You touch the shadow of a creature and your physical form disintegrates and your soul moves in to the shadow. For the duration you exist in the creature's shadow, moving with it. If light causes the shadow to disappear or you cancel the spell with an action, you reappear next to it in your full physical form.
While in the shadow, you can't be attacked or affected by spells or other magical effects, but you can see out of the shadow.
You touch a melee weapon and an ethereal extension comes out. The weapon's reach is doubled until the start of your next turn. Attacks outside of the weapon's normal range deal force damage instead of their normal type, and ignore any AC increases from Shield, Mage Armor, Shield of Faith, or similar spells.
You protect yourself and up to 6 allies you can see within range with a calming and beautiful force of roses. Each protected creature has resistance to all damage until the end of your next turn.
You unveil many illusory clones of yourself that last until the end of your next turn. Every space within the radius that could fit you unveils one of your clones, and as part of casting the spell, you can immediately swap places with one clone. The clones move with you, disappearing if they lack space to follow or would be 30ft away from you.
You call an Air Elemental, Earth Elemental, and Fire Elemental into flickering existence within range, who serve you before falling apart. You direct the Elementals to act immediately, and they take their actions in any order you want on your turn. Once your turn ends, the Elementals blow away in the wind, fade to dust, and snuff out respectively.
You audibly snap at a creature within range, sending a visible focused sonic wave at it. Make a ranged spell attack against the target. On a hit, the target takes 1d8 thunder damage. You can't miss objects with this spell if they are not being worn or carried.
On a critical hit with this cantrip, you roll triple the damage dice, instead of double.
At 5th level, the thunder damage increases to 2d8. It increases to 3d8 at 11th level, and 4d8 at 17th level.
You hold up a certain number of fingers behind your back and call out to a target that can hear you within 120 feet, challenging it to guess the number of fingers. If it can speak the language you spoke to it, it must guess the number of fingers.
If the target's guess is wrong, it takes 1d10 psychic damage for every whole number it was from the actual number of fingers - If you held up an 8 and the target guessed 2, it would take 6d10 psychic damage.
A star shoots out from your eye to pierce through space in front of it. The first creature in the line must make a Constitution saving throw or take 4d6 force, 4d6 radiant, and 4d6 piercing damage, or half as much on a success.
On a failure, the star pierces through them and on to the next creature in the line, who must make the same saving throw, taking the same damage or half. The star continues either until a creature succeeds, winking out in their body, or until the star reaches the line's length and fades away.
At Higher Levels.
When you cast this spell using a spell slot of 5th level or higher, the spell's line length increases by 30 feet per level above 4th.
A creature you touch becomes duplicated in a line leading from you through them, with three duplicates. Each matches the target creature's statistics, features, and abilities, but with a complimentary color scheme. Additionally, the three share the original's resources, rest uses, and limitations for abilities. If the target can cast, no more than one of the four can cast a spell of 1st level or higher per turn.
The duplicates share the target's initiative. At the end of the target's next turn, the duplicates vanish and the spell ends.
At Higher Levels.
When you cast this spell using a spell slot of 6th or 7th level, one additional duplicate is created. When using a spell slot of 8th or 9th level, two additional duplicates are created.