A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hitthe target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels - two beams at 5th levelthree beams at 11th leveland 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.
A spectralfloating 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 objectopen an unlocked door or containerstow or retrieve an item from an open containeror 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 attackactivate magical itemsor carry more than 10 pounds.
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)11th level (3d6)and 17th level (4d6).
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 you create a soundits volume can range from a whisper to a scream. It can be your voicesomeone else's voicea lion's roara beating of drumsor any other sound you choose. The sound continues unabated throughout the durationor you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chairmuddy footprintsor a small chest - it must be no larger than a 5-foot cube. The image can't create soundlightsmellor any other sensory effect. Physical interaction with the image reveals it to be an illusionbecause things can pass through it.
If a creature uses its action to examine the sound or imagethe 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 isthe illusion becomes faint to the
creature.
You touch a willing creature. For the durationthe target's movement is unaffected by difficult terrainand spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraintssuch as manacles or a creature that has it grappled. Finallybeing underwater imposes no penalties on the target's movement or attacks.
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lowerits spell fails and has no effect. If it is casting a spell of 4th level or highermake an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successthe creature's spell fails and has no effect.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higherthe interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darknessand nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carriedthe darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque objectsuch as a bowl or a helmblocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lowerthe spell that created the light is dispelled.
Choose any creatureobjector magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the targetmake an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful checkthe spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higheryou automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
You gain the service of a familiara spirit that takes an animal form you choose - batcatcrabfrog (toad)hawklizardoctopusowlpoisonous snakefish (quipper)ratravensea horsespideror weasel. Appearing in an unoccupied space within rangethe familiar has the statistics of the chosen formthough it is a celestialfey or fiend (your choice) instead of a beast.
Your familiar acts independently of youbut it always obeys your commands. In combatit rolls its own initiative and acts on its own turn. A familiar can't attackbut it can take other actions as normal.
When the familiar drops to 0 hit pointsit disappearsleaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of youyou can communicate with it telepathically. Additionallyas an actionyou can see through your familiar's eyes and hear what it hears until the start of your next turngaining the benefits of any special senses that the familiar has. During this timeyou are deaf and blind with regard to your own senses.
As an actionyou can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternativelyyou can dismiss it forever. As an action while it is temporarily dismissedyou can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiaryou instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finallywhen you cast a spell with a range of touchyour familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of youand it must use its reaction to deliver the spell when you cast it. If the spell requires an attack rollyou use your attack modifier for the roll.
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell endsthe target falls if it is still aloftunless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higheryou can target one additional creature for each slot level above 3rd.
You place a curse on a creature that you can see within range. Until the spell endsyou deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Alsochoose 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 endsyou 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 levelyou can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higheryou can maintain your concentration on the spell for up to 24 hours.
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 higheryou can target one additional creature for each slot level above 2nd.
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hitthe target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higheryou create one additional ray for each slot level above 2nd.
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throwwhich is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spellit can fail the saving throw voluntarily if it wants to be observed.
Knowledge - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
Connection Likeness or picture -2. Possession or garment -4. Body partlock of hairbit of nailor the like -10.
On a successful savethe target isn't affectedand you can't use this spell against it again for 24 hours.
On a failed savethe spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the targetremaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about
the size of your fist.
Instead of targeting a creatureyou can choose a location you have seen before as the target of this spell. When you dothe sensor appears at that location and doesn't move.
Dimgreenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around cornersand it lasts until the spell ends.
When a creature moves into the spell's area for the first time on a turn or starts its turn therethat creature must succeed on a Constitution saving throw or take 4d10 radiant damageand it suffers one level of exhaustion and emits a dimgreenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappeara thunderous boom soundsand each creature within 10 feet of the space you left must make a Constitution saving throwtaking 3d10 thunder damage on a failed saveor half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spelland there must be an unoccupied space within 5 feet of your destination space for the creature to appear in. Otherwisethe creature is left behind.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higherthe damage increases by 1d10 for each slot level above 3rd.
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreoverwhen the target speaksany creature that knows at least one language and can hear the target understands what it says.
For the spell's durationyour eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell endsyou can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.
Asleep: The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked: The target is frightened of you. On each of its turnsthe frightened creature must take the Dash action and move away from you by the safest and shortest available routeunless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see youthis effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turnsit can make another Wisdom saving throw. If it succeedsthe effect ends.