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, 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 or muddy footprints - 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.
Your enchanted kiss bestows an effect on your target. Choose one creature within range that you kiss. They must succeed on a Charisma saving throw or be charmed by you for the duration. The creature may roll a Charisma saving throw at the beginning of each of their turns to end the effect. Roll 1d10 to determine which effect your kiss bestows. Undead and creatures immune to being charmed aren’t affected by this spell.
1: No effect
2: Charmed (can’t attack the charmer or target them with harmful abilities/effects, charmer has advantage on any social ability checks while interacting with this creature)
3: Fatigued (exhaustion level 3, disadvantage on ability checks, attack rolls, and saving throws, speed is halved)
4: Frightened (disadvantage on ability checks and attack rolls when source of fear is in sight, can’t willingly move close to the source of fear)
5: Confused (can’t take actions or reactions but can move and speak, unaware of surroundings, does 1d4 damage to themselves each turn)
6:
Poisoned (disadvantage on attack rolls and ability checks)
7: Stunned (can’t take actions or reactions, can’t move, can speak only falteringly, auto-fails STR and DEX saves, attack rolls against this creature have advantage)
8: Asleep (can’t take actions or reactions, can’t move or speak, unaware of surroundings, drops whatever it’s holding and falls prone, auto-fails STR and DEX saves, will awaken if attacked or physically shaken/slapped awake)
9: Blinded (can’t see, auto-fails any ability check that requires sight, attack rolls have disadvantage, attack rolls against this creature have advantage)
10: Your target makes saving throws against you with disadvantage. Roll on the table again ignoring the result of 1 or 10.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is increased by one minute for each spell slot over the 1st. When you cast this spell at 5th level, the duration is Concentration, up to 10 minutes. When you cast this spell at 6th level,
the duration is Concentration, up to 1 hour. When you cast this spell at 7th level or higher, the duration is Concentration, up to 8 hours.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
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.
Reaction - When you or a creature within 60 feet of you falls Choose up to 5 falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target 1 additional creature for each slot level above 1st.
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.