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.
You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target.On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.Altered Eyes. You alter the appearance of your eyes.Booming Voice. Your voice booms up to three times as loud as normal. For the duration, you have Advantage on Charisma (Intimidation) checks.Fire Play. You cause flames to flicker, brighten, dim, or change color.Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.Tremors. You cause harmless tremors in the ground.
The creature that damaged you is momentarily surrounded by green flames. It makes a DC13 Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
You can cast Mage Armor on yourself without expending a spell slot.Until the spell ends, your base AC becomes 15(13 + your Dexterity modifier). The spell ends early if you don armor.
You can cast Disguise Self without expending a spell slot.You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an DC13 Intelligence (Investigation) check.
You can cast False Life on yourself without expending a spell slot. When you cast the spell you automatically get the highest number on the die.You gain 12 (2d4 + 4) Temporary Hit Points.
Protective magical frost surrounds you. You gain 10 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 10 Cold damage. The spell ends early if you have no Temporary Hit Points.
A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a DC13 Dexterity saving throw, taking 4d6 Fire damage on a failed save or half as much damage on a successful one.Flammable objects in the Cone that aren’t being worn or carried start burning.
You speak a one-word command to up to 2 creatures you can see within range. Each target must succeed on a DC13 Wisdom saving throw or follow the command on its next turn. Choose the command from these options:Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.Drop. The target drops whatever it is holding and then ends its turn.Flee. The target spends its turn moving away from you by the fastest available means.Grovel. The target has the Prone condition and then ends its turn.Halt. On its turn, the target doesn’t move and takes no action or Bonus Action.
You weave a distracting string of words, causing creatures of your choice that you can see within range to make a DC13 Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save.On a failed save, a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
You hurl 3 fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you.The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or, “Stop fighting, leave this library peacefully, and don’t return.”The target must succeed on a DC13 Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target.The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.