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).
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit,the target suffers the weapon attack's normal effects,and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
At Higher Levels. At 5th level,the melee attack deals an extra 1d8 fire damage to the target on a hit,and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends,the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature,that creature must succeed on a Dexterity saving throw to avoid the spell.
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence,1 foot of stone,1 inch of common metal,a thin sheet of lead,or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
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.
As you hold your hands with thumbs touching and fingers spread,a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save,or half as much damage on a successful one.
The fire ignites any 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 2nd level or higher,the damage increases by 1d6 for each slot level above 1st.
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 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type. 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 each casting of this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
You make yourself,including your clothing,armor,weapons,and other belongings on your person,look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin,fat,or in between. You can't change your body type,so you must adopt a form that has the same basic arrangement of limbs. Otherwise,the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example,if you use this spell to add a hat to your outfit,objects pass through the hat,and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are,the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised,a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
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.
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. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can target one additional creature for each slot level above 2nd.
A sudden loud ringing noise,painfully intense,erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save,or half as much damage on a successful one. A creature made of inorganic material such as stone,crystal,or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher,the damage increases by 1d8 for each slot level above 2nd.
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself,throw itself onto a spear,immolate itself,or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save,it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time,the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example,you might suggest that a knight five her warhorse to the first beggar she meets. If the condition isn't met before the spell expires,the activity isn't
If you or any of your companions damage the target,the spell ends.