You conjure a phantom feline in an unoccupied space that you can see within range. The feline is invisible to all creatures except you and can’t be harmed. You can dismiss this phantom feline early as an action, and it will disappear if you move 60 feet away from it.
The feline begins patrolling around up to a 60 foot square area centered on the place it was summoned. It will hiss at anyone other than you who comes within 10 feet of it.
You can attempt to have the phantom feline perform a specific task for you. Roll a d20. On an 11 or higher, the feline will comply as long as it is reasonable and within its abilities. If you roll a 10 or below, the phantom feline just continues patrolling the area of its own accord.
The phantom feline MAY perform actions of its own volition even if not asked, and even if it is not helpful.
At Higher Levels. If you cast this spell using a 3rd level or higher spell slot, the duration is extended to 8 hours.
You touch a willing beast.
Until the spell ends, the beast’s non-magical attacks become magical attacks with a +1 bonus to attack rolls and damage rolls.
At Higher Levels.
When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3
This spell transforms still and pure water into a reflective surface that reveals illusions, ethereal creatures, invisible creatures, and shapechangers.
The water must be a minimum of 5 ft. across. To make use of this spell, you must be able to see the reflection of the creature or effect from the reflection off of the surface of the water, requiring a Wisdom (Perception) check with a DC determined by your GM (typically DC 12).
You write on paper, or other suitable material, imbuing it with powerful magic. The words are unimportant, the spell works on the mind of a creature that reads it, convincing the creature that there is some importance to the message that must be discovered.
A creature that reads the message must succeed on a Wisdom saving throw or be compelled to continue rereading the writing, attempting to glean its meaning.
During combat, a creature so enthralled can take no actions or reactions on its turn, but can move if it chooses or needs to do so (to remove itself from danger, for example). A creature under the influence can make a new saving throw at the beginning of its turn in a combat situation. In nonthreatening conditions, the creature can make a new saving throw every hour.
Once a creature has made a successful save, it recognizes the magical compulsion that has affected it but does not gain immunity. If the creature reads the words again, it must make another save or fall under the spell’s effects once more.
With a flash of foresight, you throw a foe off balance.
Choose one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.
By making a scooping gesture, you cause the ground to slowly sink in an area 5 feet wide and 60 feet long, originating from a point within range. When the casting is finished, a 5-foot-deep trench is the result.
The spell works only on flat, open ground (not on stone or paved surfaces) that is not occupied by creatures or objects.
At Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, you can increase the width of the trench by 5 feet or the length by 30 feet for each slot level above 2nd. You can make a different choice (width or length) for each slot level above 2nd.
You force an enemy to experience pangs of unrequited love and emotional distress. These feelings manifest with such intensity that the creature takes 5d6 psychic damage on a failed Charisma saving throw, or half the damage on a successful save.
At Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, you can target an additional enemy for each slot level above 2nd.
You touch a supply of food and turn it into a magical substance that promotes healing and health. Enough food for up to six creatures can be transformed by the spell.
The effects of the spell last for 24 hours or until the food is eaten.
If the food is eaten during a short rest, it provides a +1 bonus to each Hit Die spent to regain hit points.
If the food is eaten as part of a long rest instead, then each creature partaking in the meal gains advantage on saving throws against disease or poison for the next 8 hours.
The paper or parchment must be folded into the shape of an animal before casting the spell. It then becomes an animated paper animal of the kind the folded paper most closely resembles. The creature uses the stat block of any beast that has a challenge rating of 0. It is made of paper, not flesh and bone, but it can do anything the real creature can do: a paper owl can fly and attack with its talons, a paper frog can swim without disintegrating in water, and so forth. It follows your commands to the best of its ability, including carrying messages to a recipient whose location you know.
The duration increases by 24 hours at 5th level (48 hours), 11th level (72 hours), and 17th level (96 hours).
You create a sound on a point within range. The sound’s volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues throughout the duration, or you can make discrete sounds at different times before the spell ends.
Each creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a fail, the target must take the Dash or Disengage action and move toward the sound by the safest route on each of its turns. When it arrives, it must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell’s effects on that target and preventing the target from being affected by the sound again for the duration of the spell. If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell.
Creatures that can’t be charmed are immune to this spell.
You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning.
For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire.
Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter.
You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire.
The GM determines the details of what is revealed.
1 reaction, which you take when a creature within range makes an attack roll, saving throw, or ability check
By uttering a swift curse (“Unluck on that!”), you bring misfortune to the target’s attempt, the affected creature has disadvantage on the roll.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of the spell increases by 5 feet for each slot level above 1st.
You cause a small bit of bad luck to befall a creature, making it look humorously foolish. You create one of the following effects within range:
A puddle appears under the feet of your target, causing it to lose balance. The target must succeed on a DEX saving throw or be unable use a bonus action on its next turn as it regains its footing.
Strobing lights flash briefly before your target’s eyes, causing difficulties with its vision. The target must succeed on a CON saving throw or its passive Perception is halved until the end of its next turn.
Only one of these effects can be used on a single creature at a time.
For the duration, you and the creature you touch remain stable and unconscious if one of you is reduced to 0 hit points while the other has 1 or more hit points. If you touch a dying creature, it becomes stable but remains unconscious while it has 0 hit points. If both of you are reduced to 0 hit points, you must both make death saving throws, as normal. If you or the target regain hit points, either of you can choose to split those hit points between the two of you if both of you are within 60 feet of each other.
You whisper words of encouragement, and a creature that you touch gains confidence along with approval from strangers. For the spell’s duration, the target puts its best foot forward and strangers associate the creature with positive feelings. The target adds 1d4 to all Charisma (Persuasion) checks made to influence the attitudes of others.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the effect lasts for an additional 10 minutes for each slot level above 1st.
Ritual Focus. If you expend your ritual focus, the effect lasts for 24 hours.
You extract the goodness in food, pulling all the nutrition out of three days’ worth of meals and concentrating it into about a tablespoon of bland, flourlike powder. The flour can be mixed with liquid and drunk or baked into elven bread. Foyson used in this way still imparts all the nutritional value of the original food, for the amount consumed.
The original food appears unchanged and though it’s still filling, it has no nutritional value. Someone eating nothing but foyson-free food will eventually starve.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, an additional three meals’ worth of food can be extracted for each slot level above 1st.
Ritual Focus. If you expend your ritual focus, you can choose to have each day’s worth of foyson take the form of a slice of delicious elven bread.
You sing or play a catchy tune that only one creature of your choice within range can hear. Unless the creature makes a successful Wisdom saving throw, the verse becomes ingrained in its head. If the target is concentrating on a spell, it must make a Constitution check with disadvantage against your spell save DC in order to maintain concentration.
For the spell’s duration, the target takes 2d4 psychic damage at the start of each of its turns as the melody plays over and over in its mind. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, the target must also repeat the Constitution check with disadvantage if it is concentrating on a spell.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
You create a spectral lanyard. One end is tied around your waist, and the other end is magically anchored in the air at a point you select within range. You can choose to make the rope from 5 to 30 feet long, and it can support up to 800 pounds. The point where the end of the rope is anchored in midair can’t be moved after the spell is cast. If this spell is cast as a reaction while you are falling, you stop at a point of your choosing in midair and take no falling damage. You can dismiss the rope as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional rope for every two slot levels above 1st. Each rope must be attached to a different creature.
You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.
You touch one willing creature. Once before the duration of the spell expires, the target can roll a d4 and add the number rolled to an initiative roll or Dexterity saving throw it has just made. The spell then ends.
This spell enables you to create a copy of a one-page written work by placing a blank piece of paper or parchment near the work that you are copying. All the writing, illustrations, and other elements in the original are reproduced in the new document, in your handwriting or drawing style. The new medium must be large enough to accommodate the original source. Any magical properties of the original aren’t reproduced, so you can’t use scribe to make copies of spell scrolls or magic books.