Antipathy/Sympathy
Antipathy/Sympathy
You mystically impart great love or hatred for a place, thing, or creature. Designate a kind of intelligent creature, such as dragons, goblins, or vampires. The target now causes either antipathy or sympathy for the specified creatures for the duration of the spell. When a designated creature successfully saves against the effects of this spell, it immediately understands it was under a magical effect and is immune to this spell’s effects for 1 minute.
Aspect of the Moon
Aspect of the Moon
You throw your head back and howl like a beast, embracing your most basic impulses. Until the spell ends your hair grows, your features become more feral, and sharp claws grow on your fingers. You gain a +1 bonus to AC, your Speed increases by 10 feet, you have advantage on Perception checks, and your unarmed strikes deal 1d8 slashing damage.
Awaken
Awaken
You impart sentience in the target, granting it an Intelligence of 10 and proficiency in a language you know. A plant targeted by this spell gains the ability to move, as well as senses identical to those of a human.
Barkskin
Barkskin
The target’s skin takes on the texture and appearance of bark, increasing its AC to 16 (unless its AC is already higher).
Blight
Blight
Necrotic energies drain moisture and vitality from the target, dealing 8d8 necrotic damage. Undead and constructs are immune to this spell.
Call Lightning
Call Lightning
A 60-foot radius storm cloud that is 10 feet high appears in a space 100 feet above you. If there is not a point in the air above you that the storm cloud could appear, the spell fails (such as if you are in a small cavern or indoors).
Charm Monster
Charm Monster
You only require line of sight to the target (not line of effect) and it has
Charm Person
Charm Person
You only require line of sight to the target (not line of effect) and it has
Cobra’s Spit
Cobra’s Spit
Until the spell ends, you can use an action to spit venom, making a ranged spell attack at a creature or object within 30 feet.
Commune with Nature
Commune with Nature
Until the spell ends, your spirit bonds with that of nature and you learn about the surrounding land. When cast outdoors the spell reaches 3 miles around you, and in natural underground settings it reaches only 300 feet. The spell fails if you are in a heavily constructed area, such as a dungeon or town.
You learn up to 3 facts of your choice about the surrounding Region: