You may touch one percussion instrument that you possess, bringing it to life under your command for the duration. The instrument can only follow basic commands, such as playing a simple beat. As a bonus action, you can mentally command the instrument you made with this spell if it is within 30 feet of you. Once given an order, the instrument continues to follow it until its task is complete. If you do not issue a command, the instrument will idly play a rhythm that it has been used to play prior to becoming animated.
For the duration, you gain the ability to read non-magical texts at a rate of 50 pages per minute and have perfect recollection of any information gained during the spell's duration.
You call forth a column of dirt to rise out of the ground in a space you can see within range. The pillar has a diameter of 5 feet, a height of 20 feet, an AC of 10 and 15 hit points.
If the pillar is created under a Medium or smaller creature, that creature must succeed on a Dexterity save or be lifted by the pillar. Large creatures make the save with advantage. Huge or bigger creatures are unaffected as the earthen pillar is unable to be created under the creature's weight. A Large or smaller creature can choose to fail the save.
If the pillar is prevented from reaching its full height due to contact with another solid surface, a creature on the pillar takes 2d6 bludgeoning damage and is restrained. The restrained creature can use an action to make a strength or dexterity check (creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move or fall off the pillar.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the height of the pillar by 5 feet and the potential damage it deals by 1d6 for each slot level above 1st.
You target one creature you can see within range, causing them to make a Strength saving throw. On a failed save, the target is restrained by dirt rising from the ground in the shape of a fist.
The target may use its action to make a Strength saving throw, breaking free from the earth's grasp on a successful save.
You touch a smooth, difficult or impossible to climb surface. Tiny foot and hand holds emerge in any direction you choose in a 10 feet by 60 feet line. Anyone who attempts to climb the transformed surface makes all Strength (Athletics) checks with a +2 bonus, and rolls with advantage.
You touch the ground beneath you and ask Ilmatyr, god of the earth, to cause it to vibrate. Each creature in a 20-foot cube below the ground's surface must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage and has its movement speed halved until the end of its next turn on a failed save, or half as much damage on a succesful one.
You briefly learn the location of each creature that takes damage from this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
You can concentrate on this spell for up to 10 minutes.
You call upon Amaunator, the god of light, life and fire, to grant you the ability to strike down your foes in his name. Using your bonus action, you are able to wreath a melee weapon you possess with a white burning flame. You can use your action to make a melee attack with the fiery blade. On a hit, the target takes the weapon's normal attack damage plus 1d8 radiant damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd level.
You touch one corpse, and for the next 10 minutes, the target can't become undead by any means short of a Wish spell. You can only affect one target with this spell at a time.
A flame-like radiance burns a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage, granting you half of the damage dealt as temporary hit points. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You perform a haunting tune that causes spirits of the dead to stir. Make a ranged spell attack against a target within range. On a hit, an incorporeal entity materializes and deals 1d4 necrotic damage to the target. Additionally, the target cannot take reactions until the start of its next turn.
You can select an additional target within range at 5th level (2 targets), 11th level (3 targets), and 17th level (4 targets).
You release a blast of sound that can be heard up to 60 feet away. A creature that you can see within range must make a Constitution saving throw or take 2d4 thunder damage and become deafened until the end of its next turn.
This spell's damage increases by 2d4 when you reach 5th level (4d4), 11th (6d4), and 17th (8d4).
You touch one willing creature. The target gains a +1 bonus to AC for the next attack made against it, then the spell ends. This effect can only be active on one target at a time.
You can cast this spell as a reaction, which you make when you are forced to make an Intelligence, a Wisdom or a Charisma saving throw.
You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom and Charisma saving throws, and you have resistance to psychic damage.
(Concentration) While you concentrate on this spell, you can choose to cleanly shave or trim any hair you touch with your hands, causing no pain or discomfort. Hair cut in this fashion will regrow normally with time.
This simple cantrip allows you to cover one target's head with a thick smoke that waves gently in the wind for one hour.
You are only able to cast the spell where hair would naturally gron on one's head, making it easy to grow a magnificent beard, lush eyelashes or a luxurious mane.
The amount of creatures the spell can target increases by one when you reach 5th level (2 targets), 11th level (3 targets), and 17th level (4 targets).
Make a melee spell attack against a target. On a successful hit, you deal 2d8 Fire damage to the target and scorch the symbol of your deity or another brand of your choice into the target’s flesh, leaving a permanent scar that will not fade naturally. The scar fades if the damage dealt by this spell is healed magically within 10 minutes, or if a spell that restores bodies to their normal condition, such as Regeneration, is used on the scar-bearer.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.