ever flowing fire water dungeon tactics

Each panel must be contiguous with another panel. At Higher Levels. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object’s mouth. Components: V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes). An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Sympathy.

You can use your action to cause the image to move to any spot within range. You can’t have more than one familiar at a time. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. If you or one of your companions harms the target, the spell ends. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.

The creature must be within 5 feet of you when you cast this spell. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Finally, her little sparks also give life to every creature of this world. Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. The strong wind keeps fog, smoke, and other gases at bay. Filth Fever. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. The webs fill a 20-foot cube from that point for the duration. It has blindsight with a radius of 30 feet and is blind beyond that distance.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. On a failed save, it falls prone. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. It can be a literal key, or it can be any other meaningful object, like an athame. Second, you can bind an extra effect to the area. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. Creatures or magic items can’t be created or transmuted by this spell. The target doesn’t move and takes no actions. Water and Hope. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible.

On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. You bless up to three creatures of your choice within range. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). All plants in a half-mile radius centered on a point within range become enriched for 1 year. A wave of healing energy washes out from a point of your choice within range. 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. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. A slot expended to cast a suppressed spell is consumed. To have faith like water means to believe continuously without ever regressing. On a failed save, the creature is blinded. You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The spell might also end early for you or one of your companions. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. You create up to 10 gallons of clean water within range in an open container. You describe that circumstance when you cast the two spells. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). As long as the tether remains intact, you can find your way home. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. You can’t use any legendary actions or lair actions of the new form. You can use a moving body of water to carry away things you want to remove, such as an illness, by using a leaf or other natural item that floats (do not litter with anything that will not decompose naturally). This spell merely reveals that a trap is present. If it succeeds on its saving throw, the spell ends.

When it does so, it makes a DC 20 Intelligence check. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Flee. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. A creature that can’t understand you is unaffected by the spell.

Halt. A dart deals 1d4 + 1 force damage to its target. Courage. Flame-like radiance descends on a creature that you can see within range. When the spell ends, the affected creature returns to its physical body, and it awakens.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. A flammable object hit by this spell ignites if it isn’t being worn or carried. Break Enchantment. You can’t have more than one steed bonded by this spell at a time. A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube).

A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

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