You teleport an object you’re holding a short distance away. One object in your hand vanishes in a puff of blue mist as you teleport it to an unoccupied space you can see within range. Alternatively, you can teleport the object to a willing creature you can see within range, either causing the object to land at the creature’s feet, or within reach of its free hand.
This spell can only teleport Tiny objects that weigh 25 pounds or less and can be held in one hand.
A tear in the multiverse appears in your hand in the form of a crackling midnight blade. This planar rift is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, the planar rift closes and it disappears, but you can conjure it again as a bonus action.
You can use your action to make a melee spell attack with the swirling inky blade. On a hit, the target takes 10d8 + 40 force damage. If this damage leaves the target with 0 hit points, it is vaporized.
A vaporized creature and everything it is wearing and carrying, except artifacts, are sublimated into astral quintessence. The creature can only be restored to life by means of a wish spell.
A hit automatically vaporizes a Large or smaller non-artifact object or a creation of magical force. If the target is a Huge or larger object or creation of force, a hit vaporizes a 15-foot-cube portion of it. An artifact is unaffected by this spell.
If a gate spell is cast within 5 feet of the blade, the planar rift is closed and the spell ends.
In the face of danger, you create a barrier that protects you and those around you. A faintly glowing spherical barrier extends from you up to a maximum of 10 feet (your choice), lasting until the start of your next turn.
Creatures within the barrier have the following benefits:
вЂў They have a +5 bonus to their AC, which also applies against a triggering attack, potentially turning a hit into a miss.
вЂў If creatures within the barrier are subjected to an effect that allows them to make a saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
вЂў They take no damage from magic missile.
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radium of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.
The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 5d6 cold 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 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6 for each slot level above 6th.
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.