A transparent alicorn (unicorn horn) forms about
2 inches from your brow. Starting the turn you cast this spell, for the duration you can use a bonus action to launch the horn at a creature you can see within range. The target must make a Dexterity saving throw, taking 3d6 radiant damage on a failed save, and it is outlined in silver faerie fire, causing any attacks against it to be made with advantage until the start of your next turn. On a successful save the target takes half as much damage, but suffers no other effects. The spell ends after the alicorn is launched and deals damage to the target or the faerie fire effect ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of radiant damage increases by 1d6 for each slot level above
2nd.
You create a charged shield of lightning around you. All creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 lightning damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6).
You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points last until the end of the target's next turn.
You exhale a 30-foot cone of acid. Each creature
within the cone must make a Dexterity saving throw. A target takes 6d6 acid damage on a failed save, or half as much damage on a successful one.
At Higher Levels: You can cast this spell using
a 4th level or higher spell slot. The acid damage
increases by 1d6 for each slot level above 3rd
Choose any nonmagical writing you can see
within range and it is magically copied onto blank
paper you are holding. The spell copies 250 words per minute and creates a perfect duplicate of the original. It does not translate the text or make it clearer.
Illustrations or magical writings (such as the text
of a spellbook, a spell scroll, or a glyph of warding) are not copied at all by this spell. If the original text contains both normal writing and magical writing or illustrations (such as a letter with a glyph of warding or a drawing in one corner), only the normal text is copied.
You must provide blank paper in some form for
the spell to copy the text onto. If a blank sheet is filled with copied text, you must cast the spell again with a new blank sheet of paper to continue copying more text.
You raise your hand up towards the sky, beseeching your god to call upon the power of lightning to rain down on your enemies. Lightning strikes up to two creatures of your choice within a 30-foot radius sphere centered on you. The targets must make a Dexterity saving throw, taking 2d8 lightning damage and 2d8 radiant damage on a failure, or half as much on a success.
If you cast this spell while outside in the presence of a storm, the spell deals an additional 1d8 lightning damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d8 for each slot level above 3rd.
You launch an invisible blast of force towards a target, causing damage and causing it to tumble backwards. Make a ranged spell attack against one creature within range. On a hit, the target takes 6d6 force damage and must succeed on a Strength saving throw or be pushed 15 feet away from you and knocked prone.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the target is pushed an additional 5 feet for each slot level above 3rd.
Raising your hand into the air, volatile elements form in the air around a creature of your choice within range. When you clasp your hand into a fist, the elements burst. Choose to deal acid, cold, fire, lightning, or thunder damage. The target and each creature within 10 feet of the target must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failure, or half as much on a success.
At Higher Levels. When you cast this spell this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
With a howl like the damned, several bolts of black lightning leap from your target to you. You drain away its life force and use it to power your own magic. The target must make a Constitution saving throw. The target takes 20d8 necrotic damage on a failed save, or half as much damage on a successful one. In addition, its hit point maximum is reduced by the amount of damage it takes. After a long rest, the target’s hit point maximum returns to normal.
For every 20 points of necrotic damage you inflict, you regenerate a 1st-level spell slot. You can combine spell slots to regenerate higher level spells. For example, if you do 85 points of damage, you could regenerate one 4th-level spell slot, four 1st level spell slots, or any combination that does not exceed 4 spell levels.
An arrow or a crossbow bolt that you touch rockets toward a target. Make a ranged spell attack at a creature or object within 120 feet. On a hit, the target takes 1d8 piercing damage. This is considered a magical weapon attack.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8).
You create a wall made of undead spirits that wail and scream, terrifying all those who get too close.
You create a wall, up to 60 feet long, 20 feet tall, and 1 inch thick composed of spectral faces and limbs. These souls produce a loud noise that can be heard only from one side of the wall. Any creature that starts its turn or moves within 30 feet of that side of the wall for the first time on its turn must succeed on a Wisdom saving throw or be frightened until the spell ends. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Any creature that enters the wall must make a Wisdom saving throw, taking 6d8 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the damage by 1d8 for each slot level above 6th.
You raise your hands and thrust them forward as crippling energy flies from your finger tips. Creatures within range must succeed on a Constitution saving throw or suffer 1 level of exhaustion. If a creature fails the save by 5 or more, the creature suffers an additional level of exhaustion.
You transmute a sheet of parchment you hold to flawlessly portray a flat depiction of what you see when you cast the spell. Even if the sheet is larger, the depiction you produce can be no more than 1 foot by 1 foot, and captures only what you saw. The altered parchment—or pictograph-- reproduces facets such as colors and brightness as you saw them, but does not discern between illusions and will draw any as you saw them.
The sheet is not dyed and it is not an illusion. Rather, the sheet is physically changed until an effect would dispel this spell. The transmuted sheet appears indistinguishable from a very true-to-life painting.
You reach out, draining the life force from another creature. Make a melee spell attack against a creature you can touch. On a hit, the target takes 1d4 necrotic damage, and you gain temporary hit points equal to the damage dealt.
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Music of a style you choose fills the air around you in a 30 foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.
Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.
Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement on their turn.
You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. The spell has no effect on constructs or undead.
You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.
When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet from you.
If you don't move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.
You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it's consumed, at which point the vial vanishes.
As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.
Your teeth or fingernails lengthen and sharpen. You choose which. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 piercing or slashing damage (your choice). After you make the attack, your teeth or fingernails return to normal.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), 17th level (4d10).
You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6).
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 damage. Choose one of the d8s. The number it rolled determines the type of damage. 1-Acid, 2-Cold, 3-Fire, 4-Force, 5-Lightning, 6-Poison, 7-Psychic, 8-Thunder.
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by this mass of chaotic energy.
At Higher Level: When you cast this spell using a spell slot of 2nd level or higher, each target takes extra damage of the type rolled. The extra damage equals 1d6 for each slot level above 1st.
You cause a pillar of radiant light to strike one creature within range, leaving it vulnerable for a short time. Make a ranged spell attack against the target. On a hit, the creature takes 4d10 radiant damage and has disadvantage on saving throws until the start of your next turn.
You emit a heart-rending wail that beckons the living to the grave.
Each creature other than you in a 30-foot-radius sphere centered on you that can hear you must make a Constitution saving throw. On a failure, a creature drops to 0 hit points. This spell has no effect on undead or constructs.
You point at an enemy as it bursts into green and purple flame that explodes with fiery motes that spread the fire to others close by.
The target takes 9d8 fire damage and is set ablaze with magical fire. While it is burning, at the start of each of its turns, it makes a Constitution saving throw. On a failure, it takes 15d8 fire damage. On a success, it takes half as much damage and the burning ends.
If a creature ends its turn while it is still burning, the wildfire spreads to one other creature you can see within 30 feet of the burning creature. The new target begins burning, and must make a Constitution saving throw at the start of its next turn, taking 15d8 fire damage on a failure. On a success, it takes half as much damage and the burning ends. The wildfire continues to spread until it is completely out
These magical flames can't be extinguished through nonmagical means.
You speak a hushed word, as your breath is imbued with healing magic . Each creature of your choice in a 30 foot cone originating from you regains 1d4 hit points. This spell has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d4 for each slot level above 2nd.
You surround a creature in range with a vibrant, healing mist. The creature regains hit points equal to 1d6 + your spellcasting ability modifier.
At Higher Levels. When you expend a spell slot of a level above 1st, the healing increases by 1d6 per spell slot level above 1st.
You boil the blood in the veins of a creature you can see within range. The target must succeed on a Constitution saving throw or take 2d6 necrotic damage and 2d6 fire damage.
While you maintain concentration on this spell, at the beginning of each of its turns the target must make a Constitution saving throw. On a failed save, the target takes 2d6 necrotic damage and 2d6 fire damage and is paralyzed until the start of its next turn. On a successful save, the effect ends on the target.
This spell has no effect on creatures without blood or blood flow such as constructs, oozes, or undead.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target one additional creature for every two slot levels above 3rd.
You tamper with an event that has just occurred, potentially changing the outcome. Choose one attack roll, saving throw, or ability check that a creature just made. Events are reset to the moment the roll transpired. That creature makes that roll again, with the same modifiers as before, and gains your choice of either advantage or disadvantage on the reroll.
You sap the area of all heat, causing ice to form on the surfaces of objects and creatures. All creatures in a 30 foot radius centered on you must make a Constitution saving throw. On a failure, the creature takes 1d6 cold damage and has its movement speed reduced by 5 feet. On a successful save, the creature takes half damage and doesn't have its movement speed reduced.
On subsequent turns, you can use your bonus action to cause all creatures within the radius to make another Constitution saving throw. The damage increases by an additional 1d6 cold damage and the movement penalty increases by an additional 5 feet for each round that you maintain your concentration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can increase the duration by 1 round for each slot level above 1st.
You attempt to capture a spell that a creature that you can see within range is casting. If the creature is casting a spell of 6th level or lower, make an ability check using your spellcasting ability. The DC equals 10 + the spell slot level of the spell being cast. On a success, it is captured by your own magic. If it is casting a spell of 7th level or higher, this spell fails.
After capturing the spell, you understand the intricacies of the spell and how to use it. Before the end of your next turn, you can use your action to cast the spell using your spellcasting ability modifier, spell attack bonus, or spell save DC and the diamond crumbles to dust. If you don't use the spell before this time, the diamond that the magic is temporarily stored within, crumbles to dust and the stolen spell is lost.
Choose one creature you can see within range. That creature must succeed on a Dexterity Saving throw or become connected to you with a magical vine. A creature that you are connected with must make a Strength saving throw whenever they attempt to move to a point more than 20 feet away from you. On a failed save, their movement is limited by the length of the vine until the start of their next turn. On a successful save, the vine snaps, and the spell ends.
If you attempt to move more than 20 feet away from the creature that you're connected to, the vine snaps and the spell ends.
You materialize a blade of solid ice out of the weave. When you cast the spell, and as an action while you maintain concentration on this spell, you can make a melee spell attack against a creature or object within 5 feet of you. On a hit, the target takes 1d6 slashing and 1d4 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the slashing damage increases by 1d6 and the cold damage increases by 1d4 for each slot level above 1st.
Your armor class increases by 5. This bonus decreases by 1 at the beginning of each of your turns while you maintain concentration on this spell.
In addition, while you maintain concentration on this spell, you have advantage on dexterity saving throws against magic spells and magical effects, and you have immunity against the Magic Missile spell.
Casting the Shield spell has no effect while this spell is active.
Your armor class becomes 18.