Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.
Create an undead servant. Choose a pile of bones or a Medium/Small humanoid corpse within range. The target is imbued with a foul mimicry of life, becoming a skeleton (bones) or zombie (corpse). (The GM has the creature's stats.)
On each turn, you can use a bonus action to mentally command your creature(s) within 60 ft. You decide their actions and movement or give a general command (e.g., guard a chamber). If given no commands, the creature only defends itself. Once ordered, it follows that command until finished.
You control the creature for 24 hours. After that, it no longer obeys you. To maintain control, cast this spell on it again before the duration ends. This reasserts control over up to four creatures previously animated with this spell.
At Higher Levels. When cast at 4th level or higher, you animate or reassert control over two additional undead per slot level above 3rd. Each must come from a different corpse or pile of bones.
Transform a creature in range into a new form. An unwilling target must pass a Wisdom saving throw. Shapechangers and creatures with 0 HP can't be affected.
The effect lasts for the duration or until the creature drops to 0 HP or dies. The new form must be a beast with CR equal to or less than the target’s CR or level. The target’s stats become the beast’s but it keeps its alignment and personality.
The target takes the beast’s HP. When it reverts, it returns to its previous HP. If it reverts from dropping to 0 HP, excess damage carries over. If this doesn’t reduce it to 0 HP, it stays conscious.
It can only use the beast’s actions and can’t speak, cast spells, or use hands or speech.
The target’s gear merges into the new form and has no benefit.
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 you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object, it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with it reveals it to be an illusion, because things pass through it.
If a creature uses its action to examine the illusion, the creature can determine that it is an illusion with a successful 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 return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Each object in a 20-foot cube within range is outlined in blue, green, or violet 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 flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
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.
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
For the duration, the spell enlarges or reduces a creature or an object you can see within range. A targeted object must be neither worn nor carried. If the target is unwilling, it can make a Con saving throw. On a success, the spell has no effect.
Everything that the creature is wearing and carrying changes size with it. Any item it drops returns to normal size . A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one category. The target also has Advantage on Str checks and Str saving throws. Attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.
Reduce.. The target’s size decreases by one category. The target also has Disadvantage on Str checks and Str saving throws. Attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (can’t reduce the damage below 1).
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.