A spectral,floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object,open an unlocked door or container,stow or retrieve an item from an open container,or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack,activate magical items,or carry more than 10 pounds.
A dazzling array of flashing,colored light springs from your hand. Roll 6d10,the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points,each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,roll an additional 2d10 for each slot level above 1st.
You gain the service of a familiar,a spirit that takes an animal form you choose - bat,cat,crab,frog (toad),hawk,lizard,octopus,owl,poisonous snake,fish (quipper),rat,raven,sea horse,spider,or weasel. Appearing in an unoccupied space within range,the familiar has the statistics of the chosen form,though it is a celestial,fey or fiend (your choice) instead of a beast.
Your familiar acts independently of you,but it always obeys your commands. In combat,it rolls its own initiative and acts on its own turn. A familiar can't attack,but it can take other actions as normal.
When the familiar drops to 0 hit points,it disappears,leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you,you can communicate with it telepathically. Additionally,as an action,you can see through your familiar's eyes and hear what it hears until the start of your next turn,gaining the benefits of any special senses that the familiar has. During this time,you are deaf and blind with
regard to your own senses.
As an action,you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively,you can dismiss it forever. As an action while it is temporarily dismissed,you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar,you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally,when you cast a spell with a range of touch,your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you,and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll,you use your attack modifier for the roll.
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.
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears,each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
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.
This spell sends creatures into a magical slumber. Roll 5d8,the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points,each creature affected by this spell falls unconscious until the spell ends,the sleeper takes damage,or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,roll an additional 2d8 for each slot level above 1st.