You touch 1 object that is no larger than 10 feet
in any dimension. Until the spell ends, the object
sheds bright light ina 20-foot radius and dim
light for an additional 20 feet. The light can be
colored as you like. Completely covering the
object with something opaque blocks the light.
The spell ends if you cast it again or dismiss it as
an action.
If you target an object held or worn by a hostile
creature, that creature must succeed on a
Dexterity saving throw to avoid the spell.
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 whenyou
reach 5thlevel (2d4), 11thlevel (3d4) and 17th
level (4d4).
You seize the air and compel it to create one of
the following effects at a point you can see
within range:
• One Medium or smaller creature that you
choose must succeed on a Strength saving throw
or be pushed up to 5 feet away from you.
• You create a small blast of air capable of
moving one object that is neither held nor
carried and that weighs no more than 5 pounds.
The object is pushed up to 10 feet away from
you. It isn't pushed with enough force to cause
damage.
• You create a harm less sensory effect using air,
such as causing leaves to rustle, wind to slam
shutters closed, or your clothing to ripple in a
breeze.
The next time you hit a creature with a weapon
attack before this spell ends, a writhing mass of
thorny vines appears at the point of impact, and
the target must succeed on a Strength saving
throw or be restrained by the magical vines until
the spell ends. A Large or larger creature has
advantage on this saving throw. If the target
succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes
1d6 piercing damage at the start of each of its
turns. A creature restrained by the vines or one
that can touch the creature can use its action to
make a Strength check against your spell save
DC. On a success, the target is freed.
At Higher Levels: If you cast this spell using a
spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.
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
perhour) disperses it.
At Higher Levels: When you cast this spell
using a spell slotof 2nd level or higher, the radius
of the fog increases by 20 feet for each slot level
above 1st.
A creature you touch regains a number of hit
points equal to 1d8 + your spellcasting ability
modifier. This spell has no effect on undead or
constructs.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the
healing increases by 1d8 for each slot level
above 1st.
You whisper a discordant melody that only 1
creature of your choice within range can hear,
wracking it with terrible pain. The target must
make a Wisdom saving throw. On a failed save, it
takes 3d6 psychic damage and must immediately
use its reaction, if available, to move as far as its
speed allows away from you. The creature
doesn't move into obviously dangerous ground,
such as a fire or a pit. On a successful save, the
target takes half as much damage and doesn't
have to move away. A deafened creature
automatically succeeds on the save.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the
damage increases by 1d6 for each slot level
above 1st.
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 DM's
discretion.
This spell creates an invisible, mindless, shapeless
force that performs simple tasks at your command
until the spell ends. The servant springs into existence
in an unoccupied space on the ground within range. It
has AC 10, 1 hit point, and a Strength of 2, and it can't
attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can
mentally command the servant to move up to 15 feet
and interact with an object. The servant can perform
simple tasks that a human servant could do, such as
fetching things, cleaning, mending, folding clothes,
lighting fires, serving food, and pouring wine. Once
you give the command, the servant performs the task
to the best of its ability until it completes the task,
then waits for your next command.
If you command the servant to perform a task that
would move it more than 60 feet away from you, the
spell ends
You cause a tremor inthe ground within range.
Each creature other than you in that area must
make a Dexterity saving throw. On a failed save,
a creature takes 1d6 bludgeoning damage and is
knocked prone. If the ground in that area is loose
earth or stone, it becomes difficult terrain until
cleared, with each 5-foot-diameter portion
requiring at least 1 minute to clear by hand.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the
damage increases by 1d6 for each slot level
above 1st.
You create a long, vine-like whip covered in
thorns that lashes out at your command toward
a creature in range. Make a melee spell attack
against the target. If the attack hits, the creature
takes 1d6 piercing damage, and if the creature is
Large or smaller, you pull the creature up to 10
feet closer toyou.
This spell's damage increases by 1d6 when you
reach 5thlevel (2d6), 11thlevel (3d6), and 17th
level (4d6).
A blast of concentrated wind streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 bludgeoning damage and if it is Large or smaller is knocked 10 feet away from you.
At Higher Levels. When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d8 for each level above 1st