You can manipulate the winds and use them to assault foes. When you cast this spell choose one of the following effects: Manipulate Air. You manipulate the air in a 5-foot cube within range, creating a small sensory affect such as causing leaves to rustle, shutters to slam shut, or clothing to ripple. Hurl Squall. Its game statistics, including its mental ability scores are replaced by those of the beast, but it does retain its alignment and personality within the limitations of that beast.The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it was transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. If this excess damage reduces its normal form to 0 hit points, it is knocked unconscious.
At Higher Levels: At Higher Levels. The damage of this Cantrip and the size target it can knock back increases by 1d6 at 5th (2d6, Large), 11th (3d6, Huge), and 17th level (4d6, Gargantuan).
You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.
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.
At Higher Levels: Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.When you cast the spell, 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.As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.The hand can't attack, activate magic items, or carry more than 10 pounds.
You point toward a creature within range and whisper a message. The target (and only the target)hears the message and can reply in a whisper that only you can hear.You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence
You try to temporarily sliver 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: Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
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.
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 damage 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 damage of the triggering type, and the spell ends.
At Higher Levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
You conjure a lance of pure arcane energy in your hand and make a ranged spell attack against a creature you can see within range. On hit, the target takes 5d4 force damage.
At Higher Levels: At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the damage increases by 2d4 for each slot level above 1st.
Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.
You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.
On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.
At Higher Levels: Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.
For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.
When standing on a riverbank or on the shore of some other body of water, you summon a ferry spirit and its boat, which appears in an unoccupied space that you can see within range. The spirit disappears when it drops to 0 hit points or when the spell ends. The spirit is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It takes you and up to 1 companion per your level across the river or body of water (no action required by you)or to other locations along the same water. If you don't issue any such commands, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the ferry and its guide don't disappear. Instead, you lose control of the conjured spirit, it becomes hostile toward you and your companions, and it might attack. An uncontrolled ferryman can't be dismissed by you, and it disappears 1 hour after you summoned it.
At Higher Levels: At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the boat can take you and your companions across a planar boundary into the Ethereal Plane and then exit on another body of water (and using a barbed devil). When you cast this spell using a spell slot of 5th level or higher, it can traverse the River Styx between planes, taking you and your companions to distant parts of the multiverse (and using a lunar devil, see Tome of Beasts, or bone devil).
You attempt to interrupt a creature in the process of casting a spell. You and the target both make an ability check with your respective spellcasting abilities. The target adds the level of the spell it is casting to its ability check, and you add the level at which you cast this counterspell to your ability check.
If you know the spell the creature is attempting to cast or if you have it prepared you have advantage on this ability check, unless you are using this spell against another counterspell.
If the result of your ability check is greater then the result of the target's ability check, its spell fails and has no effect.
You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.
At Higher Levels: Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes)given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.
Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan's Tools used to craft such objects.
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.
At Higher Levels: Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.
You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.
If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
You touch one closed door, window, gate, chest, or another entryway, and either lock or unlock it, using the rules below:
Lock. You and the creatures you designate when you cast this spell can open the object normally. You can also choose a password that, when spoken aloud within 5 feet of the object, suppresses the spell for 1 minute. This lock can be bypassed by a successful Strength check or thieves' tools check against your Spell save DC, at which point the spell is dispelled.
Unlock. If the object is held shut by a mundane lock or it is stuck or barred, it is instantly unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. Regardless, when you cast the spell, a loud knock, audible out to 300 feet, emanates from the target object.
You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels: Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
This spell covers you or a willing creature you touch in mud consistent with the surrounding terrain. For the duration, the spell protects the target from extreme cold and heat, allowing the target to automatically succeed on Constitution saving throws against environmental hazards related to temperature. In addition, the target has advantage on Dexterity (Stealth)checks while traveling at a slow pace in the terrain related to the component for this spell.
If the target is subject to heavy precipitation for 1 minute, the precipitation removes the mud, ending the spell.
At Higher Levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hours and you can target up to ten willing creatures within 30 feet of you.
A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block, except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.
The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.
You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails.
Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.
A shimmering barrier of magical force appears to protect you. Until the end of the current turn, you gain a bonus to your Armor Class equal to 1 + your Spellcasting modifier and you take no damage from the magic missile spell.
At Higher Levels: At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the bonus to your Armor Class increases by 1 for each slot level above 1st.
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.
At Higher Levels: Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 2.
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
At Higher Levels: Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
You animate an object in the possession of a creature within range, giving the object limited movement and a compulsion to thwart its possessor. The effect of the spell varies depending on the kind of object you affect.
Weapon: A weapon being wielded by a creature fights and twists, trying to free itself from the creature's grasp. The creature must make a Dexterity saving throw. On a failed save, the creature has disadvantage on any attacks it makes in that round with the weapon. On a save that fails by 5 or more, the creature drops the weapon.
Armor: The creature's armor shifts and moves, becoming noisy and uncomfortable. If the armor does not normally impart disadvantage on Dexterity (Stealth)checks, it does so while this spell is in effect. The creature wearing it must succeed on a Dexterity saving throw or take a 10-foot penalty to its speed and be unable to use the Dash action.
The effects on other carried items can vary at the GM's discretion.
This spell creates an Invisible, mindless, shapeless, Medium 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 could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. 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.