You play a complex and quick up-tempo piece that gradually gets faster and more complex; instilling the targets with its speed. You cannot cast another spell through your spellcasting focus while concentrating on this spell.Until the spell ends; targets gain cumulative benefits the longer you maintain concentration on this spell (including the turn you cast it).1 Round: Double Speed.2 Rounds: +2 bonus to AC.3 Rounds: Advantage on Dexterity saving throws.4 Rounds: An additional action each turn. This action can be used only to take the Attack (one weapon attack only); Dash; Disengage; Hide; or Use an Object action.When the spell ends; a target can't move or take actions until after its next turn as the impact of their frenetic speed catches up to it.Duration: Concentration (6 rounds) Cast at Higher LevelsYou may maintain concentration on this spell for an additional 2 rounds for each slot level above 4th.Rare VersionsKoren's Agile Accelerando. A target's additional action can be used to escape a grapple; and targets have advantage on saving throws made to avoid or escape a grapple.
A jet of acid streaks towards the target like a hissing; green arrow. Make a ranged spell attack. On a hit the target takes 4d4 acid damage and 2d4 ongoing acid damage for 1 round. On a miss the target takes half damage. Cast at Higher Levels Increase this spell's initial and ongoing damage by 1d4 per slot level above 3rd. Rare Versions Kreven's Insidious Acid Arrow. The acid stinks and disorients as it burns. A creature damaged by this spell makes a Constitution saving throw with advantage or it is poisoned until the end of its next turn. Gabal's Blinding Acid Arrow. The arrow flies to the target's sensory organs seeking to damage its sight. A creature damaged by this spell makes a Dexterity saving throw or it is blinded until the end of its next turn.
A stinking bubble of acid is conjured out of thin air to fly at the targets; dealing 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6); 11th level (3d6); and 17th level (4d6).
You draw upon divine power; imbuing the targets with fortitude. Until the spell ends; each target increases its hit point maximum and current hit points by 5. Cast at Higher Levels The granted hit points increase by an additional 5 for each slot level above 2nd. Rare Versions Stekart's Fortifying Aid. Once per round each target gains an expertise die on its first saving throw made to resist or end a condition.
You create a vine-like whip covered in thorns. Make a melee spell attack against a creature in range. On a hit; the target takes 1d6 Piercing damage; and if it is Large or smaller; you can pull it up to 10 feet closer to you. Cantrip Upgrade: Damage increases by 1d6 when you reach 5th level (2d6); 11th level (3d6); and 17th level (4d6).
A flickering flame appears in your hand for the duration; shedding Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It emits no heat and ignites nothing. Until the spell ends; you can take a Magic action to hurl fire at a creature or object within 60 feet. Make a ranged spell attack. On a hit the target takes 1d8 Fire damage. Cantrip Upgrade: Damage increases by 1d8 when you reach 5th level (2d8); 11th level (3d8); and 17th level (4d8).
Whispering to the spirits of nature; you create one of the following effects within range. Weather Sensor: A tiny harmless sensory effect predicts weather for the next 24 hours - lasts 1 round. Bloom: Instantly make a flower blossom; a seed pod open; or a leaf bud bloom. Sensory Effect: Create a harmless sensory effect fitting in a 5-foot Cube such as falling leaves; dancing fairies; a gentle breeze; the sound of an animal; or the faint odor of skunk. Fire Play: Light or snuff out a candle; a torch; or a campfire.
Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The thunderous sound can be heard up to 100 feet away. Cantrip Upgrade: Damage increases by 1d6 when you reach 5th level (2d6); 11th level (3d6); and 17th level (4d6).
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Cast at Higher Levels: The healing increases by 2d8 for each spell slot level above 1st.
For the duration; you can comprehend and verbally communicate with Beasts; and you can use any of the Influence action skill options with them. Most Beasts have little to say about topics not pertaining to survival or companionship; but at minimum; a Beast can give you information about nearby locations and monsters; including whatever it has perceived within the past day.
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point and provides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends.
Grasping plants sprout in a 20-foot square within range; turning the ground into Difficult Terrain for the duration. Each creature other than you in the area must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can use an action to make a Strength (Athletics) check against your spell save DC to free itself.
You sense any trap within range that is within line of sight. A trap includes any object or mechanism created to cause damage or other danger such as an Alarm or Glyph of Warding spell or a mechanical pit trap; but not natural weaknesses or unstable terrain. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell cannot revive a creature that has died of old age; nor does it restore any missing body parts.
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save; the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends; the target knows it was Charmed by you. Cast at Higher Levels: You can target one additional creature for each spell slot level above 4th.
Wispy flames wreathe your body for the duration; shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Choose a warm shield (Resistance to Cold damage) or a chill shield (Resistance to Fire damage). Whenever a creature within 5 feet of you hits you with a melee attack roll; the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.
A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. Cast at Higher Levels: The healing increases by 1d8 for each spell slot level above 5th.
You touch a dead Humanoid that has been dead no longer than 10 days. The spell forms a new body for it and calls the soul to enter that body. Roll 1d10 for the species: 1-Aasimar; 2-Dragonborn; 3-Dwarf; 4-Elf; 5-Gnome; 6-Goliath; 7-Halfling; 8-Human; 9-Orc; 10-Tiefling. The reincarnated creature recalls its former life and retains its capabilities; except it loses its previous species traits and gains the new ones.
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt; sand; or clay in any manner you choose. You can raise or lower elevation; create or fill trenches; erect or flatten walls; or form pillars. Changes cannot exceed half the areas largest dimension. It takes 10 minutes for these changes to complete. At the end of every 10 minutes of concentration; you can choose a new area within range. This spell cannot manipulate natural stone or stone construction.
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell; and it ends early if you go indoors. You can change precipitation; temperature; and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Precipitation stages: 1-Clear; 2-Light clouds; 3-Overcast or ground fog; 4-Rain/hail/snow; 5-Torrential rain or blizzard. Temperature stages: 1-Heat wave through 6-Freezing. Wind stages: 1-Calm through 5-Storm.
You touch a creature dead no longer than 200 years that did not die of old age. The creature is revived with all its Hit Points. This spell closes all wounds; neutralizes any poison; cures all magical contagions; and lifts any curses. The spell replaces damaged or missing organs and limbs. If the creature was Undead; it is restored to its non-Undead form. If the original body no longer exists; speak the creatures name and it appears in an unoccupied space within 10 feet of you.