You create up to 4 torch-sized lights within range,making them appear as torches,lanterns,or glowing orbs that hover in the air for the duration. You can also combine the 4 lights into 1 glowing vaguely humanoid form of Medium size. Whichever form you choose,each light sheds dim light in a 10-foot radius.
As a bonus action on your turn,you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell,and a light winks out if it exceeds the spell's range.
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit,the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10),11th level (3d10),and 17th level (4d10).
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 toward 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.
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous,harmless sensory effect,such as a shower of sparks,a puff of wind,faint musical notes,or an odd odor.
• You instantaneously light or snuff out a candle,a torch,or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill,warm,or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color,a small mark,or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times,you can have up to 3 of its non-instantaneous effects active at a time,and you can dismiss such an effect as an action.
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 create the image of an object,a creature,or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual,it isn't accompanied by sound,smell,or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location,you can alter its appearance so that its movements appear natural for the image. For example,if you create an image of a creature and move it,you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion,because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is,the creature can see through the image.
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.
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone,becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns,and each time it takes damage,the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success,the spell ends.
You attempt to charm up to two humanoids you can see within range, which must be within 30 ft of each other. Each must make a Wisdom saving throw,and does so with advantage if you or your companions are fighting it. If it fails the saving throw,it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends,the creature knows it was charmed by you.
You make yourself,including your clothing,armor,weapons,and other belongings on your person,look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin,fat,or in between. You can't change your body type,so you must adopt a form that has the same basic arrangement of limbs. Otherwise,the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example,if you use this spell to add a hat to your outfit,objects pass through the hat,and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are,the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised,a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit,the target takes 1d10 piercing damage. Hit or miss,the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 3d6 cold damage.
You assume a different form. When you cast the spell,choose one of the following options,the effects of which last for the duration of the spell. While the spell lasts,you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment,sprouting gills,and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like,including your height,weight,facial features,sound of your voice,hair length,coloration,and distinguishing characteristics,if any. You can make yourself appear as a member of another race,though none of your statistics change. You also don't appear as a creature of a different size than you,and your basic shape stays the same,if you're bipedal,you can't use this spell to become quadrupedal,for instance. At any time for the duration of the spell,you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws,fangs,spines,horns,or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning,piercing,or
slashing damage,as appropriate to the natural weapon you chose,and you are proficient with you unarmed strikes. Finally,the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
One creature or object of your choice that you can see within range rises vertically,up to 20 feet,and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling),which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target,you can move up or down as part of your move. Otherwise,you can use your action to move the target,which must remain within the spell's range.
When the spell ends,the target floats gently to the ground if it is still aloft.
A sudden loud ringing noise,painfully intense,erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save,or half as much damage on a successful one. A creature made of inorganic material such as stone,crystal,or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
You write on parchment,paper,or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell,the writing appears normal,written in your hand,and conveys whatever meaning you intended when you wrote the text. To all others,the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively,you can cause the writing to appear to be an entirely different message,written in a different hand and language,though the language must be one you know.
Should the spell be dispelled,the original script and the illusion both disappear.
A creature with truesight can read the hidden message.
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
You forge a telepathic link among up to eight willing creatures of your choice within range,psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.
Until the spell ends,the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance,though it can't extend to other planes of existence.