You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity (DC15) saving throw. It takes 2d10 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
* Take this reaction in response to being damaged by a creature with 60 feet of you that you can see
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
You attempt to charm a humanoid you can see within range. It must make a Wisdom (DC12) saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity (DC12) saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom (DC15) saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Up to three creatures of your choice that you can see within range must make Charisma (DC 15) saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
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.
Appearing in an unoccupied space within range, your deceased fox companion Lillith has the statistics of a living fox (based on those of a Jackal), but she is a ghost, incorporeal, possessive, at turns melancholy and angry, and scary as shit when she wants to be, but she can't hurt anyone.
Lillith acts independently. She usually obeys your commands, but she's a moody ghost fox and will sometimes go off to do something more interesting, sulk in the corner, or hide instead of doing what you ask. When you ask her to do something she might not want to, roll CHA with a DC determined by the Dungeon Master. In combat, she rolls her own initiative and acts on her own turn. She can't interact with objects or attack, but she can take other actions as normal.
As an action, you can temporarily dismiss Lillith. She disappears into a pocket dimension where she awaits your summons. Alternatively, you can dismiss her forever (but why would you?). As an action while she is temporarily dismissed, you can cause her to reappear in any
unoccupied space within 30 feet of you.
When Lillith drops to 0 hit points, she disappears, leaving behind only a lock of fur. She reappears after you cast this spell again.
Lillith will never tolerate your having another familiar. She will first try to scare it off, and if unsuccessful, she will leave you.
As an action, you can see and hear what Lillith sees and hears until the start of your next turn, gaining the benefits of any special senses that she has. During this time, you are deaf and blind with regard to your own senses, and your body is limp.
At Higher Levels
Level 5: HORRIFYING VISAGE
Each non-undead creature within 60 feet of Lillith that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect
ends for it, the target is immune to Lillith's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of its occurring.
Level 11: LESSER POSSESSION
A creature smaller than Lillith that she can see within five feet of her must succeed on a CHA saving throw with DC equal to Lillith's CHA or be possessed by her. Lillith disappears, and the target is incapacitated and loses control of its body to Lillith. She can also attempt to possess the limb of a larger creature. On success, she can perform simple actions with the possessed limb once per turn, or she can perform more complex actions with disadvantaged ability checks at the Dungeon Master's discretion.
During possession, Lillith can't be targeted by any attack, spell, or other effect, except ones that turn undead, and she retains her alignment, Intelligence, Wisdom, and Charisma. She otherwise uses the possessed target's statistics, but doesn't gain its knowledge, class features, or
proficiencies. Possession lasts until the body drops to 0 hit points, Lillith ends it as a bonus action, or she is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Lillith reappears in an unoccupied space within 5 feet of the body. The target is immune to Lillith's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Level 17: GREATER POSSESSION
A creature up to two sizes larger than Lillith that she can see within ten feet of her must succeed on a CHA saving throw with DC equal to Lillith's CHA or be possessed by her. A possessed target can attempt repeated saving throws with DC at the end of each of its turns, on a success, the creature regains consciousness and forces Lillith out. Otherwise the possession lasts as a Lesser Possession would. The target is immune to Lillith's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
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 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 manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.