If a creature enters the light during the duration, it is subjected to the above effect if it hasn't been subjected to it already for this casting of the spell.
If you lose your concentration on this spell before the start of your next turn, the spell's effects end early. If you concentrate on this spell for its full duration, the spell's effects continue for the durations specified in the above bullet points.
75 hit points or fewer: The creature must succeed on a Constitution saving throw or temporarily turn to stone, subjecting it to the petrified condition for 30 days or until the effect is removed.
100 hit points or fewer: The creature must succeed on a Constitution saving throw or temporarily turn to stone, subjecting it to the petrified condition for 24 hours or until the effect is removed.
Over 100 hit points: The creature must succeed on a Constitution saving throw or temporarily turn to stone, subjecting it to the petrified condition for 1 minute or until the effect is removed. The creature can repeat this saving throw at the end of each of its turns.
A pure white light falls upon a location you specify within range, filling a 60-foot-radius, 100-foot-high cylinder. Until the start of your next turn, bright light fills the area. This light is sunlight.
When the light appears, each creature within suffers an effect based on its current hit points:
25 hit points or fewer: The creature turns to stone, subjecting it to the petrified condition until the effect is removed.
50 hit points or fewer: The creature must succeed on a Constitution saving throw or turn to stone, subjecting it to the petrified condition until the effect is removed.
An ignited creature suffers no additional effect while it remains in the lava. However, if an ignited creature starts its turn outside of the lava, it takes 2d6 fire damage as it continues to burn. To end this effect, the ignited creature or another creature within 5 feet of it can use an action to douse the flames.
At the start of each of your turns, the lava spreads out further, increasing the radius of the area by 10 feet. The lava spreading into a creature's space does not damage that creature until it starts its turn in the lava.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Molten lava begins to burst out of a point on the ground that you can see within range, creating a 1-foot thick layer of lava on the ground that fills a 30-foot radius area centered on that point. The lava spreads around corners, and is difficult terrain.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage, and is ignited for the duration. On a successful save, a creature takes half as much damage and is not ignited. The lava also damages objects in its area, and ignites flammable objects that aren't being worn or carried.
If a weapon's target dies, that weapon dissipates into ash.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target two additional creatures for each slot level above 7th.
You cause an array of flaming, spectral weaponry to spark into existence, and begin to assault your foes. Choose up to six creatures you can see within range. For each creature you target, you conjure a flaming weapon in an unoccupied space within 5 feet of the target. Each weapon then makes a melee spell attack against its target using your spell attack modifier, dealing 5d6 fire damage on a hit.
At the start of each of your turns, each weapon attempts to move up to 30 feet closer to its target if the target is outside of its 5-foot reach, and then repeats its attack if it successfully reached its target. Also, if a weapon's target leaves its 5-foot reach, the weapon can make an opportunity attack against the target, following the regular rules for opportunity attacks. Each weapon can only make one opportunity attack per round.
The lava pool lasts for 1 minute. A creature that starts its turn within a lava pool or enters it for the first time on a turn must make a Dexterity saving throw, taking 5d6 fire damage on a failed save or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target an additional creature for each slot level above 6th.
You conjure coiling tendrils of lava around up to two creatures of your choice that you can see within range. Each target takes 5d6 fire damage, and must succeed on a Dexterity saving throw or become restrained until the start of your next turn. When the restrain ends, a target takes another 5d6 fire damage.
If a creature dies while restrained by the spell or from this spell's damage, its body is burned and absorbed into the lava, along with everything it is wearing and carrying other than magic items. The creature can be restored to life only by means of a true resurrection or a wish spell. The lava then falls to the ground, creating a 1-foot thick layer that fills a square area on the ground with sides of the same length as the sides of the deceased creature's space.
As a bonus action on your turn, you can choose one creature you can see within 60 feet of you that is enveloped by this magma, and cause that magma to harden. Beginning at the end of that creature's next turn, it stops taking fire damage from this spell and instead becomes restrained for as long as it remains enveloped by the hardened magma.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1d10 for each slot level above 5th.
A mass of magma explodes into existence at a point you can see within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a target takes 5d10 fire damage, and is enveloped in magma for the duration. On a successful save, a target takes half as much damage and is not enveloped.
An enveloped creature's speed is halved, and it takes 2d10 fire damage at the end of each of its turns. As an action, an enveloped creature can make a Strength check against your spell save DC. On a success, the target is no longer enveloped.
At Higher Levels. When you cast this spell using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a 7th- or 8th-level spell slot, the damage increases to 5d8. When you cast it using a spell slot of 9th level, the damage increases to 6d8.
You conjure a whip of solidified light in one of your hands, which lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 3d8 radiant damage on a hit, has a reach of 15 feet, and has the finesse property. When you hit a creature with this weapon, that creature has disadvantage on the next attack roll it would make before the start of your next turn, and also can't take reactions until the start of your next turn.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the whip to reappear in your hand.
If the target failed its save but was not reduced to 0 hit points, the light continues to envelop it. It sheds dim light in a 10-foot radius until the end of your next turn, and the next attack made against it before the light dissipates is made with advantage
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
You envelop a creature of your choice that you can see within range in pure white light. The target must make a Constitution saving throw. The target takes 7d8 radiant damage on a failed save, or half as much damage on a successful one.
If the target is reduced to 0 hit points by this damage, up to three bolts of light burst out from its body. Each bolt must target a separate creature within 20 feet of the initial target that has not yet been targeted by this spell. Each target must make a Dexterity saving throw, taking 7d8 radiant damage on a failed save or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 72 hours for each slot level above 4th. If you use a 9th level spell slot, the spell instead lasts until it is dispelled.
During the casting time, you and up to eight willing creatures who link hands in a circle take part in an oath to not harm the other oath-takers. For the duration, a creature affected by this spell is unable to directly harm or damage any other creature affected by this casting of the spell. Such a creature is unable to even attempt to perform such an act—any harmful action it attempts against another oath-taker is stopped before it can be completed, causing the creature to waste its action. This spell does not protect against more indirect forms of harm, such as lying or leading others into a trap.
If this effect ends early on a creature, such as through the dispel magic spell, all the other oath-takers immediately know that the effect has ended on that creature.
You point at a creature you can see within range, and inflict upon it a painful burning sensation that it can feel yet not see. The target must make a Wisdom saving throw, taking 8d4 fire damage on a failed save or half as much damage on a successful one. On a failed save, the target's mind also burns for the duration.
A burning target takes 2d4 fire damage at the start of each of its turns, has disadvantage on concentration checks, and takes additional fire damage whenever it casts a spell. The fire damage is 2d4 if the creature casts a 1st level spell or a cantrip, and is increased by 1d4 for each slot level above 1st if the creature casts a higher level spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
--Protect. The serpent protects the creature its circling. Until the end of your next turn, that creature has resistance to fire damage, attack rolls against it are made with disadvantage, and it makes Dexterity saving throws with advantage.
--Reposition. The serpent moves to a different creature that you can see within 60 feet of you, and starts circling that creature instead. It moves to its new target by the shortest possible route. Each creature of your choice along a 5-foot wide line following the serpent's route must make a Dexterity saving throw. Both the target creature and the creature the serpent was previously circling are valid choices. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
--If the creature the serpent is circling dies, you must take the reposition action on your next turn. Otherwise, the spell ends.
You meld elemental fire into the form of a semi-solid floating serpent that circles around a Large or smaller creature you can see within range, sharing its space. For the duration, the serpent sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you cast this spell, and as an action on each of your turns until the spell ends, you can choose one of the following actions for the serpent to perform if it is within 60 feet of you:
Constrict. The serpent attempts to constrict the creature its circling. That creature must make a Strength saving throw. On a failed save, it takes 3d8 fire damage and has disadvantage on attack rolls until the end of your next turn. On a successful save, it takes half as much damage and suffers no other effect.
If you are within 60 feet of the restrained target, you can use your action to move it up to 30 feet in a direction of your choice (even vertically), stopping early if it impacts against a solid surface or would move to be more than 60 feet away from you. If the target would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the target strikes the other creature and stops moving. When the target strikes something, the target and what it strikes each take 2d6 bludgeoning damage and 1d6 radiant damage.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and the cord falls to the ground, where it can be picked up and thrown again as described above.
You conjure a cord of light, and throw it at a creature you can see within range. The target must make a Strength saving throw. On a failed save, the target takes 2d6 radiant damage and is restrained for the spell's duration as the cord ensnares it. On a successful save, the cord of light falls to the ground below the target's space. On a subsequent turn during the duration, you can use your action to pick up the fallen cord if you are within 5 feet of it, and you can start carrying it or throw the cord again at a target within 60 feet of you as part of the same action.
A thin veil of magical smoke appears at a point you choose within range, forming a wall. You can make the wall up to 30 feet long, 10 feet high, and 1 inch thick, or a ringed wall up to 10 feet in diameter, 10 feet high, and 1 inch thick. The wall blocks line of sight but not movement, and vanishes when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose 1 creature within range for each slot level above 2nd. A chosen creature can see through the wall as if it only lightly obscured the area beyond it.
While the spell lasts, you can use your action to cause the chain the attempt to bind itself to a creature in the same manner as when you first cast the spell. You can target the same creature or a different one, as long as the targeted creature is within 30 feet of the point the chain is connected to.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
You conjure a chain of light connected to a point on a surface that you can see within range. When the chain is conjured, it attempts to bind itself to a creature within 30 feet of it. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 radiant damage and is bound by the chain until the start of your next turn. On a successful save, the target takes half as much damage and is not bound. If the spell ends, the bind ends as well.
A bound target's speed is halved. At the start of your next turn, the chain attempts to pull its target before it unbinds from it. The bound creature must succeed on a Strength saving throw or be pulled up to 15 feet closer to the point the chain is connected to.
End of the Effect. When this effect ends on a creature, that creature realizes that its perception of you was altered by magic.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases by 2 hours for each slot level above 1st.
-Nobility. You give off an aura of esteem and high status for the duration. On a failed save, a creature sees you as an important, high class member of society, such as a member of a noble family or aristocrat, and treats you as such for the duration. Whenever a creature witnesses you acting in a manner contrary to how a high class member of society is expected to act, the creature can repeat this saving throw, ending the effect on it on a success.
-Peasantry. You give off an aura of insignificance and low status for the duration. On a failed save, a creature sees you as an unimportant, low class member of society, such as a lowly farmer or beggar, and treats you as such for the duration. Whenever a creature witnesses you acting in a manner contrary to how a low class member of society is expected to act, the creature can repeat this saving throw, ending the effect on it on a success.
This spell changes how other creatures perceive you. When you interact with a creature during the duration, that creature must first make a Wisdom saving throw. A creature that you have already interacted with for at least 1 minute during the past 24 hours before casting this spell automatically succeeds on the saving throw. When you cast the spell, you choose nobility or peasantry as the spell's effect. The effect of a creature failing this saving throw depends on your choice. A creature that succeeds on the saving throw does not notice your attempted enchantment.
You touch the eye used as this spell's material component, and imbue it with magical power. As long as you are within 100 feet of the eye, you can use your action to see out of it, becoming blinded to your own senses. You can see from it in any direction.
The eye can be manipulated as normal. It can be thrown, rolled across the floor, or subjected to similar effects without damaging it or ending the spell. The eye has 5 hit points and an AC of 13. If the eye is reduced to 0 hit points, the spell ends and the material component is rendered unusable for future castings.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance threshold for seeing from the eye increases by 100 feet for each slot level above 1st.
You hurl a mote of light at a creature within range. Make a ranged spell attack against the target. On a hit, the target becomes outlined in light until the end of your next turn, or until the spell ends. The light can be colored as you like.
An outlined creature can't benefit from being invisible, sheds dim light in a 10-foot radius, and its speed is reduced by 10 feet. On a critical hit, its speed is reduced by 20 feet instead. Also, the first attack made against the target while the spell lasts is made with advantage.