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 a voice, a lion's roar, drumbeats, or any other sound. This continues throughout the duration, or you can make discrete sounds at diferent times before the spell ends. If you create an image of an object - footprints, a symbol, or a small chest - it must be no larger than a 5-foot cube. The image cant create sound, light, smell, or any other sensory efect. 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 illusion, it determines it is fake with a successful INT (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to it.
Briely surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
, which you take when you are hit by an attack or targeted by the spell 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
This spell sends creatures into a magical slumber. Roll 5d8. the total is how many hit points of creatures this spell can afect. Creatures within 20 feet of a point you choose within range are afected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature afected 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 creatures hit points from the total before moving on to the creature with the next lowest hit points. A creatures hit points must be equal to or less than the remaining total for that creature to be afected. Undead and creatures immune to being charmed arent afected 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.
You invoke death and life on a 10 ft.-radius sphere centered on a point within range. Each creature of your choice within must make a CON saving throw, taking 2d6 necrotic damage on a fail, or half a success. Nonmagical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
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.
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.
You point your finger towards a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.