--Speakers. You are aware of all speakers in the spell's area. At the start of each of your turns, you can choose one speaker or a machine with a speaker, such as a walkie talkie or smartphone, in the cube. Each creature in a 15-foot cone from the speaker must succeed on a Constitution saving throw or take 3d8 thunder damage and be deafened for 1 minute.
--Wires. Wires tear themselves out of the ground, floor, and walls and begin sparking violently. When a creature moves into or within the area, it must succeed on a Dexterity saving throw or take 2d4 lightning damage for every 5 feet it travels until the start of its next turn.
You cause machines to undergo catastrophic failure. Choose a point you can see within range. The vehicles, lights, speakers, and wires in a 60-foot cube centered on that point begin to malfunction dangerously until the spell ends.
--Vehicles. As a bonus action on your turn, you can cause a vehicle in the area to make a Constitution saving throw. On a failed save, you can cause the vehicle to move up to its movement speed in a straight line, but not outside the cube. On a successful save, the vehicle is unaffected.
--Lights. At the end of each of your turns, you can choose one light source in the area. Creatures within 10 feet of the light source that can see it must succeed on a Constitution saving throw or be blinded until the end of your next turn.
You rebuild a destroyed vehicle you touch which is of Large size or smaller, restoring its functionality. You must have the majority of the vehicle's remains, even if it is only a burnt out husk.
The vehicle is restored to its maximum hit points, with all modifications it originally had, and any lost parts are magically replaced. The vehicle's fuel tanks and batteries are full.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher and use 200,000₵ worth of materials, the vehicle may be of huge size or smaller. If you use a spell slot of 8th level or higher and use 800,000₵, the vehicle may be of gargantuan size or smaller.
A 100-foot-radius invisible sphere surrounds you. All communication connections, magical or mundane, within this sphere are suppressed. Machines and items with functions that rely on wireless connection, such as Thought Talker Orbs or Sending Stones, cease to function while within the sphere. These machines also cannot receive signals from outside the sphere.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius is increased by 50 feet for each slot level above 3rd.
While within this workshop, a creature that has proficiency in the associated set of artisan's tools adds double their proficiency bonus instead of their normal bonus to checks made with those tools. Further, every day of labor to craft items in a conjured workshop counts as up to three days of labor, and only requires you expend 1/2 the normal materials cost for however much labor you do. If a workshop is conjured in the same location every day for a year, it becomes permanent.
You conjure all the tools found in an workshop associated with the artisan's tools you used as a part of this spell's casting. This can be a forge and casting molds for smith's tools, a glass furnace for glassblower's tools, a full kitchen with a stove and oven for chef's utensils, or similar.
The conjured workshop fits within a 10 foot cube centered on a point you choose within range, and comes complete with all the fuel or materials it would require to operate. The conjured workshop does not include a roof or shelter, however, and is open to the air unless it is conjured indoors.
This magic weapon can be used normally as a mounted massive weapon, except that it cannot be unmounted, and you can reload it with conjured magical ammunition as a bonus action while you are within 60 feet of it. The ammunition disappears when the spell ends. You are proficient with this weapon. Creatures can move freely through its space.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapon deals an extra 1d6 force damage when it hits for every two slot levels above the 2nd. When you use a spell slot of 5th level or higher, you can use your bonus action to attack twice with this weapon using your spellcasting modifier while you are within 60 feet of it.
A tripod mounted weapon appears, fully loaded, and ready for combat. The turret manifests physically on a surface in an unoccupied space that you can see within range. Alternatively you can manifest it on a vehicle that is Large or larger which you can see within range, and which has space for a mounted weapon. Choose one of the following options for what appears.
A phantaseum rifle
A heavy repeater crossbow
A flame bellows
On its turn, the creature can attempt to break the chains by using an action to make a Strength (Athletics) check with disadvantage against your spell save DC, ending this spell on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, this spell can target a creature of Huge size or smaller, or Gargantuan or smaller with a slot of 6th level of higher.
Target a Large or smaller creature within range, and a point on the ground within 5 feet of that creature. The creature must succeed a Strength saving throw, or become wrapped in spectral chains that tether the creature to the point chosen.
A creature affected by this spell is unable to take reactions and cannot move more than 10 feet away from the point indicated. Any forced movement that would move the creature out of this radius instead moves the creature to its edge.
Additionally, on a hit the shot must redirect itself from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, which could cause the shot to redirect again, targeting up to a maximum of 5 creatures. A creature can be targeted only once per turn by these attacks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each target of this spell takes an additional 1d8 damage for each slot level above 3rd.
As part of the action used to cast this spell, you must make a ranged attack with a weapon against a creature or vehicle within range. If you hit, your ammunition erupts with chaotic magical energy. Roll a d8. The number rolled on the first additional d8 determines the damage type for all attacks made as part of this spell, as shown below.
d8 Damage Type
As a part of casting this spell, choose an object of any size within range. You immediately learn whether or not the object is magical (but not its properties), what the object is made of, and approximately how old the object is. If the object has a monetary worth, you learn that, as well. You also learn if the object is trapped, and what types of damage, if any, the object is vulnerable, immune, or resistant to.
If the object is actually a creature (such as an awakened armor or a rug of smothering), you learn that it is a creature, but gain no other information.
You conjure an electrified wire in a 20 foot by 5 foot line leading away from you in a direction you choose. When a creature starts its turn in or moves into an area occupied by the wire, that creature must succeed on a Dexterity saving throw or take 1d8 lightning damage.
After a creature takes damage in this way or if you lose concentration on the spell, the wire dissipates and the spell ends.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
This spell allows minor influence over nearby machines and technology. You create one of the following technological effects within range.
--You create a Large or smaller Holographic object or creature for up to 1 hour. If you create a creature, it follows your mental orders. If the object or creature is ever more than 60 feet away from you, it vanishes.
--You cause an audio device you can see to play sounds of your choice for up to 1 hour.
--You instantaneously flip a visible power switch or button on a device to turn it on or off.
--You instantaneously make a harmless shower of sparks or arc of electricity pop out of a device.
--Choose one machine weighing up to 5 pounds that isn't being worn or carried. The machine moves up to 20 feet in a direction of your choice.
You touch a firearm that lacks the scatter property and create a small field of silence around its firing mechanisms and muzzle. For the duration, any attacks made with the weapon make no sound. The spell ends if you cast it again or dismiss it as an action.
As part of the action used to cast this spell, you choose a point you can see within range of the weapon, and fire your weapon at that point. When the projectile arrives at the point, you momentarily gain sight from its location. Immediately after, you can redirect the projectile to make a ranged weapon attack against a target you can see from the projectile's location, as if you had made the attack with the weapon. You do not have advantage on the attack roll due to the target not being able to see you.
The attack deals an extra 1d8 damage when you reach 5th level (1d8), 11th level (2d8), and 17th level (3d8).