You cause numbing frost to form on one creature that you can see within range. The target must make a Costituzione tiro salvezza. Se fallisce il tiro salvezza, the target subisce 1d6 cold danno, and it has svantaggio on the next weapon attack roll it makes before the end of its next turn. The spell's danno increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You create a bonfire on ground that you can see within range. Until the spells ends, the magic bonfire fills a cubo con spigolo di 1,5 metri. Any creature in the bonfire's space when you cast the spell must succeed on a Destrezza tiro salvezza or take 1d8 fire danno. A creature must also make the tiro salvezza when it enters the bonfire's space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren't being worn or carried. The spell's danno increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You hurl a mote of fire at a creature or object within range. Effettua un ranged spell attack against the target. Se colpisci, the target subisce 1d10 fire danno. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's danno increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
(A bit of fleece)You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a cubo con spigolo di 1,5 metri. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligenza (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
(a firefly or phosphorescent moss)You touch one object that is no larger than 3 metri in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 6 metri. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Destrezza tiro salvezza to avoid the spell.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 9 metri away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 9 metri each time you use it. The hand can't attack, activate magical items, or carry more than 10 pounds.
You choose an area of water that you can see within range and that fits within a cubo con spigolo di 1,5 metri. You manipulate it in one of the following ways: • You instantaneously move or otherwise change the flow of the water as you direct, up to 1,5 metri in any direction. This movement doesn't have enough force to cause danno. • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times,you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range. • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Saggezza tiro salvezza or take ld8 necrotic danno. If the target is missing any of its punti ferita, it instead subisce 1d12 necrotic danno. The spell's danno increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
A frigid beam of blue-white light streaks toward a creature within range. Effettua un ranged spell attack against the target. Se colpisci, it subisce 1d8 cold danno, and its speed is reduced by 3 metri until the start of your next turn. The spell's danno increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligenza tiro salvezza or take 1d6 psychic danno and subtract 1d4 from the next tiro salvezza it makes before the end of your next turn. Ai Livelli Superiori: This spell's danno increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Lightning springs from your hand to deliver a shock to a creature you try to touch. Effettua un melee spell attack against the target. You have vantaggio on the attack roll if the target is wearing armor made of metal. Se colpisci, the target subisce 1d8 lightning danno, and it can't take reactions until the start of its next turn. The spell's danno increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You create a ghostly, skeletal hand in the space of a creature within range. Effettua un ranged spell attack against the creature to assail it with the chill of the grave. Se colpisci, the target subisce 1d8 necrotic danno, and it can't regain punti ferita until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has svantaggio on attack rolls against you until the end of your next turn. This spell's danno increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
(a tiny bell and a piece of fine silver wire)You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1,5 km of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 18 metri.
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering danno type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target subisce an extra 1d6 danno of the triggering type, and the spell ends. Ai Livelli Superiori: When you cast this spell using a spell slot of 2nd level or higher, the extra danno increases by 1d6 for each slot level above 1st.
(a piece of cured leather)You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Destrezza modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.
(a pinch of soot and salt)For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It subisce about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.
You attempt to charm a humanoid you can see within range. It must make a Saggezza tiro salvezza, and does so with vantaggio if you or your companions are fighting it. If it fails the tiro salvezza, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. Ai Livelli Superiori: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 9 metri of each other when you target them.
(a white feather or the heart of a hen)Reaction - When you or a creature within 18 metri of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 18 metri per round until the spell ends. If the creature lands before the spell ends, it subisce no falling danno and can land on its feet, and the spell ends for that creature.
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force danno to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. Ai Livelli Superiori: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.
(a diamond worth at least 50 gp)You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature subisce 3d8 danno of the type you chose. Ai Livelli Superiori: When you cast this spell using a spell slot of or higher, the danno increases by 1d8 for each slot level above 1st. Ai Livelli Superiori: When you cast this spell using a spell slot of 2nd level or higher, the danno increases by 1d8 for each slot level above 1st.
For the duration, you sense the presence of magic within 9 metri of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
(a bit of fleece)You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligenza (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Destrezza tiro salvezza. A creature subisce 3d6 fire danno on a failed save, or half as much danno on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. Ai Livelli Superiori: When you cast this spell using a spell slot of 2nd level or higher, the danno increases by 1d6 for each slot level above 1st.
(holy water or powdered silver and iron, which the spell consumes)Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have svantaggio on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has vantaggio on any new tiro salvezza against the relevant effect.
(tiny tarts and a feather that waved in the air)A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Saggezza tiro salvezza of fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligenza score of 4 or less isn't affected. At the end of each of its turns, and each time it subisce danno, the target can make another Saggezza tiro salvezza. The target has vantaggio on the tiro salvezza if it's triggered by danno. On a success, the spell ends.
(a pinch of find sand, rose petals, or a cricket)This spell sends creatures into a magical slumber. Roll 5d8, the total is how many punti ferita of creatures this spell can affect. Creatures within 6 metri of a point you choose within range are affected in ascending order of their current punti ferita (ignoring unconscious creatures). Starting with the creature that has the lowest current punti ferita, each creature affected by this spell falls unconscious until the spell ends, the sleeper subisce danno, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's punti ferita from the total before moving on to the creature with the next lowest punti ferita. A creature's punti ferita must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. Ai Livelli Superiori: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no danno from magic missile.
Ottieni i servigi di un famiglio, uno spirito che assume una forma animale a tua scelta: pipistrello, gatto, granchio, rana (rospo), falco, lucertola, polpo, gufo, serpente velenoso, pesce (quipper), ratto, corvo, cavalluccio marino, ragno o donnola. Apparendo in uno spazio non occupato entro gittata, il famiglio ha le statistiche della forma scelta, sebbene sia un celestiale, un folletto o un immondo (a tua scelta) invece di una bestia. Il tuo famiglio agisce indipendentemente da te, ma obbedisce sempre ai tuoi comandi. In combattimento, tira la propria iniziativa e agisce nel proprio turno. Un famiglio non può attaccare, ma può intraprendere altre azioni normalmente. Quando il famiglio scende a 0 punti ferita, svanisce, non lasciando alcuna forma fisica. Riappare dopo che avrai lanciato nuovamente questo incantesimo. Mentre il tuo famiglio è entro 30 metri da te, puoi comunicare con lui telepaticamente. Inoltre, come azione, puoi vedere attraverso i suoi occhi e sentire ciò che sente fino all'inizio del tuo prossimo turno, ottenendo i benefici di qualsiasi senso speciale posseduto dal famiglio. Durante questo tempo, sei sordo e cieco rispetto ai tuoi stessi sensi. Come azione, puoi congedare temporaneamente il tuo famiglio. Svanisce in una dimensione tascabile dove attende la tua chiamata. In alternativa, puoi congedarlo per sempre. Come azione mentre è temporaneamente congedato, puoi farlo riapparire in qualsiasi spazio non occupato entro 9 metri da te. Non puoi avere più di un famiglio alla volta. Se lanci questo incantesimo mentre ne hai già uno, lo induci invece ad assumere una nuova forma. Scegli una delle forme dall'elenco sopra. Il tuo famiglio si trasforma nella creatura scelta.
Infine, quando lanci un incantesimo con gittata a contatto, il tuo famiglio può trasmettere l'incantesimo come se lo avesse lanciato lui. Il tuo famiglio deve trovarsi entro 30 metri da te e deve usare la sua reazione per trasmettere l'incantesimo quando lo lanci. Se l'incantesimo richiede un tiro per colpire, usi il tuo modificatore di attacco per il tiro.
(specially marked sticks, bones, or similar tokens worth at least 25 gp)By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens. • Weal, for good results • Woe, for bad results • Weal and woe, for both good and bad results • Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
(a bit of fleece)You craft an illusion that subisce root in the mind of a creature that you can see within range. The target must make an Intelligenza tiro salvezza. Se fallisce il tiro salvezza, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligenza (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so convinced of the phantasm's reality that it can even take danno from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic danno to the target if it is in the phantasm's area or within 1,5 metri of the phantasm, provided that the illusion is of a creature or hazard that could logically deal danno, such as by attacking. The target perceives the danno as a type appropriate to the illusion.
Per la durata, puoi leggere i pensieri di certe creature. Quando lanci l'incantesimo e come azione in ogni turno finché l'incantesimo non termina, puoi focalizzare la tua mente su una qualsiasi creatura che puoi vedere entro 9 metri da te. Se la creatura scelta ha un'Intelligenza di 3 o inferiore o non parla alcun linguaggio, la creatura non è influenzata. Inizialmente apprendi i pensieri superficiali della creatura: ciò che ha più in mente in quel momento. Come azione, puoi spostare la tua attenzione sui pensieri di un'altra creatura o tentare di sondare più a fondo nella mente della stessa creatura. Se sondi più a fondo, il bersaglio deve effettuare un tiro salvezza su Saggezza. Se fallisce, ottieni informazioni sul suo ragionamento (se presente), sul suo stato emotivo e su qualcosa che incombe nella sua mente (come qualcosa di cui si preoccupa, ama o odia). Se riesce, l'incantesimo termina. In entrambi i casi, il bersaglio sa che stai sondando la sua mente e, a meno che tu non sposti la tua attenzione sui pensieri di un'altra creatura, la creatura può usare la sua azione nel suo turno per effettuare una prova di Intelligenza contrastata dalla tua prova di Intelligenza; se riesce, l'incantesimo termina.
Fai in modo che una creatura o un oggetto che puoi vedere entro gittata diventi più grande o più piccolo per la durata. Scegli una creatura o un oggetto che non sia né indossato né trasportato. Se il bersaglio non è consenziente, può effettuare un tiro salvezza su Costituzione. Se riesce, l'incantesimo non ha effetto. Se il bersaglio è una creatura, tutto ciò che indossa e trasporta cambia dimensione con essa. Qualsiasi oggetto lasciato cadere da una creatura influenzata torna immediatamente alla dimensione normale. Ingrandire. La dimensione del bersaglio raddoppia in tutte le dimensioni e il suo peso viene moltiplicato per otto. Questa crescita aumenta la sua taglia di una categoria (ad esempio da Media a Grande). Se non c'è abbastanza spazio affinché il bersaglio raddoppi le sue dimensioni, la creatura o l'oggetto raggiunge la dimensione massima possibile nello spazio disponibile. Finché l'incantesimo non termina, il bersaglio ha anche vantaggio alle prove di Forza e ai tiri salvezza su Forza. Anche le armi del bersaglio crescono per adattarsi alla sua nuova dimensione. Mentre queste armi sono ingrandite, gli attacchi del bersaglio con esse infliggono 1d4 danni extra.
Ridurre. La dimensione del bersaglio viene dimezzata in tutte le dimensioni e il suo peso è ridotto a un ottavo del normale. Questa riduzione diminuisce la sua taglia di una categoria (ad esempio da Media a Piccola). Finché l'incantesimo non termina, il bersaglio ha anche svantaggio alle prove di Forza e ai tiri salvezza su Forza. Anche le armi del bersaglio si restringono per adattarsi alla sua nuova dimensione. Mentre queste armi sono ridotte, gli attacchi del bersaglio con esse infliggono 1d4 danni in meno (questo non può ridurre il danno al di sotto di 1).
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, 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, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your Destrezza modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other danno and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Le domande rivolte verbalmente alla creatura bersaglio modellano naturalmente il corso dei suoi pensieri, quindi questo incantesimo è particolarmente efficace come parte di un interrogatorio. Puoi anche usare questo incantesimo per rilevare la presenza di creature pensanti che non puoi vedere. Quando lanci l'incantesimo o come azione durante la durata, puoi cercare pensieri entro 9 metri da te. L'incantesimo può penetrare le barriere, ma 60 cm di roccia, 5 cm di qualsiasi metallo diverso dal piombo o un sottile foglio di piombo bloccano la percezione. Non puoi rilevare una creatura con un'Intelligenza di 3 o inferiore o una che non parla alcun linguaggio. Una volta rilevata la presenza di una creatura in questo modo, puoi leggerne i pensieri per il resto della durata come descritto sopra, anche se non puoi vederla, ma deve comunque trovarsi entro gittata.
(a sliver of glass)You fill the air with spinning daggers in a cube 1,5 metri on each side, centered on a point you choose within range. A creature subisce 4d4 slashing danno when it enters the spell's area for the first time on a turn or starts its turn there. Ai Livelli Superiori: when you cast this spell using a spell slot of 3rd level or higher, the danno increases by 2d4 for each slot level above 2nd.
(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 vantaggio on Costituzione checks. It also gains 2d6 temporary punti ferita, which are lost when the spell ends. Bull's Forza: The target has vantaggio on Forza checks, and his or her carrying capacity doubles. Cat's Grace: The target has vantaggio on Destrezza checks. It also doesn't take danno from falling 6 metri or less if it isn't incapacitated. Eagle's Splendor: The target has vantaggio on Carisma checks. Fox's Cunning: The target has vantaggio on Intelligenza checks. Owl's Saggezza: The target has vantaggio on Saggezza checks. Ai Livelli Superiori: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Briefly surrounded by silvery mist, you teleport up to 9 metri to an unoccupied space that you can see.
(a miniature hand sculpted from clay)You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 1,5 metri of it. The target must make a Forza tiro salvezza. Se fallisce il tiro salvezza, the target subisce 2d6 bludgeoning danno and is restrained for the spell's duration. As an action, you can cause the hand to crush the restrained target, which must make a Forza tiro salvezza. The target subisce 2d6 bludgeoning danno on a failed save, or half as much danno on a successful one. To break out, the restrained target can use its action to make a Forza check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
(a bit of spider web)You conjure a mass of thick, 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, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 1,5 metri. Each creature that starts its turn in the webs or that enters them during its turn must make a Destrezza tiro salvezza. Se fallisce il tiro salvezza, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its actions to make a Forza check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any cubo con spigolo di 1,5 metri of webs exposed to fire burns away in 1 round, dealing 2d4 fire danno to any creature that starts its turn in the fire.
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has svantaggio on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
(A pinch of Talc and a small sprinkling of powdered silver)For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. Ai Livelli Superiori: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Choose any creature, object, 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, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. Ai Livelli Superiori: When you cast this spell using a spell slot of 4th level or higher, 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.
(a gilded skull worth at least 300 gp)You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 punti ferita or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it subisce its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it subisce the Dodge action and uses its move to avoid danger. Ai Livelli Superiori: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
(a bit of fleece)You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause danno, a sound loud enough to deal thunder danno or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligenza (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. Ai Livelli Superiori: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
(a small clay model of a ziggurat)This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 punti ferita. See the stat block (XGE p169) for its statistics. As a bonus action, you can mentally command the creature if it is within 36 metri of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. When the creature drops to 0 punti ferita, it reverts to its original form, and any remaining danno carries over to that form. Ai Livelli Superiori: When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
(a tiny ball of bat guano and sulfur)A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Destrezza tiro salvezza. A target subisce 8d6 fire danno on a failed save, or half as much danno on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. Ai Livelli Superiori: When you cast this spell using a spell slot of 4th level or higher, the danno increases by 1d6 for each slot level above 3rd.
For the duration, the willing creature you touch has resistance to one danno type of your choice: acid, cold, fire, lightning, or thunder.