Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration:
- The target can take the Dash action as a bonus action.
- The target can hover.
- The target has advantage on Dexterity (Acrobatics) checks.
- The target doesn't provoke an opportunity attack when it flies out of an enemy's reach.
You briefly slow time for a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be moved to last place in the initiative order from the beginning of the next round onwards.
A ring of flame ignites above your head and then springs outward, coming to rest in a burning circle. The circle is composed of a 5-foot wide line of flame, curving to form a 10-foot-radius ring around you. Each creature you choose within the area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, or half as much on a successful save.
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
One ranged weapon you touch becomes enchanted to reload itself automatically. If the weapon has the Loading or Reload property, you can ignore this for the duration. When the weapon's ammunition is depleted, new ammunition teleports from your person to your hand or into the weapon, as appropriate. If the weapon takes an action or longer to reload, it reloads itself at the end of your turn.
If you aren't carrying sufficient ammunition for the weapon to reload, the spell ends.
The next time you make an attack with a firearm before this spell ends, the shot is charged with an incredible amount of power. Instead of making an attack roll against a single target, the shot becomes a 5-foot wide line that extends from you out to the weapon's normal range. Each creature in that line must make a Dexterity saving throw. A creature takes the weapon's normal damage on a failed save, or half as much damage on a successful one.
A shimmering shield of energy surrounds one willing creature you touch. For the duration, ranged attacks made by firearms have disadvantage against the target, and the target has resistance to any damage dealt by firearms.
You outline a 5-foot diameter circle on the ground, which is warded against intruders. Only creatures you choose can step within the circle. Any ranged attack roll made against a target within the circle has disadvantage. If a hostile creature makes a melee attack against a target within the circle, the attacker is pushed back 10 feet immediately after the attack.
You magically reinforce a creature you can see within range, granting it resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the end of your next turn.
Streaks of energy flow from the back of a willing creature you touch, tracing the shapes of wings. The target gains a flying speed of 30 feet until the end of its next turn. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
The spell manipulates the direction of gravity on a non-horizontal surface you touch, causing it to attract creatures and objects within 15 feet of it as if it were the ground. The surface can be up to a 60-foot square in area and can wrap around a structure, if its geometry permits. A creature can walk on this surface as if it were level ground, even if the surface is perpendicular to the ground or upside down. When the duration ends, all creatures and objects fall from the surface.
This spell intensifies gravity in a 50-foot-radius, 100-foot-high cylinder centered on a point within range. Each creature in this area must spend two feet of movement for every foot moved, including flying, jumping, and climbing movement. This can be combined with difficult terrain to slow movement to a quarter of normal speed. If a prone creature wishes to stand up, it must succeed on a Strength check against your spell save DC. On a failure, it can't move at all on its turn. Objects in the area, including those being worn or carried, weigh double their usual weight, which may cause creatures to become encumbered or cause load-bearing spells like levitate to fail. Any ranged weapon attacks that pass into, out of, or through the area have disadvantage, and any falling damage dealt within the spell's area is doubled.
You purge magical invisibility effects within 120 feet of you. Any creature, object, location, or effect within 120 feet of you that is hidden by magical invisibility is revealed and the invisibility is dispelled.
This spell applies to innate abilities that are magical in nature, such as an imp's Invisibility, but it doesn't affect creatures on other planes of existence, such as the Ethereal Plane. It also doesn't reveal creatures that are naturally invisible. Items that grant magical invisibility (such as a ring of invisibility) have their effects suppressed for 1 minute.
You touch a willing creature. Until the spell ends, the target gains a superhuman ability to dodge attacks. The target's AC becomes 20, if it were lower, regardless of what kind of armor it is wearing, and it has advantage on Dexterity saving throws.
You discern minute details concerning one creature you can see within range. You learn two of the following pieces of information of your choice about the target: its Armor Class, current hit points, condition immunities, damage immunities, damage resistances, damage vulnerabilities, and enchantments (which reveals any spells which are currently affecting it). The GM must share with you the requested information.
As part of the casting of this spell, you throw a handheld object weighing 5 pounds or less. For the duration of the spell, you choose the object's exact trajectory, up to 150 feet of distance. The object can navigate around obstacles and corners, and ignores half and three-quarters cover if it is directed at a creature. If the object strikes a creature, that creature must make a Dexterity saving throw or take 4d4 bludgeoning damage, or half as much on a successful save. The object stops moving after striking a creature or object.
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can throw with this spell increases by 5 pounds, and the damage increases by 2d4 for each slot level above 1st.
You stitch together the wounds of a willing creature you touch, which regains 4d6 hit points. However, the mending is imperfect, and the target's hit point maximum is reduced by the same amount until it finishes a long rest. A creature that regains hit points due to this spell will be left with some permanent scars.
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.
You conjure a low cobblestone wall along the ground, a perfect source of cover, at a point you can see within range. The wall is 18 inches thick and is composed of three 5-foot long by 3-foot high segments. Each segment must be contiguous with at least one other segment. A Medium creature that hunkers behind the wall has half cover from ranged attacks, and a Small creature that hunkers behind it has three-quarters cover from ranged attacks. A prone creature has total cover behind the wall. The wall can be leapt over without using any additional movement. Each segment has AC 10 and 60 hit points. Reducing a segment of the wall to 0 hit points causes it to crumble, destroying it. The wall disappears when all the segments are destroyed or the spell ends.
When you cast this spell, all footprints and fingerprints within a 45-foot radius of a point you touch become highlighted and glow faintly for the duration. At the time of casting, choose any period of time up to the last 10 days to the present, only footprints and fingerprints left within that time will be highlighted. Each creature whose footprints or fingerprints are detected by the spell is assigned a unique color, but are not otherwise identified. Any creature that moves or touches objects in the area will also leave colorful footprints and fingerprints, which might reveal invisible creatures in the area.
The next time you hit a creature with a ranged weapon attack using a firearm during the spell's duration, your bullet sparks with elemental energy. The attack deals an extra 2d4 damage to the target. You choose whether this additional damage is acid, cold, fire, lightning, poison, or thunder damage, and you can choose to change the firearm's damage to one of these damage types. You do not need to pick the same damage type for both.
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
A dizzying ring of sparks launches from your outstretched hand and ricochets back to you moments later. Make a ranged spell attack roll against a creature within range. On a hit, you deal 3d6 radiant damage. If this attack misses, you can repeat the attack roll against the same target once.
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. If you cast this spell using a spell slot of 3rd level or higher, after the ring hits the first target, it ricochets to a second target of your choice that you can see within 30 feet of the first target, dealing damage as normal on a hit. If you cast this spell using a spell slot of 5th level or higher, the ring can ricochet to a third target of your choice that you can see within 30 feet of the second target. No matter how many creatures the ring ricochets to, you can only repeat the attack roll against one of the spell's targets.
At your touch, wet blood on a surface shifts and reforms into a pattern of crimson blotches. This blood print is unique to the particular creature to whom the blood belongs, but you can determine the creature's kind (such as human, gnoll, deer, or fire giant) by examining the general shape. A print can be preserved by pressing a sheet of paper against it. If this spell is cast twice, it is possible to match samples of blood originating from the same creature by comparing the prints.
You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components.
Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
You produce a distorted wave of noise in a 10-foot cone, which can be heard up to 100 feet away. Each creature in that area must succeed on a Constitution saving throw, or take 1d6 thunder damage.
An echo of this noise persists until the end of your next turn. If you cast this spell again before the end of your next turn, its damage becomes d8s, instead of d6s.
Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You flood magic into your legs, allowing you to bound high into the air from a standstill. When you cast this spell, your jump distance increases by 10 feet until the start of your next turn, and you can make a running high jump or a running long jump without a running start.
You compress a thunderous boom into an invisible ball and project it at a creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d8 thunder damage and is deafened until the start of your next turn. If the spell's target is within 10 feet of you, this spell's damage becomes d10s, instead of d8s.
Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You call upon your inner reserves to give you a brief flash of speed. When you cast this spell, your walking speed increases by 10 feet until the start of your next turn.
You conjure a chain and hook made of magical force, which you propel at a creature or unoccupied space you can see within range. When you target a space or a creature of Huge size or larger, your grapnel pulls you to that target in a straight line. You provoke opportunity attacks for this movement as normal. When you target a creature of Large size or smaller, you pull the target up to 10 feet towards you. A creature can make a Strength saving throw to resist this movement.
When you cast this spell, you briefly stop time for everyone but yourself. You can take one additional action and move around in your space while no time passes for other creatures. That action can be used only to take the Search or Use an Object action, or to make an Intelligence check to remember information about something.
Furthermore, you can't affect or damage any creature or object, other than objects you are wearing or carrying. If an object leaves your hand, it also becomes frozen in time.
You emit a dazzling array of short lightning bolts in all directions. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 lightning damage.
Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the attack does damage as normal, except that the attack deals cold damage instead of its normal type. Additionally, the target is covered in a brittle frost until the start of your next turn. If the target willingly moves before then, you can use your reaction to deal 1d8 cold damage to the target, ending the spell.
Higher Levels. At 5th level, the melee attack and secondary damage each deal an additional 1d8 cold damage. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8).
Here's the spell description with the unnecessary line breaks removed:
You summon a translucent yet visible field of force, which springs forth from the prepared gauntlet. Until the start of your next turn, this shield grants you a +2 bonus to your Armor Class, as if you were wielding a shield. This spell ends early if you are hit by an attack.
You fling a dart of magical force at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
Higher Levels. The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
As you cast this spell, a spectral meat hook is flung at the creature of your choice, connected to a spectral chain. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d8 piercing damage as a spectral meat hook plunges into their body. Until the start of your next turn, the target must make a Strength saving throw to move further than 30 feet from you. On a failed save, it is prevented from moving until the start of your turn. This effect ends if you are further than 30 feet away from the target.
Higher Levels. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You extend your forefinger and thumb, a dangerous gesture mimicking a gun. For the duration, you can use your action to make a ranged spell attack against one creature you can see within 60 feet of you, dealing 1d8 force damage on a hit. Your finger gun doesn't require ammunition, but it is considered to be a firearm for spells and effects that apply to firearms.
Higher Levels. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You fling a ball of eldritch energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage, and each other creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes half as much damage.
Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
As part of the action used to cast this spell, you must make an attack with a ranged weapon, otherwise the spell fails. The attack's projectile is invisible while in flight, and the weapon itself is silent. If the weapon is a firearm, this spell suppresses the smoke and light the weapon produces, making it impossible to see or hear where the shot came from. This spell only conceals the first shot you make, any additional shots aren't concealed.
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the weapon attack's normal effects, except that any damage dealt by the attack is acid damage instead of its normal type. If you miss by 3 or less, acid splashes on the target, and you instead deal 1d8 acid damage.
Higher Levels. At 5th level, the melee attack deals an additional 1d8 acid damage to the target on a hit, and the acid damage dealt on a miss increases to 2d8. Both damage rolls increase by one die at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8).
With a flash of your hands, you fling a playing or tarot card charged with energy at your opponents. Choose whether you make a ranged spell attack roll or for the target to make a Dexterity saving throw. On a hit or a failed saving throw, the target takes 1d6 force damage.
Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the weapon attack's normal effects, except that any damage dealt by the attack is fire damage instead of its normal type. Additionally, embers whirl in the target's space. Until the start of your next turn, when a creature enters the space for the first time or ends its turn there, you can use your reaction to deal 1d6 fire damage to the creature, ending the spell.
Higher Levels. At 5th level, the melee attack deals an additional 1d6 fire damage to the target on a hit, and the secondary damage deals an additional 1d6 fire damage to its target. Both damage rolls increase by one die at 11th level (2d6 and 3d6) and 17th level (3d6 and 4d6).
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the weapon attack's normal effects, except that any damage dealt by the attack is lightning damage instead of its normal type. Additionally, an arc of lightning jumps to a creature you choose within 5 feet of the target, dealing 1d6 lightning damage.
Higher Levels. At 5th level, the melee attack deals an additional 1d8 lightning damage, and the secondary damage deals an additional 1d6 lightning damage to their targets. Both damage rolls increase by one die at 11th level (2d8 and 3d6) and 17th level (3d8 and 4d6).
You utter a prayer to guide your projectile, causing it to arc toward its target. The next ranged weapon attack you make before the spell ends has advantage, and has double its normal and long ranges.
You fling a massive icicle toward a target of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 cold damage. If the target is also adjacent to a wall, or a similar large, immobile object, it may also be pinned to that surface on its next turn. At the beginning of its turn, the target can make a Strength saving throw. On a failed save, it has a speed of 0 until the start of its next turn.
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
You imbue yourself with the elemental power of a landslide. When you cast this spell, you immediately move 30 feet in a straight line without provoking opportunity attacks. If your path is blocked by a creature or object, you stop moving there, and that creature or object must make a Strength saving throw or take 2d12 bludgeoning damage, or half as much on a successful save.
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every two slot levels above 1st.
This spell enchants a missile so that it freezes in time and space. You may reposition the missile as part of the action to cast the spell. The missile remains frozen in place until a creature passes within 120 feet in front of it, something touches it, a strong wind blows upon it, the effect is dispelled, or the duration ends. At that time, the missile moves suddenly, as if it was just fired or thrown with a range of 120 feet. If a creature is in the line of fire, the missile makes an attack which adds your spell attack bonus to the attack roll and does the basic damage of whatever missile type was used (missiles that vary by launcher use the highest possible damage dice).
The next attack made against you within the duration has a -10 penalty to hit.
You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal.
For the duration, a willing target's body parts (fingers, legs, tail, and even its head) can be harmlessly severed from its body. It takes no damage from such dismemberment, as long as the cut removing the body part is swift and leaves a clean cut. The target's head remains alive and conscious, and parts connected to it also remain alive. All severed body parts become inanimate, but do not begin decomposition for the spell's duration. Any of the target's severed body parts that are removed during this spell's duration can be held back to the stump, which instantly causes the part to knit to the stump, restoring the body part.
At the end of the duration, severed body parts become permanently severed. The target dies if vital organs have not been reattached to its head.
You gain the ability to sense valuable minerals in a 100-foot radius around you. A glowing aura that only you can see appears around any valuable metals, gems, ores, native elements, or other resources in that radius for the spell's duration. You can see this aura through any amount of nonmagical material.
You spray golden particles in a 15-foot cone, covering all creatures and objects in that area. Each creature in the area must succeed a Constitution saving throw or be blinded for the duration. A creature blinded by this spell can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each creature within the area, whether or not it succeeds on its saving throw, can't benefit from being invisible for the duration.
Two muscular arms consisting of brilliant arcane energy appear on a willing creature that you touch. These arms are fully functional and can be used to hold weapons and shields (allowing the target to hold 2 two-handed weapons, or 4 one-handed weapons), perform somatic components of spells, and perform other actions, though the arms themselves don't grant the target additional actions. For the duration, the target has advantage on Strength (Athletics) checks made using the additional arms. Also, if the arms are used to carry weapons, the target can use a bonus action to make an additional melee weapon attack using the arms.
You conjure a potent acid at your fingertips, which can corrode metal and burn flesh. Make a melee spell attack against a creature or object within your reach. On a hit, a creature takes 6d4 acid damage and, if it is wearing nonmagical metal armor or wielding a nonmagical metal shield, you can corrode either its armor or shield. Corroded armor takes a permanent and cumulative -3 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed. A corroded shield is destroyed.
If you target a nonmagical metal object with this spell that isn't being worn or carried, you corrode and destroy parts of the object you choose that can fit within a 1-foot cube.
Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd. Additionally, you can destroy one additional cubic foot of a nonmagical object for each slot level above 3rd.
You enhance the mobility of one willing creature you touch, enabling them to move easily through enemy formations. For the duration, the target's speed is doubled, it is unaffected by nonmagical difficult terrain, and it doesn't provoke opportunity attacks.