You choose one object that you must touch throughout the casting of the ritual. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
You summon three* familiars as if using the find familiar** spell. All of them are the same type (celestial, fey, or fiend). If you already have a familiar, it's treated as if it were summoned by this spell for this spell's duration, and you summon one fewer familiars.
These familiars can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.
You can cast a touch spell through only one familiar per turn.
*At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.
* Your choices are bat, cat, crab, frog, hawk, lizard, octopus, owl, poisonous snake, fish, rat, raven, sea horse, spider, or weasel.
You summon a familiar. It takes a form you choose from a list. It acts independently and has its own initiative, but obeys your commands. It can't attack.
While within 100 feet, you can telepathically communicate with it. And, when you cast a spell with a range of touch, it can use its reaction to deliver it. And, as an action, you can see and hear through its senses until the start of your next turn, but are deaf and blind to your own.
As an action, you can dismiss it into a pocket dimension or make it reappear in an unoccupied space within 30 feet.
When it drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. If it's alive when you cast the spell, it changes to a different form.
* when a creature you can see within range succeeds on an attack roll, ability check, or 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.
Once per long rest, you can cast this spell without expending a spell slot.
A creature you touch regains a number of hit points equal to 1d8* + your spellcasting ability modifier. This spell has no effect on undead or constructs.
*At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Once per long rest, you can cast this spell without expending a spell slot.
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 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.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
You attempt to send one* creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native this plane of existence, you banish it to a harmless demiplane where it's incapacitated. The target remains there until the spell ends, at which point it reappears in the space it left, or in the nearest unoccupied space.
If the target is native to a different plane of existence, it's banished to that plane with a faint popping noise. If the spell ends before 1 minute has passed, the target reappears as above. Otherwise, the target doesn't return.
*At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
You write a short message of twenty-five words or less to a creature who has written their name in your Book of Shadows.
The creature hears the message in its mind, recognizes you as the sender, and can answer immediately. Their reply appears in the book, and disappears after 1 minute. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6* fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
*At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect.
If it is casting a spell of 4th* level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
*At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Briefly engulfed by silvery wings, you teleport up to 30 feet to an unoccupied space that you can see.
Once per long rest, you can cast this spell without expending a spell slot.
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
*At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
> You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
> You instantaneously light or snuff out a candle, a torch, or a small campfire.
> You instantaneously clean or soil an object no larger than 1 cubic foot.
> You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
> You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
> You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
A bolt of fiery energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
This spell creates further consecutive bolts when you reach higher levels. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.
5th level (two bolts)
11th level (three bolts)
17th level (four bolts)
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.
*This spell's damage increases by 1d6 when you reach higher levels.
5th level (2d6)
11th level (3d6)
17th level (4d6)
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame, change its color, or both . The change lasts for 1 hour.
• You cause simple shapes-such as the vague form of a creature, an inanimate object, or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
You create an image no larger than a 20-foot cube. It appears at a spot that you can see within range. It seems entirely real, including sounds, smells, and temperature, but can't cause harm. For the duration, you can alter it, such as making it walk or hold a conversation.
If you're within range, you can move it to another spot within range as an action.
Physical interaction reveals it to be an illusion, as things can pass through it. A creature can use its action to make a Intelligence (Investigation) check against your spell save DC to reveal it. When revealed, the creature can see through it and its other effects seem faint to the creature.
*At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled and isn't concentration.
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw.
On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.