You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
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 3 of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).
You whisper a discordant melody that only 1 creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
You choose 1 object that you must touch throughout the casting of the spell. 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.
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
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.
At Higher Levels: When you cast this spell using a spell slot of or higher, the damage increases by 1d8 for each slot level above 2nd.
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target 1 additional creature for each slot level above 2nd.
You reach into the mind of 1 creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. lf an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
9 creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than 9 creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Not a single word needs to be spoken but the overbearing thoughts of draining the moisture from around you will awaken an aura within you that will last 1 minute.
All creatures that begin their turn around you will need to make a constitution saving throw . Each target that fails the save will have their Maximum HP reduced by 3d4 + Spell modifier (+1d4 per spell level). If the target passes the save, they will take half the damage and not have their maximum HP reduced.
If the target has below 10 Maximum HP after the effects, the target will shrivel up, crumble into dust and instantly die.
To nullify the effects, creatures must undertake a long rest near a source of fire for the entire rest or be a target of magical fire.
An Icy flower blooms in the targeted location and a split second later violently erupts the earth underneath and above in an explosion of icy splinters, rock and frozen soil.
The explosion has a radius of 10 feet and will cause the area to become difficult terrain.
Each creature in the affected area must make a dexterity saving throw. On a failed save, any target caught in the explosion will take 4d8 bludgeoning and 4d8 cold piercing damage and half as much damage on a successful one.
The targeted ground in the 10 feet radius will have all of its moisture sucked out of that space for up to 1 minute. Any creature that begins their turn in the affected area will not be able to breath or make any sound.
Auril’s Flowers may not be cast on the same area in which it has been cast before meaning that the 10 feet radius circle in which it cast before will no longer have the moisture in the air or the ground to allow it to explode again.
At Higher Levels: When you cast this spell using a spell slot of 7th level
or higher, the damage increases by 1d8 for each damage type for each slot above the 6th.
If this spell is cast with a 9th level spell slot, the radius of the circle will increase to 20 feet and any target within the area will become rimed with magical ice and will have the secondary effect of ‘Touch of the Remorseless’ cast on them.
They say any man who is touched by Auril has a choice, to become her eternal servant or be subjugated into service anyway. Those who oppose Auril will find themselves smitten and entranced by her words and her image, so heavily in fact they don’t realise their organs are turning as black as the sky of the Plane of Death and their skin rimed with white frost.
A creature targeted by this spell must make a Wisdom saving throw. On a failed save, the target takes 6d8 damage, or half as much damage on a successful one. The target will have its movement speed reduced to half and will need to make a Constitution saving throw at the end of each of your next turns, each failed save will continue the effect and the target will take half of the damage of the original roll regardless of success or failure on the original Wisdom saving throw and a successful roll will end the spell. If the target creature is reduced to below 20 hit points by the initial damage or the effect on consequent turns, the target creature will have all its organs frozen, shattered and its skin rimed with white frost, slowly turning into dust.
A shattered creature and everything it is wearing, carrying (except for magical items) will be
reduced to Blackened, soft, crystalized snow and its organs turned perfect, magical ice. The creature can only be brought back to life only by the spells, Trust Resurrection and Wish (Spell).
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot above the 5th. If Touch of the Remorseless is used with a 9th level spell slot, the damage threshold for instant death will be raised to 50.