You alter your physical form.
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Objects animate at your command.
An aura extends from you in a 10-foot Emanation for the duration.
An aura of antimagic surrounds you in 10-foot Emanation.
You create an Invisible, invulnerable eye within range that hovers for the duration.
You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range.
You create a spectral sword that hovers within range.
An aura radiates from you in a 30-foot Emanation for the duration.
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw.
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration.
Choose any number of creatures within range.
You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration.
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range.
You create a wall of whirling blades made of magical energy.
You bless up to three creatures within range.
Your body becomes blurred.
A storm cloud appears at a point within range that you can see above yourself.
Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): - The creature has Immunity to the Charm
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees).
You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range.
Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determi
You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range.
You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range.