You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save the target takes 1d6 cold damage and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6) 11th level (3d6) and 17th level (4d6).
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 at one creature you can see within range and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take ld8 necrotic damage. If the target is missing any of its hit points it instead takes 1d12 necrotic damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12) 11th level (3d8 or 3d12) and 17th level (4d8 or 4d12).
For the duration you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or glyph such as an arcane sigil that isn't part of a written language.
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit the target takes 1d10 piercing damage. Hit or miss the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher the cold damage increases by 1d6 for each slot level above 1st.
You touch a willing creature who isn't wearing armor and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns and each time it takes damage the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success the spell ends.
You touch one willing creature and imbue it with the power to spew magical energy from its mouth provided it has one. Choose acid cold fire lightning or poison. Until the spell ends the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.
At Higher Levels: When you cast this spell us ing a spell slot of 3rd level or higher the damage increases by 1d6 for each slot level above 2nd.
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save the creature takes half as much damage and isn't pushed.
As a bonus action you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand dust loose dirt or light gravel it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the damage increases by 1d8 for each slot level above 2nd.
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns the target can make another Wisdom saving throw. On a success the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
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
performed.
If you or any of your companions damage the target the spell ends.
You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell-and as a bonus action on each of your turns thereafter-you can expend one or two of the meteors sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the number of meteors created increases by two for each slot level above 3rd.