You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both . The change lasts for 1 hour.
You cause simple shapes-such as the vague form of a creature, an inanimate object, or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
You create a bonfire on ground that you can see within range. Until the spells ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space takes 1d6 fire damage. A creature must make a Dex roll of 10 when it enters the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.,,
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 1d6 fire damage. ,,
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target will pulled up to 10 feet in a straight line toward you and then take 1d6 lightning damage if it is within 5 feet of you.
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A frigid beam of blue-white light streaks toward a creature within range. On a hit, it takes 1d6 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
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You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times,you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d6 lightning damage + 3 if metal armor or if wet, and it can't take reactions until the start of its next turn.
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The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
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You hurl an undulating, warbling mass of chaotic energy at one creature in range. Roll 2 d8s, the target takes 1d8 damage. The 2nd die determines the attack's damage type. 1 Acid. 2 Cold. 3 Fire. 4 Force. 5 Lightning. 6 Poison. 7 Psychic. 8 Thunder.
,Each round thereafter the bolt ricochets off a random nearby target (including the spell caster).
2nd round d6
3rd round d4
4th round d3
5th round d2.
You may make a new spell roll each round to end the spell. You may not re-attempt to stop the spell if your concentration is broken. The spell will not re-hit a target and will end if out of fresh targets ,
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 1d6 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet takes 1d4 cold damage.
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A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. , The target takes 1d6 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d6 lightning damage to the target automatically. However, if the target moves so as to have another target between you that intermediary target will take the d6 damage and the spell ends. The spell will also end if you use your action to do anything else, or if the target is ever outside the spell's range or if it has total cover from you.
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As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone 1d6 fire damage ,
The fire ignites any flammable objects in the area that aren't being worn or carried.
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A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution roll of 10. On a fail, a creature takes 1d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes 1d4 damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
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A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. , the target takes 1d6 fire damage.,,
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target takes 1d6 psychic damage and -3 AC before the end of your next turn.,,
This spell allows you to move at an incredible pace. When you cast this spell, you move as if you had DEX of 20, disengage without attacks of opportunity, strike first at the start of each round regardless of initiative,
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Reaction - When you or a creature within 60 feet of you falls Choose up to 5 falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dex roll of 13 or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
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 magic missile.
A flash of light streaks toward a creature of your choice within range. On a hit, the target takes 1d6 radiant damage. Anyone directly looking at the target (includes the spell caster, the target and anyone directly engaged) is blinded for one round., The next attack rolls made against these targets before the end of your next turn has advantage.,,
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 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 spell difficulty is -3.
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
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 magic missile.