You magically remove one set of writings
you can see, up to one page’s worth at a
time. This automatically removes
nonmagical writings. If you are attempting
to remove magical writing, including spells
such as glyph of warding or symbol, you must
make an ability check using your spellcasting
ability. The DC equals 10 + the spell’s level.
On a successful check, the writing is erased.
This spell does not work on illusory
writing, such as that produced by illusory
script, as that writing isn’t real.
You point to one Large or smaller creature within range that is standing on natural, unworked earth, sand, rock, or a similar material (or on vegetation that is on top of such a material). A block of solid stone rises out of the ground and engulfs the target within. The target may make a Dexterity saving throw to resist.
For the duration of the spell, the target is subjected to the petrified condition. If the creature has the ability to pass through solid stone and does not need to activate that ability (such as if the creature is naturally immaterial), then it cannot be affected by this spell.
When the spell expires, the stone crumbles away, leaving the engulfed target unharmed.
You hold an item and learn the current or most recent owner’s race, class or profession, and alignment.
In addition, roll a d6. On a roll of 1-4, it also reveals the last event that happened to the owner while they still had the object in their possession, IF that event had some emotional importance.
It does not reveal that person’s name, age, or anything else about them.
You touch an item and then conceal it in or under something. As long as that item remains concealed, nobody will find that item by accident—the creature will simply look a little bit to the side or make another mistake that keeps it from finding the object—and creatures deliberately looking for it have disadvantage on all ability checks made to locate it. Finally, all cantrip and 1st- level divinations will fail to find it.
You create a floating mirror that is 4 square feet, you may pick its length and height. When you cast this spell, and on each subsequent turn, you can use a bonus action to move the mirror up to 60 feet or to angle or turn it.
The mirror is an object that has AC 12 and 10 hit points. If broken, razor-sharp shards explode outward and all creatures within 20 feet must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed saving throw or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the mirror can be another square foot each slot level above 2nd.
You touch a creature, who must make a Constitution saving throw if unwilling. The creature will perceive any physical or emotional sensation as being unbelievably powerful, for good or bad. A creature under the influence of this spell is incapacitated for the duration.
Spells designed to create an emotion or physical sensation have twice the duration as normal and the creature saves against them at disadvantage.
While this spell is active, any words you or anyone within ten feet of you magically appear on a blank piece of paper in the language in which they were spoken. Spells with verbal components that are cast during that time cannot be recorded, the spell will continue but simply skip the time when the spell was cast or record a row of asterisks. Command words for magical items, however, can be recorded
You create a ladder of magical force that is one foot wide and ten feet long. You may place it vertically against a wall, lay it horizontally so it can be used to cross gaps, or have it lean at a 45° angle to be used as a staircase. In any case, the ladder is firmly anchored and will not move once placed.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the ladder increases ten feet in length for each slot level above 1st.
This spell allows you to clean, trim, style, dye, or bleach a willing target’s hair, beard, or fur instantly.