A thin sheet of flames shoots forth from your outstretched hands. Each creature in the area takes 3d6 fire damage. The fire ignites any flammable unattended objects in the area.
Cast at Higher Levels
The damage increases by 1d6 for each slot level above 1st.
A blast of dazzling multicolored light flashes from your hand to blind your targets until the start of your next turn. Starting with the target with the lowest hit points (ignoring unconscious creatures); targets within the area are blinded; in ascending order according to their hit points. When a target is blinded; subtract its hit points from the total before moving on to the next target. A target's hit points must be equal to or less than the total remaining for the spell to have any affect.
Cast at Higher Levels
Add an additional 2d10 hit points for each slot level above 1st.
Until the spell ends; you automatically sense the presence of magic within range; and you can use an action to study the aura of a magic effect to learn its schools of magic (if any).The spell penetrates most barriers but is blocked by 3 feet of wood or dirt; 1 foot of stone; 1 inch of common metal; or a thin sheet of lead.Range: Special (30-foot radius)
Cast at Higher Levels
When using a spell slot of 2nd-level or higher; the spell no longer requires your concentration. When using a spell slot of 3rd-level or higher; the duration increases to 1 hour. When using a spell slot of 4th-level or higher; the duration increases to 8 hours.
Once before the start of your next turn; when you make a Charisma ability check against the target; you gain an expertise die. If you roll a 1 on the ability or skill check; the target realizes its judgment was influenced by magic and may become hostile.
Until the spell ends; the target emits bright light in a 20-foot radius and dim light an additional 20 feet. Light emanating from the target may be any color. Completely covering the target with something that is not transparent blocks the light. The spell ends when you use an action to dismiss it or if you cast it again.
A faintly shimmering phantasmal hand appears at a point you choose within range. It remains until you dismiss it as an action; or until you move more than 30 feet from it.You can use an action to control the hand and direct it to do any of the following: manipulate an object.open an unlocked container or door.stow or retrieve items from unlocked containers.The hand cannot attack; use magic items; or carry more than 10 pounds.
You wield arcane energies to produce minor effects. Choose one of the following:
- create a single burst of magic that manifests to one of the senses (for example a burst of sound; sparks; or an odd odor).
- clean or soil an object of 1 cubic foot or less.
- light or snuff a flame.
- chill; warm; or flavor nonliving material of 1 cubic foot or less for 1 hour.
- color or mark an object or surface for 1 hour.
- create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round.You may cast this spell multiple times; though only three effects may be active at a time. Dismissing each effect requires an action.
An icy beam shoots from your outstretched fingers. Make a ranged spell attack. On a hit; you deal 1d8 cold damage and reduce the target's Speed by 10 feet until the start of your next turn.This spell's damage increases by 1d8 when you reach 5th level (2d8); 11th level (3d8); and 17th level (4d8).