You fire a small orb of water at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 bludgeoning damage. The orb extinguishes exposed flames on the target.
The spell creates more than one orb when you reach higher levels: two orbs at 5th level, three orbs at 11th level, and four orbs at 17th level. You can direct the orbs at the same target or different targets. Make a separate attack roll for each orb.
As a bonus action, you create a defensive wall in front of you. The wall is a transparent, 10-feet high and 5-foot wide wall of force that prevents attacks and area of effect spells from passing through the wall. You can target up to two allied creatures within 5-feet of you, who are wielding shields, extending the wall another 5-feet per ally to cover them. You and your allies must be in a line. The spell ends if you or any of your allies move out of this line.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one extra ally within 5 feet at the end of either side of the line for each spell slot level above 2nd level.
You create a beautiful flowery cyclone in a 30-foot wide, 40-foot high cylinder, centered on a point you can see within range. Creatures in the cylinder must make a Constitution saving throw, taking 4d6 slashing damage, and are thrown 40-feet into the air on a failed save and half as much damage on a successful one and are not thrown into the air.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you deal an extra 2d6 slashing damage for each spell level above 4th level.
You conjure three lances of ice to float around you. As an action, you can use one of your lances to make a melee spell attack against a creature within 5-feet of you. On a hit, the spear does 1d12 piercing damage and 1d6 cold damage.
As a bonus action, you can make a ranged spell attack and hurl one of the lances toward a target within 120 feet of you, shattering as it lands. The target takes 1d12 piercing damage, and each creature within ten feet of the target must make a Dexterity saving throw, taking 3d6 cold damage on a failed save and half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your lances deal an extra 2d6 cold damage for each spell slot above 3rd level.
As an action, you create a sphere that disrupts telepathic communication and mental interference. The sphere has a 30-foot radius centered on a point you can see within range. Creatures in this sphere are immune to psychic damage, any effect that would sense its emotions or read its thoughts, and telepathic communication.
You remove the flow of time from a creature that you can see within range. The target creature must succeed on a Charisma saving throw or become petrified. While petrified this way, the target cannot be moved. Spells and magical effects that would move the target fail. Additionally, the target is immune to all damage.
This spell can be dispelled by way of the haste spell, the greater restoration spell, or the wish spell. Dispelling the spell in any other way causes the target to rapidly age from the time that had passed.
You conjure an azure longbow wreathed in silver flame with which you are proficient. The weapon creates its own ammunition upon pulling back the string. This ammunition deals 1d8 fire damage. The spell ends early if you are disarmed from your bow, end it as a reaction, fall unconscious, or die.
At Higher Levels. When you cast this spell using a 2nd- or 3rd-level spell slot, you gain a +1 bonus to attack and damage rolls made using this spell. When you cast this spell using a 3rd-level spell slot, the damage for this spell increases to 2d8. When you cast this spell using a 4th- or 5th-level spell slot, you gain a +2 bonus to attack and damage rolls made using this spell. When you cast this spell using a 5th-level spell slot, the damage for this spell increases to 3d8. When you cast this spell using a 6th-level spell slot or higher, you gain a +3 bonus to attack and damage rolls made using this spell. When you cast this spell using a 7th-level spell slot or higher, the damage for this spell increases to 4d8.
You undergo a grand ritual, moving your soul through the great wheel of transmigration to be born again into a new humanoid body. You start a new life, returning to 1st level, and slowly regain the memories of your previous life. After your rebirth, your Intelligence, Wisdom, and Charisma ability scores increase by 2 for each year you’ve been alive until they reach the same score they were at the time of the casting of this spell.
After casting this spell once, you always know how to cast this spell.
A transparent barrier of magical force appears and protects you. You gain a +5 bonus to AC against the triggering attack. If the attack is a 1st level or lower from a caster that you can see, the spell is reflected back at the caster as if you were the one casting the spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell is reflected back at the caster if its level is less than or equal to the level of the spell slot you used.
You conjure three lances of ice to float around you. As an action, you can use one of your lances to make a melee spell attack against a creature within 5-feet of you. On a hit, the spear does 1d12 piercing damage and 1d6 cold damage.
As a bonus action, you can make a ranged spell attack and hurl one of the lances toward a target within 120 feet of you, shattering as it lands. The target takes 1d12 piercing damage, and each creature within ten feet of the target must make a Dexterity saving throw, taking 3d6 cold damage on a failed save and half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your lances deal an extra 2d6 cold damage for each spell slot above 3rd level.
You attempt to remove a creature's soul within range and place it within an object or body of a creature that does not currently have a soul. An unwilling creature must make a Charisma saving throw or have its soul torn from its body. A creature warded by a protection from evil and good or magic circle spell automatically passes its saving throw. If the soul has no target during the transfer, it returns to its body.
A creature whose soul is placed in an object can’t take actions or otherwise move. You are aware of your surroundings as if you were in the object's space. You can communicate telepathically with any creature holding the object even if you do not share a common language.
A creature whose soul is placed in the body of another creature has its game statistics replaced by the statistics of its new body, though it retains its alignment and Intelligence, Wisdom, and Charisma scores along with any class features. If the new body has any class levels, it can’t use any of the new body’s class features.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature within range for each spell slot level above 6th.