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 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 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.
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous,harmless sensory effect,such as a shower of sparks,a puff of wind,faint musical notes,or an odd odor.
• You instantaneously light or snuff out a candle,a torch,or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill,warm,or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color,a small mark,or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times,you can have up to three of its non-instantaneous effects active at a time,and you can dismiss such an effect as an action.
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit,the target takes 1d8 lightning damage,and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8),11th level (3d8),and 17th level (4d8).
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn,you gain advantage on your first attack roll against the target,provided that this spell hasn't ended.
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners,and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the radius of the fog increases by 20 feet 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.
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the spell creates one more dart for each slot above 1st.
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 line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor,and it extinguishes candles,torches,and similar unprotected flames in the area. It causes protected flames,such as those of lanterns,to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends,you can change the direction in which the line blasts from you.
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit,the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you create one additional ray for each slot level above 2nd.
For the duration,you see invisible creatures and objects as if they were visible,and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
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.
This spell grants the ability to move across any liquid surface - such as water,acid,mud,snow,quicksand,or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid,the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on,you banish the target to a harmless demiplane. While there,the target is incapacitated. The target remains there until the spell ends,at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence that the one you're on,the target is banished with a faint popping noise,returning to its home plane. If the spell ends before 1 minute has passed,the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise,the target doesn't return.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher,you can target one additional creature for each slot level above 4th.
This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration,or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level,if it doesn't have a challenge rating). The target's game statistics,including mental ability scores,are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form,the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points,any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points,it isn't knocked unconscious.
creature is limited in the actions it can perform by the nature of its new form,and it can't speak,cast spells,or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate,use,wield,or otherwise benefit from any of its equipment.
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.
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects,Large targets count as four objects,Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
As a bonus action,you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures,you can command any or all of them at the same time,issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn,or you can issue a general command,such as to guard a particular chamber or corridor. If you issue no commands,the creature only defends itself against hostile creatures. Once given an order,the creature continues to follow it until its task is complete.
An animated object is a construct with AC,hit points,attacks,Strength,and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3,and its Charisma is 1. Its speed is 30 feet,if the objects lack
legs or other appendages it can use for locomotion,it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object,such as a chain bolted to a wall,its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points,it reverts to its original object form,and any remaining damage carries over to its original object form.
If you command an object to attack,it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
Animated Object Statistics
Tiny. .,20,18,+8,1d4 + 4.,4,18
Small,25,16,+6,1d8 + 2.,6,14
Med. .,40,13,+5,2d6 + 1,10,12
At Higher Levels: If you cast this spell using a spell slot of 6th level or higher,you can animate two additional objects for each slot level above 5th.
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods,rope,wood,or something similar. You can also use this spell to create mineral objects such as stone,crystal,or metal. The object created must be no larger than a 5-foot cube,and the object must be of a form and material that you have seen before.
The duration depends on the object's material. If the object is composed of multiple materials,use the shortest duration.
Duration: Vegetable matter - 1 day. Stone/crystal - 12 hours. Precious metals - 1 hour. Gems - 10 minutes. Adamantine/Mithral - 1 minute.
Using any material created by this spell as another spell's material component causes that spell to fail.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher,the cube increases by 5 feet for each slot level above 5th.
An immobile,faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it,even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier,but the spell has no effect on them. Similarly,the area within the barrier is excluded from the areas affected by such spells.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher,the barrier blocks spells of one level higher for each slot level above 6th.
This spell reverses gravity in a 50-foot-radius,100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach,thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall,falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything,it remains there,oscillating slightly,for the duration.
At the end of the duration,affected objects and creatures fall back down.
You speak a word of power that can overwhelm the mind of one creature you can see within range,leaving it dumbfounded. If the target has 150 hit points or fewer,it is stunned. Otherwise,the spell has no effect.
The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save,this stunning effect ends.