When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, giving it different behavior when activated that is described below:
• Flamethrower The Cannon exhales fire in a 15 Foot Cone, each creature within makes a DEX saving throw against your spell save DC, taking 2d8 fire damage on a fail, or half damage on a success.
• Force Ballista Make a ranged spell attack from the cannon at a creature within 120 feet. On hit, they take 2d8 force damage and are pushed 5 feet away from the cannon.
• Protector The cannon emits a burst of positive energy that gives itself and any creature you desire within 10 feet of it temporary hit points equal to 1d8 + INT.
When activating the cannon you can also direct it to move 15 feet.
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Performed in response to an attack or being targeted by the spell Magic Missile.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
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.
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 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.
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.
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 touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
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.
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.
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.
You touch a creature. The creature’s jump distance is tripled until the spell ends.
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.