Conjure Animals
Conjure Animals
You summon forth the spirit of a beast that takes the physical form of your choosing in unoccupied spaces you can see.
Choose one of the following:
Counterspell
Counterspell
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 2nd-level or lower, its spell fails and has no effect.
Create Food and Water
Create Food and Water
Your magic turns one serving of food or water into 3 Supply. The food is nourishing but bland, and the water is clean. After 24 hours uneaten food spoils and water affected or created by this spell goes bad.
Crushing Haymaker
Crushing Haymaker
Your fist reverberates with destructive energy, and woe betide whatever it strikes. As part of casting the spell, make a melee spell attack against a creature or object within 5 feet.
Darklight
Darklight
You create an enchanted flame that surrounds your hand and produces no heat, but sheds
Daylight
Daylight
Magical light fills the area.
Dispel Magic
Dispel Magic
You scour the magic from your target. Any spell cast on the target ends if it was cast with a spell slot of 3rd-level or lower. For spells using a spell slot of 4th-level or higher, make an ability check with a DC equal to 10 + the spell’s level for each one, ending the effect on a success.
Fear
Fear
You project a phantasmal image into the minds of each creature in the area showing them what they fear most.
Fireball
Fireball
A fiery mote streaks to a point within range and explodes in a burst of flame. The fire spreads around corners and ignites unattended flammable objects. Each creature in the area takes 6d6 fire damage.
Fly
Fly
The target gains a flying speed of 60 feet. When the spell ends, the target falls if it is off the ground.