You teleport yourself to an unoccupied space you can see within range.
Immediately after you disappear, each creature within 10 feet of the space you left must make a Intelligence saving throw,
taking 3d10 psychic damage on a failed save, or half as much damage on a successful one.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity.
The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in, otherwise, the creature is left behind.
You teleport yourself to an unoccupied space you can see within range, leaving behind a spatial distortion.
Each creature within 10 feet of the space you left must make a Charisma saving throw.
On a failure, they take 5d4 force damage and are teleported to an empty space of your choice
within 5 feet of where they were.
On success they take half as much damage and are not teleported.
You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity.
The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect.
The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration.
If you or any of your companions damage the target, the spell ends.
You reach into the mind of one creature you can see within range.
The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one.
On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence.
While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.
You manipulate gravity around one large or smaller
creature. The target creature makes a Strength saving throw.
On failure, you can fling them 40 feet straight up or 20 feet in any direction.
If you fling them straight up they immediately fall, taking 4d6 damage falling damage, and fall prone.
If you fling them any other direction, they take 2d6 damage and fall prone.
If their movement would be stopped early by a creature or object, both the target and creature or object takes 3d6 bludgeoning damage.
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.