You perceive a series of images which show you future events. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be short phrase, an explanation of your own emotional reaction, or a description of a single image you saw. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
After you cast this spell, unless you treat yourself with a special calming tincture that uses 25 gp worth of ingredients, for 10 minutes you have disadvantage on Wisdom, Dexterity, and Intelligence checks, and on Constitution saves to maintain concentration.
You project the power of your own darkest thoughts against enemies in your path. Each creature of your choice within a 30 foot cone must make an Intelligence saving throw. A creature takes 4d8 psychic damage on a failed save, or half as much damage on a successful one. Creatures who fail the saving throw cannot take reactions until the end of your next turn.
You project your thoughts into another creature's mind so completely that it takes on your intentions instead of its own for a few seconds. As an action, you target a creature within range that you can see or which has communicated with you since the beginning of your last turn. The target must make an Intelligence saving throw. On a failed save, the target is charmed until the end of its next turn, during which you choose its movement and action. On a successful save, the target is unaffected, and you cant use this ability on that creature again until you finish a long rest.
You lash out with the power of your mind against a creature within range. Make a melee spell attack against the target. If the attack hits, the creature takes 3d8 psychic damage, and it must make an Intelligence saving throw. if it fails, it cannot take reactions until the end of your next turn.
You surprise an enemy with an unstoppable telekinetic impact. Choose one creature within range. It takes psychic damage equal to 1d4 + your spellcasting ability modifier and is moved up to 10 feet in a direction you choose (including up in the air, which may cause it to fall). You can only move in a straight line through space unimpeded by creatures, objects, or obstacles.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the psychic damage increases by 1d4 for each slot level above 1st. If the spell slot is of 5th level or higher, you may target one additional creature within range for each slot level above 4th.
You establish a telepathic link with one willing humanoid you touch. Until this spell ends, the link is active while you and the humanoid are within line of sight of each other. Creatures with Intelligence scores of 2 or less aren't affected by this spell. You don't need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. The creature can respond to you telepathically as well, but it must understand at least one language in order to communicate this way.
At Higher Levels, When you cast this spell using a spell slot of 3rd or higher, the duration is 10 minutes for each slot above 2nd. When you cast this spell using a spell slot of 4th level or higher, while you are linked, if either you or the creature you are linked to is surprised, and the other creature including in that same link is not, neither one of you is surprised.
You focus your thoughts into a burst of aggressive emotion that you unleash as a blow of telekinetic force. Make a ranged spell attach against a target you can see within range. If the attack hits, the creature takes 1d6 psychic damage, and if the creature is Large or smaller, you push the creature up to 5 feet away from you.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
For a moment, you hear even distant whispers. Choose one point within range that you can see. Until the effect ends, you hear as if you were at that point instead of where you actually are.
Once before this spell ends, you can roll a die and add it to one ability check of your choice. You must roll this die before making the ability check. If you do not already add your proficiency bonus to this ability check, the die rolled is a d4. If you are adding your proficiency bonus to the ability check, or if you are rolling an initiative check, you roll a different die depending on your level, as follows. Levels 1-4 = d4, levels 5-8 = d6, levels 9-12 = d8, levels 13-16 = d10, levels 17-20 = d12. The spell ends when the die is used.
You invade another creature's mind, and for one split second you cause them to perceive some image, noise, or memory that would cause them stress. Choose a target you can see or hear within range. The creature makes an Intelligence saving throw. If it fails, the creature takes 1d6 psychic damage, and it has disadvantage on the next Wisdom check it makes before the end of your next turn. If the creature has not yet acted this combat, it suffers and additional effect: it makes its next attack roll at disadvantage. If the creature fails the saving throw by 5 or more, it does not realize a cantrip caused this effect, and believes the flash of emotional pain it experienced came from its own mind.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack as a reaction to a creature that deals damage to you. On a hit, the target takes 4d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.
The necrotic damage increases to 5d6 (2/day) at Level 16 and 6d6 (3/day) at Level 20.
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until this spell ends, you can use your bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving this way, it can make another Wisdom saving to try and end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.
You transform the water someone is drinking into deadly poison. The creature who drinks makes a Constitution saving throw. On a failure, the creature is poisoned for the duration, and they take 4d8 poison damage. If the creature fails the saving throw by 5 or more, its Constitution score is reduced by 1d4. On a success, the creature can choose to spit the water out and take no damage, or continue to swallow it and take half damage. If the creature failed its save, at the start of each of the creature's turns before the spell ends, it must succeed on a Constitution saving throw or take 4d8 poison damage. On a successful save, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature who is drinking at the same time, and the damage increases by 1d8 for each slot level above 4th. (RA)