You choose a portion of dirt or stone that you can see within range and that fits within a 5ft cube. You manipulate it in one of the following ways:
• If you target an area of loose earth, you can instantly excavate it, move it along the ground, and deposit it up to 5 ft away (no dmg).
• You cause shapes, colors, or both to appear on the dirt or stone, creating words, shapes, or patterns. The changes last for 1 hour.
• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain . This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a CON save, or it takes 1d6 poison dmg and moves 5 ft in a random direction if it can move and its speed is at least 5 ft. Roll a d4 for the direction: 1: North, 2: South, 3: East, or 4: West. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
The spell's dmg increases by 1d6 when you reach 5th lv (2d6), 11th lv (3d6), and 17th lv (4d6).
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 ft in one direction, provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame, change its color or both . The change lasts for 1 hour.
• You cause simple shapes-such as the vague form of a creature, an inanimate object, or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
You create a bonfire on ground that you can see within range. Until the spells ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a DEX save or take 1d8 fire dmg. A creature must also make the save when it enters the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's dmg increases by 1d8 when you reach 5th lv (2d8), 11th lv (3d8), and 17th lv (4d8).
You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a STR save or be pushed up to 5 ft away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 ft away from you. It isn't pushed with enough force to cause dmg.
• You create a harm less sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell atk with one of the pebbles by throwing it or hurling it with a sling. lf thrown, a pebble has a range of 60 ft. 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 dmg 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 channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell atk against one creature within 5 ft of you. On a hit, the target takes 1d10 acid dmg. After you make the attack, your teeth or fingernails return to normal.
The spell's dmg increases by 1d10 when you reach 5th lv (2d10), 11th lv (3d10)
You choose an area of water that you can see within range and that fits within a 5ft cube. You manipulate it in one of the following ways:
• You instantly move or otherwise change the flow of the water as you direct, up to 5 ft in any direction ( without causing dmg).
• You cause the water to form into simple shapes and animate at your direction for 1 hour.
• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times,you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss it as an action.
You create a burst of thunderous sound that can be heard up to 100 ft away. Each creature within range, other than you, must make a CON save or take 1d6 thunder dmg.
The spell's dmg increases by 1d6 when you reach 5th lv (2d6), 11th lv (3d6), and 17th lv (4d6).
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering dmg type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 dmg of the triggering type, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd lv or higher, the extra dmg increases by 1d6 for each slot lv above 1st.
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 ft of you that you can see.
You cause a tremor in the ground within range. Each creature other than you in that area must make a DEX save. On a failed save, a creature takes 1d6 bludgeoning dmg and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels: When you cast this spell using a spell slot of 2nd lv or higher, the dmg increases by 1d6 for each slot lv above 1st.
You create a shard of ice and fling it at one creature within range. Make a ranged spell atk against the target. On a hit, the target takes 1d10 piercing dmg. Hit or miss, the shard then explodes. The target and each creature within 5 ft of it must succeed on a DEX save or take 2d6 cold dmg.
At Higher Levels: When you cast this spell using aspell slot of 2nd lv or higher, the cold dmg increases by 1d6 for each slot lv above 1st.
As you cast this spell, you use the rope to create a circle with a 5ft radius on the ground. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful INT (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius --> succeed on a DEX save or be magically hoisted into the air, leaving it hanging upside down 3 ft above the ground, and is restrained until the spell ends. A restrained creature can make a DEX save at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an INT (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the restrained effect ends.
After the trap is triggered, the spell ends when no creature
is restrained by it.
While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap.The trap is nearly invisible and requires a successful INT (Investigation) check against your spell save DC to be found.
The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a DEX save or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.
The restrained creature can make a DEX save with disadvantage at the end of each of its turns and ends the restrained effect on a success.
Alternatively, another creature that can reach the restrained creature can use an action to make an INT (Arcana) check against your spell save DC. On a success, the restrained effect also ends.
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
Any creature that ends its turn within 5 ft of the dust devil must make a STR save. On a failed save, the creature takes 1d8 bludgeoning dmg and is pushed 10 ft away from the dust devil. On a successful save, the creature takes half as much dmg and isn't pushed.
As a bonus action, you can move the dust devil up to 30 ft in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels: When you cast this spell using a spell slot of 3rd lv or higher, the dmg increases by 1d8 for each slot lv above 2nd.
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a STR save, or its flying speed (if any) is reduced to 0 ft for the spell's duration. An airborne creature affected by this spell safely descends at 60 ft per round until it reaches the ground or the spell ends.
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead.
As a bonus action on your turn, you can move the spirit up to 30 ft to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd lv or higher, the healing increases by 1d6 for each slot lv above 2nd.
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor, gas, and fog that can be dispersed by strong wind.
• The area is difficult terrain for creatures other than you.
• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a DEX save. A creature takes 3d12 bludgeoning dmg on a failed save, or half as much dmg on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels: When you cast this spell using a spell slot of 4th lv or higher, the dmg increases by 1d12 for each slot lv above 3rd.
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire dmg. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels: When you cast this spell using a spell slot of 4th lv or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot lv above 3rd.
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 ft long, up to 10 ft wide, and up to 10 ft tall. Each creature in that area must make a DEX save. On a failed save, a creature takes 4d8 bludgeoning dmg and is knocked prone. On a successful save, a creature takes half as much dmg and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 ft of it, and then it vanishes.
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 ft long, 10 ft high, and 1 foot thick, or you can make a ringed wall up to 20 ft in diameter, 20 ft high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire dmg is halved if the fire effect passes through the wall to reach its target. Spells that deal cold dmg that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5ft section is frozen). Each 5ft frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.