You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
You gain the service of a familiar, a spirit that takes an animal form you choose - bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you
are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
You choose one 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.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
You or 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.
This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories
take hold when the spell ends.
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature's true memory.
At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
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.
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire: The creature's mind becomes
feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
You release a stream of aura that leaps to multiple targets. If you use Aura of Death you must make ranged spell attacks. If Aura of Life was used, A target creature within range regains 1d6+3 Hit Points, then a creature of your choice within 15 feet of the target is healed for 1d4+3 Hit Points. If you are within 15 feet of the second target you regain 1d4+3 Hit Points. If Aura of Death was used, the target takes 1d6+3 necrotic damage, then a creature of your choice within 15 feet of the target is dealt 1d4+3 necrotic damage. Add 1 additional die of the same type + your proficiency to each roll for every spell level cast above 1st.
You surround a target ally or self with a hardened aura protecting against 1 attack. If the target is attacked while Aura Shield is active: if cast in Aura of Life, the target regains 1d6 hit-points after taking damage
You release a large amount of aura in the direction of either an ally or opponent, enclosing them in a bright light of aura. The targets in this spell's range either heal for 3d4 or take 2d6 necrotic damage depending on which Aura you cast it in. 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 and the healing increases by 1d4 for each slot level above 1st.
Raising your hand in the air you can condense and concentrate your aura of death into a 3ft disc as thin as a dagger's blade. You can only cast this spell while in Aura of Death. You then hurl the disc at a target. The target must make a Dexterity saving throw against your spell save DC. On a successful save the opponent only takes half damage. On failure the target takes 2d6+4 damage. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6+2 for each slot level above 2nd.
You issue a command word causing pure death aura to flow excessively from your melee weapon. You say Getsugaura and your command word while swinging your weapon in the direction you would like to attack. A slash of aura travels 30 feet from you, and affects any target within a 15 foot by 5 foot line (starting at you) unless it hits a wall or makes a direct hit on one target. Make a ranged spell attack on each target in the ranges of this spell's effects. Upon a direct hit or at the end of its travel distance, the Getsugaura then explodes in a 10 foot radius, hitting all targets within the area an additional time. Any target hit by the initial line attack takes 2d6 + Intelligence modifier (minimum 1) necrotic damage. If a target is hit by the direct attack, the target takes 4d6 + Intelligence modifier (minimum 1) necrotic damage. Any target within the explosion radius then take an additional 1d6 fire damage. The target must make a Dexterity saving throw against your spell save DC. On a successful save the opponent only takes half damage. 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.
As you focus either the aura of light or death in your hand you create a perfect ball of aura and you can cast it at any point you choose within range causing a explosion of the chosen aura. Choose a point within range. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw, they can choose to fail. If this spell is cast in Aura of Death, each creature in range takes 8d6 necrotic damage on a failed save. If this spell is cast in Aura of Life, any friendly targets within range heal for 4d6 Hit Points, and any enemy within range takes 3d6 radiant damage on a failed save. Any damage taken is halved upon a successful save. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage and healing increases by 2d6 for each slot level above 3rd.
You send out small streams of life aura to heal an ally over time. This spell may only be cast in Aura of Life. Choose a target within range. You may heal any target with Rejuvenation cast on them for 4d6 Hit Points once per turn until this spell's duration is over. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 2d6 for each slot level above 3rd.
Choose a target in range. You conjure a ball of either aura of life or death in your hand and send it to the target. The ball then hovers over the shoulder of that target either healing them for 2d6 Hit Points in Aura of Life or dealing 2d6 + Intelligence modifier (minimum 1) necrotic damage in Aura of Death. The target may make an Intelligence saving throw on each of their turns to remove the ball of aura, removing it on a successful save. The target must use their full turn in order to make a save in this way. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage and healing increases by 2d6 for each slot level above 3rd.
A flash each of aura of life and death streak towards an ally and an enemy you can see. Choose two target creatures in range that you can see, and designate which is targeted by the Aura of Life. Make a ranged spell attack against the creature targeted by the Aura of Death. The target hit by the aura of life heals for 6d6 Hit Points, and the creature targeted by the aura of death takes 6d6 necrotic damage on a hit. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage and healing increases by 2d6 for each slot level above 4th.
You wave your hands forming a cloud of an aura of your choice. You then direct where the cloud of aura drops to the floor and spreads. Choose a point within range, You create a 20-foot-radius sphere of the aura used as a Fog. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. The area within the fog is heavily obscured. When a creature enters the spell's area for the first time on its turn or starts its turn there, that creature must make a Constitution saving throw. Creatures are affected even if they hold their breath or don't need to breathe. The creature takes 5d8 necrotic damage on a failed save if Aura of Death was used, or half as much damage on a successful one. If Aura of light was used any ally in the fog heals for 6d6 and enemies take 6d6 radiant 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 6th level or higher, the damage for aura of death increases by 2d8 for each slot level above 5th. The damage and healing done by aura of life increases by 4d6 for each slot level above 5th.