;Foresight;9th level Divination;1 minute;Touch;V 9;Foresight;9th level Divination;1 minute;Touch;V
9;Shapechange;9th level Transmutation;1 akció;Self;V 9;Shapechange;9th level Transmutation;1 akció;Self;V
9;Storm of Vengeance;9th level Conjuration;1 akció;Sight;V 9;Storm of Vengeance;9th level Conjuration;1 akció;Sight;V
9;True Resurrection;9th level Necromancy;1 hour;Touch;V 9;True Resurrection;9th level Necromancy;1 hour;Touch;V
7;Draconic Transformation;7th Level Transmutation;1 bónusz akció;Self (60-foot cone);V 7;Draconic Transformation;7th Level Transmutation;1 bónusz akció;Self (60-foot cone);V

S

  • casting time worth at least 500 gp);Concentration
  • range up to 1 hour;You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell

  • components choose a family of dragon: chromatic
  • duration gem

or metallic. The creature resembles a dragon of the chosen family

the wall M (an object with the image of a dragon engraved on it

5;Summon Draconic Spirit;5th Level Conjuration;1 akció;60 láb;V 5;Summon Draconic Spirit;5th Level Conjuration;1 akció;60 láb;V