You implant a message (max 25 words/10 minutes) within an object in range that you can see (can't be worn/carried) that is uttered when a trigger condition is met.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and volume. If the object has a mouth or something that looks like a one , the magical mouth appears there. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
You cause a creature/object you can see within range to grow larger/smaller for the duration. Choose a creature/object that isn't worn/carried. If the target is unwilling, it can make a ConSave. On a success, the spell has no effect.
If its a creature, everything it is wearing/carrying changes with it. Any item dropped by an affected creature returns to normal size.
Enlarge. The target's size x2 in all dimensions, and its weight x 8. This increases its size by one category. If there isn't enough room for the target, it attains the max size in the space available. Until the spell ends, the target also has ADV on STR-checks/-saves. The target's weaponattacks deal +1d4 dmg.
Reduce. The target's size 1/2 in all dimensions, and its weight is 1/8. This decreases its size by one category. Until the spell ends, the target also has disadvantage on Str-checks/-saves. the target's weapon attacks deal -1d4 dmg (min of 1).
You assume a different form. When you cast the spell, choose one of the following options. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You gain waterbreathing and a swim speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same.
Natural Weapons: You grow claws, fangs, spines, horns, etc. . Your unarmed strikes deal 1d6 b/s/p, and you are proficient with unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
As you cast this spell, you use the rope to create a 5-ft radius circle on the ground/floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
It is nearly invisible, requiring a successful INT (Investigation) check against your spell save DC to be discerned.
The trap triggers when a S/M/L creature moves onto the ground/floor in the spell's radius. That creature must succeed on a DexSave or be magically hoisted into the air, leaving it hanging upside down 3 ft above the ground/floor. The creature is restrained there until the spell ends.
A restrained creature can make a DexSave 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 spell ends when no creature is restrained by it.
You create a sound(whisper-acream) 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, it can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. 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 - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-ft cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful INT (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.
The cold freezes nonmagical liquids 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 1d8 for each slot level above 1st.