This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
You touch a creature. The creature’s jump distance is tripled until the spell ends.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
You regain the ability to cast this after a long rest.
When you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check.
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instant, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantly light or snuff out a candle, a torch, or a small campfire.
• You instantly clean or soil an object no larger than 1 cubic foot.
• You chill, warm or flavour up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your turn.
If you cast this spell multiple times, you can have up to three of its non-instant effects active at a time, and you can dismiss such an effect as an action.
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels: Casting this spell with a 2nd level slot or higher increases the extra damage by 1d6 for each slot above the first.
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or large creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleepping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
You channel arcane energy into a weapon you're holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn't magical, it becomes a magic weapon for the spell's duration.
As a bonus action, you can change the damage type, choosing from the options above.
At Higher Levels: Casting this spell with a 3rd level slot or higher extends the duration for up to 8 hours.
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels: Casting this spell with a 2nd level slot or higher increases the maximum weight of potential objects by 5 pounds, and increases the damage by 1d8 for each slot above the first.
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.