(a small leather loop) You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
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 1 additional creature for each slot level above 2nd.
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Each object in a 20-foot cube within range is outlined in (A color) of light (Your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it and the affected creature or object can't benefit from being invisible.
A spectral floating 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 object open an unlocked door or container stow or retrieve an item from an open container or 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 attack activate magical items or carry more than 10 pounds.
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.
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. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
If you or any of your companions damage the target, the spell ends.
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).
Briefly surrounded by silvery mist you teleport up to 30 feet to an unoccupied space that you can see.
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns the target can make another Wisdom saving throw. On a success the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way a twisted crown of jagged iron appears on its head and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns you must use your action to maintain control over the target or the spell ends. Also the target can make a Wisdom saving throw at the end of each of its turns. On a success the spell ends.
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. lf thrown a pebble has a range of 60 feet. If someone else attacks with a pebble that attacker adds your spellcasting ability modifier not the attacker's to the attack roll. On a hit the target takes bludgeoning damage equal to 1d6 +your spellcasting ability modifier. Whether the attack hits or misses the spell then ends on the stone.
If you cast this spell again the spell ends on any pebbles still affected by your previous casting.
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence but at minimum beasts can give you information about nearby locations and monsters including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you at the DM's discretion.
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object you learn its properties and how to use them whether it requires attunement to use and how many charges it has if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell you learn which spell created it.
If you instead touch a creature throughout the casting you learn what spells if any are currently affecting it.
You point at one creature you can see within range and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points it instead takes 1d12 necrotic damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12) 11th level (3d8 or 3d12) and 17th level (4d8 or 4d12).
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
- You create an instantaneous harmless sensory effect such as a shower of sparks a puff of wind faint musical notes or an odd odor.
- You instantaneously light or snuff out a candle a torch or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill warm or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color a small mark or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times you can have up to 3 of its non-instantaneous effects active at a time and you can dismiss such an effect as an action.
For the duration you sense the presence of magic within 30 feet of you. If you sense magic in this way you can use your action to see a faint aura around any visible creature or object in the area that bears magic and you learn its school of magic if any.
The spell can penetrate most barriers but is blocked by 1 foot of stone 1 inch of common metal a thin sheet of lead or 3 feet of wood or dirt.
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.
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.
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.
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.
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 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.
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 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).
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 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.
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 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.
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 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.
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 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.
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 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.
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.
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.