When a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw, you magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you can target 1 additional creature for each slot level above 1st.
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
You touch one willing creature. Once before the spell ends the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
A protective layer of hot, hard peppermint icing coats you. For the duration, you gain a +1 bonus to AC and if a creature hits you with a melee attack, the creature takes 1d4 fire damage. This damage can trigger no more than once per turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d4 for each slot level above 1st.
You point your finger and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the damage increases by 1d10 for each slot level above 1st.
Up to 3 creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you can target 1 additional creature for each slot level above 1st.
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.
At Higher Levels. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.
This spell creates an invisible mindless shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10 1 hit point and a Strength of 2 and it can't attack. If it drops to 0 hit points the spell ends.
Once on each of your turns as a bonus action you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do such as fetching things cleaning mending folding clothes lighting fires serving food and pouring wine. Once you give the command the servant performs the task to the best of its ability until it completes the task then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you the spell ends.
You place a curse on a creature that you can see within range. Until the spell ends you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher you can maintain your concentration on the spell for up to 24 hours.
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels - two beams at 5th level three beams at 11th level and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
You create a ghostly skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit the target takes 1d8 necrotic damage and it can't regain hit points until the start of your next turn. Until then the hand clings to the target.
If you hit an undead target it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you) it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4) 11th level (3d4) and 17th level (4d4).
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If a creature uses its action to examine the sound or image the creature 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 illusion becomes faint to the creature.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the healing increases by 1d8 for each slot level above 1st.
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the healing increases by 1d4 for each slot level above 1st.
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.
Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.
Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.
For the duration you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or glyph such as an arcane sigil that isn't part of a written language.
Bolstering yourself with a necromantic facsimile of life you gain 1d4+4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you gain 5 additional temporary hit points for each slot level above 1st.