You cause the corpse of a creature to explode into a burst of necrotic energy. Choose a corpse within range. The creature and everything it is wearing and carrying, except magic items, are reduced to black dust. The creature can be restored to life only by means of a reincarnate, true resurrection, or a wish spell. Each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 3d8 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd
You create a 15-foot radius dome of magical darkness that lasts for the duration. A creature with darkvision cannot see through the walls of the dome, and nonmagical light can't illuminate it. The dome is filled with dim light, and the inside of the dome shows an accurate representation of the night sky, including the current location of the stars and moon.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
You create a scythe out of necrotic energy in your free hands. The scythe is a large weapon, requires both hands to wield, and lasts for the duration. If you let go of the scythe, 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 scythe. On a hit, the target takes 2d4 necrotic damage, and you gain temporary hit points equal to half the damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon shatters the ambient magic surrounding the creature, and the attack deals an extra 4d6 force damage. If the creature is concentrating on a spell, that concentration is broken.
In addition, any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spells' level. On a successful check, the spell ends.
You transform yourself into a bolt of lightning and teleport up to 60 feet to an unoccupied space you can see. Each creature within 5 feet of the line created between your starting point and final destination takes 4d6 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. In addition, you can teleport yourself an additional 10 feet further for each slot level above 4th.
--You cannot copy your own spell.
--You can only copy spells cast by creatures.
--For all intents and purposes, you are the original caster of the mirrored spell, and your spellcaster ability modifier is used if required. The same is true for saving throw DCs and attack modifiers.
At Higher Levels. You can cast this spell using a spell slot of 4th level or higher. If you do, you can copy a spell of equal or lower level.
You attempt to copy and cast a spell that you can see being cast. If the targeted spell is 2nd level or lower, then the spell is automatically copied. Copying a spell of 3rd level or higher requires a successful ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spell is copied, and you cast that spell at the lowest level it can be cast. You can only copy spells of a lesser or equal level to the spell slot used to cast Mirror Spell. You can choose new targets for the copied spell. The following rules apply:
A wave of forceful energy leaves your palms and travels towards your target. Make a spell attack against a creature. If you hit the target, they take 2d6 force damage and must succeed at a Constitution saving throw or become dazed until the end of their next turn.
As part of casting this spell, you must expend two hit dice or the spell automatically fails. If you do, the next time you hit a creature with a melee weapon attack during this spell's duration, blood flows over your weapon then desiccates into black spores falling onto the attack's target, and the attack deals an extra necrotic damage to the target. Roll the hit dice expended to cast this spell, and the total equals the amount of this extra necrotic damage. Additionally, the creature loses all damage resistances it has until the start of your next turn.
A wave of forceful energy leaves your palms and travels towards your target. Make a spell attack against a creature. If you hit the target, they take 2d6 force damage and must succeed at a Constitution saving throw or become dazed until the end of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each spell slot above 2nd.
You touch a nonmagical weapon. Until the spell ends, the next creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 necrotic damage at the beginning of its turn for the remainder of the spell's duration. A creature can only have one festering wound at a time.
Receiving at least 1 point of magical healing closes a festering wound, ending the recurring damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the damage dealt by a festering wound by 1d6 for each slot level above 2nd.
You transform a piece of parchment into a duplicate of a text or symbol. While concentrating on this spell, you can use an action to trace your hand over any non-magical text or imagery on a surface within range. You imprint the text or imagery onto parchment you provide, choosing how to resize or crop it. This spell copies a single page with each action, and cannot copy sections larger than 9X12 inches at a time. When copying a spell book, you can do so using the same method as you would replace a spell book, except the time and gp requirements are both halved.
You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds bright silvery light in a 20-foot radius and dim light for an additional 20 feet. This light is only visible to the creatures you specified during the initial casting of the spell, all other creatures perceive the area affected by the ghost lantern as they regularly would.
You detach your hand at the wrist, transforming it into a spider. While the spider is within 100 feet of you, you can communicate with it telepathically.
Additionally, as an action, you can see through its eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
If the spider is killed or prevented from returning to you, your hand is restored, but you take 1d6 points of psychic damage. If you command the spider to return, it crawls back to your wrist, and the spell ends.
You invigorate up to three creatures within range with improved accuracy. Each targeted creature gains +1 to hit for all ranged weapon attacks they make. Additionally, targeted creatures may double the normal and long range of weapons they are wielding.
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.
You touch one willing creature. While this spell is active, the target's senses are heightened. If the target rolls a 9 or below on the die when making a Wisdom (Perception) check, they instead act as if they rolled a 10.
You touch a corpse and mark it with a magical mark.
You can choose to make it a visible mark that appears as a rune or word written on the flesh, or you can choose to make it an invisible mark. Creatures who specifically examine a corpse for a calling card automatically detect one, whether visible or invisible.
This spell draws in and encapsulates combustive energy, protecting you from and wreathing you in fire or lightning from a single source. You grant resistance to the triggering damage to yourself and any creatures you choose within 30 feet of you. You can also choose to immediately channel that fire or lightning away from you in a 5-foot wide, 90-foot long line. If you do, each creature within the line must make a Dexterity saving throw, taking 6d6 of the respective damage type on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Creatures that start their turn within 10 feet of the puppet must make an Intelligence saving throw. On a failed save, the creature is compelled to move toward the decoy and make a melee weapon attack against it, believing it to be the primary threat. Attacks against the illusion harmlessly flow through the illusion and do not usually damage the puppet, though exceptions can occur. On a successful save, a creature realizes that the projected humanoid is an illusion and becomes immune to the effects of this spell for 24 hours. Creatures that are immune to the charmed condition automatically succeed on this save. The effect on a creature also ends if it takes any damage.
You toss a clockwork puppet to an unoccupied space that you can see within range. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it, seeing the object for what it really is. To others, the decoy projects the illusion of a medium humanoid of your choice that performs a taunting dance or an intimidating gesture goading them to fight it. As a bonus action on your turn, you can mentally command the puppet to move up to 20 feet.
This spell breaks or tears a nonmagical object worth up to 10gp. The break or tear can be up to 1 foot in any dimension.
Make a melee spell attack roll to cast this spell on a construct. On a hit, this spell deals 2d6 force damage. This spell's damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).