You ask a single question concerning a specific goal, event, or activity to occur within 7 days. Similarly, this spell doesn’t directly affect plant growth. Components: V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes). Creatures in gaseous form can’t pass through it.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. Whichever form you choose, each light sheds dim light in a 10-foot radius. You can only affect and be affected by other creatures on the Ethereal Plane. “Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. Each creature on the ground that is concentrating must make a Constitution saving throw. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. At Higher Levels. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. A flame, equivalent in brightness to a torch, springs forth from an object that you touch. This reduction decreases its size by one category—from Medium to Small, for example. Roll initiative for the summoned creatures as a group, which has its own turns. You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. The creature then appears in an unoccupied space you choose within 10 feet of you. Antipathy.
Each panel must be contiguous with another panel. Ethereal creatures and objects appear ghostly and translucent. A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. When the wall appears, each creature within its area must make a Strength saving throw. Dispel Magic. The sensor moves with the target, remaining within 10 feet of it for the duration. You receive a correct answer for each question. Draw a sigil in your liquid by stirring the shape with a spoon inside the cup or in the air above it. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. For the duration, you understand the literal meaning of any spoken language that you hear. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. It ignites flammable objects in the area that aren’t being worn or carried. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. 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. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them.
If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. When the wall appears, each creature within its area must make a Dexterity saving throw. The sphere spreads around corners. Each target must make an Intelligence saving throw. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. Structures. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect. You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. You choose to make the wall up to 60 feet long, 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. Once you have a clear idea of what your perfect environment is, start building out your temple exterior. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. Choose one of the following options for what appears: A summoned creature disappears when it drops to 0 hit points or when the spell ends. It retains its alignment and personality. The messenger speaks only to a creature matching the description you gave. Components: V, S, M (a pinch of soot and salt). You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. It must succeed on a Wisdom saving throw or be charmed by you for the duration. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points.
If you are fighting the creature, it has advantage on the saving throw. You assume the hit points and Hit Dice of the new form. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. At Higher Levels. The creatures must be within 30 feet of each other when you target them. Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff). You become invisible at the same time that an illusory double of you appears where you are standing. As your action, you can switch between seeing and hearing. A thin green ray springs from your pointing finger to a target that you can see within range. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. This spell merely reveals that a trap is present.
“Seen casually” is someplace you have seen more than once but with which you aren’t very familiar.
When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
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