You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit,the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then,the target takes 1d8 thunder damage,and the spell ends.
At Higher Levels. At 5th level,the melee attack deals an extra 1d8 thunder damage to the target on a hit,and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6),11th level (3d6),and 17th level (4d6).
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct,up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water,provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times,you can have no more than two of its non-instantaneous effects active at a time,and you can dismiss such an effect as an action.
You touch a willing creature who isn't wearing armor,and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.
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.
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels: When you cast this spell using a spell slot 2nd level or higher,the damage increases by 2d4 for each slot level above 1st.
This spell creates a circular,horizontal plane of force,3 feet in diameter and 1 inch thick,that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration,and can hold up to 500 pounds. If more weight is placed on it,the spell ends,and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it,the disk follows you so that it remains within 20 feet of you. It can more across uneven terrain,up or down stairs,slopes and the like,but it can't cross an elevation change of 10 feet or more. For example,the disk can't move across a 10-foot-deep pit,nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you),the spell ends.
This spell creates an invisible,mindless,shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10,1 hit point,and a Strength of 2,and it can't attack. If it drops to 0 hit points,the spell ends.
Once on each of your turns as a bonus action,you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do,such as fetching things,cleaning,mending,folding clothes,lighting fires,serving food,and pouring wine. Once you give the command,the servant performs the task to the best of its ability until it completes the task,then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you,the spell ends.
You hurl an undulating,warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit,the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type. 1 Acid. 2 Cold. 3 Fire. 4 Force. 5 Lightning. 6 Poison. 7 Psychic. 8 Thunder.
If you roll the same number on both d8s,the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target,and make a new damage roll,which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
You whisper a discordant melody that only one creature of your choice within range can hear,wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save,it takes 3d6 psychic damage and must immediately use its reaction,if available,to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground,such as a fire or a pit. On a successful save,the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d6 for each slot level above 1st.
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point,and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.