Faerie Fire
Faerie Fire
Each object in a 20-foot cube within range is outlined in light (your choice of color).
Fear
Fear
You project a phantasmal image into the minds of each creature in the area showing them what they fear most.
Feather Fall
Feather Fall
Casting Time: 1 reaction which you take when you or a creature within range falls
Magic slows the descent of each target. Until the spell ends, a target’s rate of descent slows to 60 feet per round. If a target lands before the spell ends, it takes no falling damage and can land on its feet, ending the spell for that target.
Feeblemind
Feeblemind
You blast the target’s mind, attempting to crush its intellect and sense of self. The target takes 4d6 psychic damage.
On a failed save, until the spell ends the creature’s Intelligence and Charisma scores are both reduced to 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way, but it is still able to recognize, follow, and even protect its allies.
Find the Path
Find the Path
Range: Same Plane
Flex
Flex
You bestow a glamor upon a creature that highlights its physique to show a stunning idealized form. For the spell’s duration, the target adds both its Strength modifier and Charisma modifier to any Charisma checks it makes.
Forcecage
Forcecage
An opaque cube of banded force surrounds the area, preventing any matter or spells from passing through it, though creatures can breathe inside it.
Foresight
Foresight
You impart the ability to see flashes of the immediate future.
Freedom of Movement
Freedom of Movement
The target ignores
Friends
Friends
Once before the start of your next turn, when you make a Charisma ability check against the target, you gain an expertise die. If you roll a 1 on the ability or skill check, the target realizes its judgment was influenced by magic and may become hostile.