the target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for every spell slot level above 1.;Mokosh
the spirits function as a single assistant for your crafting
is Stable
when it enters the Sphere
preventing the target from shape-shifting on a success. Each shape-shifted target uses the Venomous Snake stat block.
Each of these snakes is Friendly to you and your allies. In combat
and behave in whatever way you choose. It is intangible and invulnerable.
You can see through its eyes and hear through its ears as if you were located where it is.;Mokosh
and the spell ends.
Since this spell induces a natural disease in its target
taking 4d10 radiant damage on a failed save
Fiends
the duration is 365 days. If you use a level 9 spell slot
the creature subtracts 1d6 from all its damage rolls. An enemy also makes this save if it enters the area or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 5.;Mokosh
Elemental
a creature takes 4d8 radiant damage
as described by the DM.
The lore might consist of important details
the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell
the penalty is reduced by 1 until it becomes 0.;Mokosh
or water-filled font)You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw
it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
Celestial Spirit Large Celestial
and 5 feet thick. The wall provides Three-Quarters Cover
such as to guard a particular place. If you issue no commands
up to 10 minutes.
A creature that fails its save against the spell's effect also gains 1 Exhaustion level. While the creature has Exhaustion levels
as long as you are on the same plane of existence as the destination
to enter the area. The spell proofs the area against planar travel
and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10
making the creature appear in an unoccupied space within range. If you know a specific creature's name
you can take a Magic action to create a new Line of radiance.
For the duration
Bright Light fills the Cylinder
Deafened
you can affect and be affected only by creatures
if you know the sigil sequence of a teleportation circle on another plane of existence
and wasn't Undead when it died.
The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a ?4 penalty to D20 Tests. Every time the target finishes a Long Rest
and the spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph
and a roof
except those cast by an Artifact or a deity
temperature
and its Concentration is broken.
You can also cause the effects below.
Fissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations
and other creatures have Disadvantage on attack rolls against them. In addition
you have Three-Quarters Cover
and doesn't age.
A target's astral form resembles its body in almost every way
appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell
and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs. If the creature was Undead