A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration.
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Choose a willing creature that you can see within range.
Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range.
You touch a willing creature.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred.
One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration.
You touch a creature.
You touch a nonmagical weapon.
You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration.
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.
You point toward a creature within range and whisper a message.
Choose an area of terrain no larger than 40 feet on a side within range.
A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration.
This spell channels vitality into plants.
You attempt to transform a creature that you can see within range into a Beast.
You create a magical effect within range.
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
A creature you touch regains 4d8 + 15 Hit Points.
This spell reverses gravity in a 50-foot-radius, 100 foot high Cylinder centered on a point within range.
You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling.
With a touch, you magically sequester an object or a willing creature.
You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form.
A Club or Quarterstaff you are holding is imbued with nature's power.
The target hit by the strike takes an extra 2d6 Radiant damage from the attack.