Circle of Death
Circle of Death
A sphere of negative energy sucks life from the area. Creatures in the area take 9d6 necrotic damage.
Circular Breathing
Circular Breathing
You begin carefully regulating your breath so that you can continue playing longer or keep breathing longer in adverse conditions.
Clairvoyance
Clairvoyance
An invisible sensor is created within the spell’s range. The sensor remains there for the duration, and it cannot be targeted or attacked.
Choose seeing or hearing when you cast the spell. You may use that sense through the sensor as if you were there. As an action, you may switch which sense you are using through the sensor.
Clone
Clone
This spell grows a duplicate of the target that remains inert indefinitely as long as its vessel is sealed. The clone grows inside the sealed vessel and matures over the course of 120 days. You can choose to have the clone be a younger version of the target.
Cloudkill
Cloudkill
You create a sphere of poisonous, sickly green fog, which can spread around corners but not change shape.
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.
Color Spray
Color Spray
A blast of dazzling multicolored light flashes from your hand to blind your targets until the start of your next turn.
Commune
Commune
You contact your deity, a divine proxy, or a personified source of divine power and ask up to 3 questions that could be answered with a yes or a no. You must complete your questions before the spell ends. You receive a correct answer for each question, unless the being does not know. When the being does not know, you receive “unclear” as an answer. The being does not try to deceive, and the Narrator may offer a short phrase as an answer if necessary.
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:
Comprehend Languages
Comprehend Languages
You gain a +10 bonus on Insight checks made to understand the meaning of any spoken language that you hear, or any written language that you can touch. Typically interpreting an unknown language is a DC 20 check, but the Narrator may use DC 15 for a language closely related to one you know, DC 25 for a language that is particularly unfamiliar or ancient, or DC 30 for a lost or dead language. This spell doesn’t uncover secret messages or decode cyphers, and it does not assist in uncovering lies.