You do one of the following:
Create Water. You create up to 1O gallons of clean water within range in an open container. Alter
natively, the water falls as rain in a SO-foot Cube within range, extinguishing exposed flames there.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alter
natively, you destroy fog in a SO-foot Cube within range.
Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of
the Cube increases by 5 feet, for each spell slot level above 1.
For the duration, you sense the presence of magical effects within 50 feet of yourself. If you sense such
effects, you can take the Magic action to see a faint aura around any visible creature or object in the
area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.
With this spell you can touch a non-magical book or scroll and absorb the knowledge contained within as if you had just read it. This is equivalent to a solid reading but not deep study.
the character does not gain perfect recall of the information, just whatever he would have gotten from reading it completely once. If you can't read the language of the source, the spell has no effect.
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 beam of crackling energy lances toward a creature within range forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit the target takes 2d12 Lightning damage.
On each of your subsequent turns you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically even if the first attack missed.
The spell ends if the target is ever outside the spell's range or if it has Total Cover from you.
Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.
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.
This spell creates a circular horizontal plane of force 3 feet in diameter and 1 inch thick that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it the spell ends and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain up or down stairs slopes and the like but it can't cross an elevation change of 10 feet or more. For example the disk can't move across a 10-foot-deep pit nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you) the spell ends.
An imperceptible barrier of magical force protects you. Until the start of your next turn you have a +5 bonus to AC including against the triggering attack and you take no damage from Magic Missile.
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.
Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
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.
This illusion covers one parchment, paper, or some other suitable writing material that you write on and imbues it with a potent illusion.
To you and any creatures you designate when you cast the spell, the writing appears normal, 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, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
The duration of the spell lasts 1day for each ounce /GP of ink you use to write on this page, alternatively this illusion can be made permanent by utilizing a special monster ink that costs 1GP per word written in this form.
Should the spells duration end or be dispelled, the original script and the illusion both disappear. A creature with true sight can read the hidden message.
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 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.
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1.
You gain the service of a familiar a spirit that takes an animal form you choose: Bat Cat Frog Hawk Lizard Octopus Owl Rat Raven Spider Weasel or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range the familiar has the statistics of the chosen form (see appendix B) though it is a Celestial Fey or Fiend (your choice) instead of a Beast. Your familiar acts independently of you but it obeys your commands.
Telepathic Connection. While your familiar is within 100 feet of you you can communicate with it telepathically. Additionally as a Bonus Action you can see through the familiar's eyes and hear what it hears until the start of your next turn gaining the benefits of any special senses it has.
Finally when you cast a spell with a range of touch your familiar can deliver the touch. Your familiar must be within 100 feet of you and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to you and your
allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack but it can take other actions as normal.
Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears
after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket
dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed,
you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops
to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was
wearing or carrying.
One Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar you instead cause it to adopt a new eligible form.
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.
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.
You set an alarm against intrusion. Choose a door a window or an area within range that is no larger than a 20-foot Cube. Until the spell ends an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:
Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.