You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block (Fizban's p.22). When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
AT HIGHER LEVELS. When you cast this spell using a spell slot of 6th level or higher, use the higher level
wherever the spell’s level appears in the stat block.
A burst of cold energy emanates from you in a 30- foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.
AT HIGHER LEVELS. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by ld8 for each slot level above 2nd.
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
At HIGHER LEVELS. When you cast this spell using a spell slot of 5th level or higher, the damage increases by ld6 for each slot level above 4th.
You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table (Fizban's p 20) to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:
COVER. The creature has half cover.
DAMAGE RESISTANCE. The creature has resistance to acid, cold, fire, lightning, and poison damage.
EVASION. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.
With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:
BLINDSIGHT. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
BREATH WEAPON. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
WINGS. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.
The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.
When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes ld6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
AT HIGHER LEVELS. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional ld6 fire damage for each slot level above 3rd.
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
AT HIGHER LEVELS. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1 d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:
• Your walking speed increases by 10 feet.
• You don’t provoke opportunity attacks.
• You can move through the space of another
creature, and it doesn’t count as difficult terrain. If
you end your turn in another creature’s space, you
are shunted to the last unoccupied space you
occupied, and you take ld8 force damage.
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
AT HIGHER LEVELS. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
When a creature you can see within range succeeds on an attack roll, an ability check, or a saving throw, you magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature.
The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can
see within range (you can choose yourself). The
chosen creature has advantage on the next attack
roll, ability check, or saving throw it makes within 1
minute. A creature can be empowered by only one
use of this spell at a time.
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For
the spell’s duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
You summon a shard of coral from the ocean's depths and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage.
Hit or miss, the shard then explodes in a blast of frigid water. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 3d6 cold damage.