You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you) it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4) 11th level (3d4) and 17th level (4d4).
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 create the image of an object a creature or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual it isn't accompanied by sound smell or other sensory effects.
You can use your action to cause the image to move to any 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.
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.
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 lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher the spell fails. Otherwise the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target the spell ends.
At Higher Levels: When you cast this spell using a 2nd level spell slot or higher you can affect 1 additional beast for each slot level above 1st.
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw and does so with advantage if you or your companions are fighting it. If it fails the saving throw it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends the creature knows it was charmed by you.
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. The creatures must be within 30 feet of each other when you target them.