You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling,it can make a Constitution saving throw. On a success,the spell has no effect.
If the target is a creature,everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions,and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large,for example. If there isn't enough room for the target to double its size,the creature or object attains the maximum possible size in the space available. Until the spell ends,the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged,the target's attack with them deal 1d4 extra damage.
Reduce. The target's size
is halved in all dimensions,and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small,for example. Until the spell ends,the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced,the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
Choose an object that you can see within range. The object can be a door,a box,a chest,a set of manacles,a padlock,or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked,unstuck,or unbarred. If the object has multiple locks,only one of them is unlocked.
If you choose a target that is held shut with arcane lock,that spell is suppressed for 10 minutes,during which time the target can be opened and shut normally.
When you cast the spell,a loud knock,audible from as far away as 300 feet,emanates from the target object.
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.
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.
You transform a willing creature you touch,along with everything it's wearing and carrying,into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form,the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage,and it has advantage on Strength,Dexterity,and Constitution saving throws. The target can pass through small holes,narrow openings,and even mere cracks,though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud,the target can't talk or manipulate objects,and any objects it was carrying or holding can't be dropped,used,or otherwise interacted with. The target can't attack or cast spells.
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry,regardless of the weather outside.
Until the spell ends,you can command the interior to become dimly lit or dark. The dome is opaque from the outside,of any color you choose,but it is transparent from the inside.
At your touch,all curses affecting one creature or object end. If the object is a cursed magic item,its curse remains,but the spell breaks its owner's attunement to the object so it can be removed or discarded.
Thin and wispy flames wreathe your body for the duration,shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield,as you choose. The warm shield grants you resistance to cold damage,and the chill shield grants you resistance to fire damage.
In addition,whenever a creature within 5 feet of you hits you with a melee attack,the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield,or 2d8 cold damage from a cold shield.
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save,the creature is enclosed for the duration.
Nothing,not physical objects,energy,or other spell effects,can pass through the barrier,in or out,though a creature in the sphere can breathe there. The sphere is immune to all damage,and a creature or object inside can't be damaged by attacks or effects originating from outside,nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly,the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.
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.