You touch one object that is no larger than 10 feet in any dimension. Until the spell endsthe object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creaturethat creature must succeed on a Dexterity saving throw to avoid the spell.
You drive a disorienting spike of psychic energy into 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: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)11th level (3d6)and 17th level (4d6).
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
You invoke the power of Hadarthe Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed savea target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful savethe creature takes half damagebut suffers no other effect.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higherthe damage increases by 1d6 for each slot level above 1st.
For the durationyou sense the presence of magic within 30 feet of you. If you sense magic in this wayyou can use your action to see a faint aura around any visible creature or object in the area that bears magicand you learn its school of magicif any.
The spell can penetrate most barriersbut is blocked by 1 foot of stone1 inch of common metala thin sheet of leador 3 feet of wood or dirt.
You whisper a discordant melody that only 1 creature of your choice within range can hearwracking it with terrible pain. The target must make a Wisdom saving throw. On a failed saveit takes 3d6 psychic damage and must immediately use its reactionif availableto move as far as its speed allows away from you. The creature doesn't move into obviously dangerous groundsuch as a fire or a pit. On a successful savethe target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higherthe damage increases by 1d6 for each slot level above 1st.
You touch a willing creature who isn't wearing armorand a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.
Your body becomes blurredshifting and wavering to all who can see you. For the durationany creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sightas with blindsightor can see through illusionsas with truesight.
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throwchoose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell endsany suppressed effect resumesprovided that its duration has not expired in the meantime.
Alternativelyyou can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell endsthe creature becomes hostile againunless the DM rules otherwise.
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this waya twisted crown of jagged iron appears on its headand a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turnsyou must use your action to maintain control over the targetor the spell ends. Alsothe target can make a Wisdom saving throw at the end of each of its turns. On a successthe spell ends.
For the durationyou can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell endsyou can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any languagethe creature is unaffected.
You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an actionyou can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeperthe target must make a Wisdom saving throw. If it failsyou gain insight into its reasoning (if any)its emotional stateand something that looms large in its mind (such as something it worries overlovesor hates). If it succeedsthe spell ends. Either waythe target knows that you are probing into its mindand unless you shift your attention to another creature's thoughtsthe creature can use its action on its turn to make an Intelligence check
contested by your Intelligence check if it succeedsthe spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughtsso this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the durationyou can search for thoughts within 30 feet of you. The spell can penetrate barriersbut 2 feet of rock2 inches of any metal other than leador a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this wayyou can read its thoughts for the rest of the duration as described aboveeven if you can't see itbut it must still be within range.
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwillingit can make a Constitution saving throw. On a successthe spell has no effect.
If the target is a creatureeverything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensionsand its weight is multiplied by eight. This growth increases its size by one category - from Medium to Largefor example. If there isn't enough room for the target to double its sizethe creature or object attains the maximum possible size in the space available. Until the spell endsthe target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlargedthe target's attack with them deal 1d4 extra damage.
Reduce. The target's size is
halved in all dimensionsand its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Smallfor example. Until the spell endsthe target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reducedthe target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turnsthe target can make another Wisdom saving throw. On a successthe spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higheryou can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Three illusory duplicates of yourself appear in your space. Until the spell endsthe duplicates move with you and mimic your actionsshifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's durationroll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicatesyou must roll a 6 or higher to change the attack's target to a duplicate. With two duplicatesyou must roll an 8 or higher. With one duplicateyou must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicatethe duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't seeif it relies on senses other than sightsuch as blindsightor if it can perceive illusions as falseas with truesight.
You conjure a mass of thicksticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floorwallor ceilingthe conjured web collapses on itselfand the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed savethe creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeedsit is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 rounddealing 2d4 fire damage to any creature that starts its turn in the fire.
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed saveor half as much damage on a successful one.
The fire spreads around corners. It ignites 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 4th level or higherthe damage increases by 1d6 for each slot level above 3rd.
You open a gateway to the dark between the starsa region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appearscentered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No lightmagical or otherwisecan illuminate the areaand creatures fully within the area are blinded.
The void creates a warp in the fabric of spaceand the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milkyotherworldly tentacles rub against it.
You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mindrecognizes you as the sender if it knows youand can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existencebut if the target is on a different plane than youthere is a 5 percent chance that the message doesn't arrive.