A beam of glittering energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit the target takes 1d10 force damage.
For the duration you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion) depending on the nature of your interaction with it.
You touch one to three baubles and imbue them with magic. You or someone else can make a ranged spell attack with one of the baubles by throwing it or hurling it with a sling. lf thrown a pebble has a range of 60 feet. If someone else attacks with a pebble that attacker adds your spellcasting ability modifier not the attacker's to the attack roll. On a hit the target takes bludgeoning damage equal to 1d6 +your spellcasting ability modifier. Whether the attack hits or misses the spell then ends on the bauble.
If you cast this spell again the spell ends on any baubles still affected by your previous casting.
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.
You create a long whip covered in sharp glittering tinsel that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits the creature takes 1d6 piercing damage and if the creature is Large or smaller you pull the creature up to 10 feet closer to you.
This spell's damage increases by 1d6 when you reach 5th level (2d6) 11th level (3d6) and 17th level (4d6).
A protective magical force surrounds you manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead if it doesn't understand your language or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so the DM determines how the target behaves. If the target can't follow your command the spell ends.
Approach: The target moves toward you by the shortest and most direct route ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft provided that it is able to do so. If it must move to stay aloft it flies the minimum distance needed to remain in the air.
At Higher Levels: At 2nd level you affect 2 creatures
Each object in a 20-foot cube within range is outlined in blue green or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it and the affected creature or object can't benefit from being invisible.
Three illusory duplicates of yourself appear in your space. Until the spell ends the duplicates move with you and mimic your actions shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates you must roll an 8 or higher. With one duplicate you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see if it relies on senses other than sight such as blindsight or if it can perceive illusions as false as with truesight.