Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.
Cantrip Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
Cantrip Upgrade: The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it. The hand vanishes if it is more than 30 feet away or if you cast the spell again.
You can use the hand to manipulate an object, open an unlocked door, stow/retrieve an item, or pour contents from a vial. You can control the hand as a Magic action on later turns.
The hand can't attack, activate magic items, or carry more than 10 pounds.
You create a minor magical effect within range. Choose from:
Sensory Effect: An instantaneous, harmless sensory effect.
• Fire Play: Light/snuff out a candle, torch, or small campfire.
• Clean/Soil: Clean or soil an object no larger than 1 cubic foot.
• Minor Sensation: Chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• Magic Mark: Make a color, mark, or symbol appear for 1 hour.
• Minor Creation: Create a trinket/illusion lasting until your next turn.
Choose up to five falling creatures within range. Their rate of descent slows to 60 feet per round. If they land before the spell ends, they take no damage from the fall, and the spell ends for them.
A willing creature you touch is protected against Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. These creatures have Disadvantage on attack rolls against the target, and the target can't be possessed, Charmed, or Frightened by them. If already affected, the target has Advantage on saving throws against these conditions.
You gain 5 Temporary Hit Points. If a creature hits you with a melee attack before the spell ends, it takes 5 Cold damage.
Using a Higher-Level Spell Slot: The Temporary Hit Points and Cold damage increase by 5 for each spell slot level above 1.
You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know. If the spell is dispelled, the original script and the illusion both disappear.
You make yourself and your belongings look different. You can appear shorter, taller, heavier, or lighter, but you must adopt a form with the same limb arrangement. The illusion doesn't hold up to physical inspection.
Objects and creatures in a 20-foot Cube are outlined in blue, green, or violet light. Affected creatures must make a Dexterity saving throw or shed Dim Light in a 10-foot radius. Attack rolls against affected creatures have Advantage, and they can't benefit from being Invisible.
Creatures within a 5-foot-radius Sphere must succeed on a Wisdom saving throw or be Incapacitated. If they fail a second save, they fall Unconscious. The spell ends if they take damage or if someone uses an action to shake them awake. Creatures immune to Exhaustion automatically succeed on this save.
One creature or object rises vertically up to 20 feet and remains suspended. The target can move by pushing/pulling against surfaces. You can change altitude on your turn. When the spell ends, the target floats gently to the ground.
A creature you touch becomes Invisible until the spell ends or until it attacks, deals damage, or casts a spell. Using a Higher-Level Spell Slot: Target one additional creature for each slot level above 2.
Each creature in a 20-foot-radius Sphere must make a Charisma saving throw. Choose one effect: creatures gain Immunity to Charmed/Frightened or become indifferent to hostile creatures. Indifference ends if the target takes damage or witnesses damage to its allies.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
You craft an illusion in the mind of a target. The target must make an Intelligence saving throw. On a failure, you create a phantasmal object, creature, or phenomenon that seems real only to the target. The target rationalizes illogical outcomes and can take damage from the illusion if it represents a dangerous hazard, dealing 2d8 Psychic damage each turn.
When you see a creature casting a spell within 60 feet, you attempt to interrupt the casting. The target must make a Constitution saving throw. On a failure, the spell dissipates and the casting is wasted.
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.
If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range, altering its appearance to match its movements.
Physical interaction with the image reveals it to be an illusion. A creature that uses a Study action and succeeds on an Intelligence (Investigation) check against your spell save DC can discern it as an illusion. If discerned, the image becomes faint to the creature.
Higher Levels. The spell lasts until dispelled without requiring Concentration if cast using a 4th-level or higher spell slot.
Roll a d6 at the end of each turn for the duration. On a roll of 4-6, you vanish from the current plane and appear in the Ethereal Plane. While there, you can perceive your original plane in shades of gray, but only up to 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane.
You return at the start of your next turn, or when the spell ends, to an unoccupied space you can see within 10 feet of where you left. If no unoccupied space is available, you appear in the nearest unoccupied space.
This spell channels vitality into plants with two possible effects.
Overgrowth. All plants in a 100-foot-radius Sphere become thick and overgrown. A creature must spend 4 feet of movement for every 1 foot it moves. You can exclude areas from the effect.
Enrichment. All plants in a half-mile radius become enriched for 365 days, yielding twice the normal amount of food. They can only benefit from one Plant Growth spell per year.