Symbol
Symbol
You inscribe a potent glyph on the target, setting a magical trap for your enemies. If the glyph is moved more than 10 feet from its original position, or if it comes within 20 feet of another glyph that you have cast, the spell ends. Finding the Tiny glyph requires an Investigation check against your spell save DC.
Teleportation Circle
Teleportation Circle
You draw a 10-foot diameter circle on the ground and open within it a shimmering portal to a permanent teleportation circle elsewhere in the world. The portal remains open until the end of your next turn. Any creature that enters the portal instantly travels to the destination circle.
Permanent teleportation circles are commonly found within major temples, guilds, and other important locations. Each circle has a unique sequence of magical runes inscribed in a certain pattern called a sigil sequence.
True Seeing
True Seeing
Until the spell ends, the target gains truesight to a range of 120 feet. The target also notices secret doors hidden by magic.
True Resurrection
True Resurrection
Provided the target’s soul is willing and able to return to its body, it returns to life with all of its hit points.
Venomous Succor
Venomous Succor
You cause a searing poison to burn quickly through the target’s wounds, dealing 1d6 poison damage. The target regains 2d4 hit points at the start of each of its turns for the next 1d4+1 rounds.
Warding Bond
Warding Bond
Until the spell ends, the target is warded by a mystic connection between it and you.
Traveler’s Ward
Traveler’s Ward
Until the spell ends, creatures have
Transport via Plants
Transport via Plants
You create a magical pathway between the target and a second plant that you’ve seen or touched before that is on the same plane of existence. Any creature can step into the target and exit from the second plant by using 5 feet of movement.
Tongues
Tongues
The target understands any words it hears, and when the target speaks its words are understood by creatures that know at least one language.