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 brandish the weapon used in the spell's casting and make a melee attack with it. On a hit; the target takes the weapon's normal damage and becomes sheathed in booming energy until the start of your next turn. If the target moves during that time; it takes 1d8 Thunder damage and the booming energy ends. Cantrip Upgrade: The damage increases by 1d8 when you reach 5th level (2d8); 11th level (3d8); and 17th level (4d8).
(Xanathar's Guide) You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save; the target takes 1d6 Cold damage and has Disadvantage on the next weapon attack roll it makes before the end of its next turn. Cantrip Upgrade: The damage increases by 1d6 when you reach 5th level (2d6); 11th level (3d6); and 17th level (4d6).
You touch a willing creature and choose a skill. Until the spell ends; the creature adds 1d4 to any ability check using the chosen skill.
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.
You make yourself look different until the spell ends or you use your action to dismiss it. You can appear 1 foot shorter or taller and heavier or lighter; and can change your clothing; armor; weapons; and other belongings. The illusion fails to hold up to physical inspection. A creature can Study you and make an Intelligence (Investigation) check vs your spell save DC to see through it.
You ward a creature within range. Until the spell ends; any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. The spell does not protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll; casts a spell; or deals damage.
As you cast this spell; you use the rope to create a circle with a 5-foot radius on the ground. When you finish casting; the rope disappears and the circle becomes a magic trap. The trap is nearly invisible and spotting it requires a successful DC 15 Perception check. The trap triggers when a Small; Medium; or Large creature moves into the trapped area. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air; leaving it hanging upside down 3 feet above the ground. The creature has the Restrained condition and can free itself with a successful DC 15 Strength (Athletics) check as an action. The spell ends when the trigger is sprung; whether or not the save is successful.
Your body becomes blurred and shifts and wavers to all who can see you. For the duration; any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight; such as with Blindsight; or can see through illusions; such as with Truesight.
You touch a length of rope that is up to 60 feet long. One end of the rope rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope; an invisible entrance opens to an extradimensional space that lasts until the spell ends. The space can hold up to 8 Medium creatures or smaller. While in the space; creatures can see through the entrance but cannot be seen from below. Anything in the space falls out when the spell ends.
Choose a manufactured metal object such as a metal weapon or suit of Medium or Heavy metal armor 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; you can use a Bonus Action on each of your turns to deal this damage again. If a creature is holding or wearing the object and takes 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; it has Disadvantage on attack rolls and ability checks until the start of your next turn. Cast at Higher Levels: Damage increases by 1d8 per slot level above 2nd.
Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6; you vanish from your current plane and appear in the Ethereal Plane. While there; you can perceive the plane you left (in shades of gray) but can't see more than 60 feet away. You can affect and be affected only by creatures on the Ethereal Plane; and creatures on the other plane can't perceive you unless they have a special ability. You return at the start of your next turn and when the spell ends. You return to an unoccupied space of your choice within 10 feet of the space you left; or the nearest unoccupied space.
A nonmagical weapon you touch becomes a magic weapon. Choose one damage type: Acid; Cold; Fire; Lightning; or Thunder. For the duration; the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type on a hit. Cast at Higher Levels: Level 5-6 slot - +2 bonus and 2d4 extra damage. Level 7+ slot - +3 bonus and 3d4 extra damage.