A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
You touch a creature and bestow upon it a magical enhancement until the spell ends.
• Bear’s Endurance: Advantage on CON Checks and 2d6 temp hp..
• Bull’s Strength: Advantage on STR checks and double carrying capacity.
• Cat’s Grace: Advantage on DEX checks and no falling damage from 20ft. or less if not incapacitated..
• Eagle’s Splendor: Advantage on CHA checks.
• Fox’s Cunning: Advantage on INT checks
• Owl’ s Wisdom: Advantage on WIS checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Three illusory duplicates of yourself appear in your space. Until the spell ends, it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability.
If you or any of your companions damage the target, the spell ends.
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses or layered across a floor, wall, or ceiling, the collaps on itself, and the spell ends at the start of your next turn.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
For the duration, you can, as an action on each turn until the spell ends, read the surface thoughts of certain creatures within 30 feet of you. As an action, you can either shift your focus to a different target or probe deeper which causes the target to make a wisdom saving throw. On a fail, you gain insight in its reading, emotional state and something that looms large in its mind. If it succeeds, the spell ends. The target knows your probing into its mind and can use an action on its turn to make a contested Intelligence check. If it succeeds, the spell ends. You can also use an action to search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rocks or 2 inches of any metal other than lead or a thin sheet of lead can block you. Creatures with an Intelligence of 3 or lower or one that does not speak any language are unaffected by the spell.