Choose any creature,object,or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target,make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check,the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell,a creature must take the Dash action and move away from you by the safest available route on each of its turns,unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you,the creature can make a Wisdom saving throw. On a successful save,the spell ends for that creature.
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save,or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage increases by 1d6 for each slot level above 3rd.
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends,the target falls if it is still aloft,unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,you can target one additional creature for each slot level above 3rd.
Choose a willing creature that you can see within range. Until the spell ends,the target's speed is doubled,it gains a +2 bonus to AC,it has advantage on Dexterity saving throws,and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only),Dash,Disengage,Hide,or Use an Object action.
When the spell ends,the target can't move or take actions until after its next turn,as a wave of lethargy sweeps over it.
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save,or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage increases by 1d6 for each slot above 3rd.
You create the image of an object,a creature,or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real,including sounds,smells,and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage,a sound loud enough to deal thunder damage or deafen a creature,or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion,you can use your action to cause the image to move to any other spot within range. As the image changes location,you can alter its appearance so that its movements appear natural for the image. For example,if you create an image of a creature and move it,you can alter the image so that it appears to be walking. Similarly,you can cause the illusion to make different sounds at different times,even making it carry on a conversation,for example.
Physical interaction with the image reveals it to be
an illusion,because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image,and its other sensory qualities become faint to the creature.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher,the spell lasts until dispelled,without requiring your concentration.