,You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, ,the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.,Cantrip Upgrade The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8),,
A cool light wreathes your body for the duration, ,emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Until the spell ends, you have Resistance to Radiant damage, ,and your melee attacks deal an extra 2d6 Radiant damage on a hit.,In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction,to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.
You magically fold and animate a Tiny piece of paper or similiar material, such as a leaf, within range. You can fold it into one of the following shapes:
Boat. The boat floats on and is not destroyed by water. When placed in water, you can mentally direct the boat to move in any direction along the water's surface, at a speed of 5 feet per round. The boat is able to carry a single Tiny object that weighs 1 pound or less.
Crane. The crane has a fly speed of 10 feet. You can mentally direct the crane to move, or name a location within 1 mile that you know of. The crane will fly to the location and land, becoming inert.
Dog. The dog has a movement speed of 10 feet. You can mentally direct the dog to move. If a creature hostile to you moves to within 10 feet of the dog, the dog moves up to its speed towards it and gives off a loud barking noise. Afterwards, the dog unfolds itself and becomes inert.,,
Flower. The flower is controlled by the time of day. It is open during the day and closed during the night. During sunrise and sunset, the flower slowly opens and closes respectively.
Samurai. The samurai has a movement speed of 5 feet. You can mentally direct the samurai to move. The samurai always points his sword in the direction of the nearest castle or fort.
You can have up to 5 pieces of origami active at once.
When casting this spell you make an attack roll against a target that you can see that is within range, firing gleaming motes of light at them, if the attack hits the target takes one point of nonmagical bludgeoning damage, one point of nonmagical piercing damage, and one point of nonmagical slashing damage. When the target takes this damage each of the motes glows briefly in a color indicating if the target has resistance, immunity, vulnerability, or no special interaction with this damage.
As you level up this spell reveals more information by doing at level five- one point of acid, one point of cold, and one point of fire damage in addition to the previous damage. At level eleven- one point of force damage, one point of lightning damage, and one point of Necrotic damage in addition to the previous damages. At seventeenth level- one point of poison damage, one point of psychic damage, one point of radiant damage, and one point of thunder damage in addition to all previous damages.
,You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw.,On a failed save, the target takes 3d6 psychic damage, and it cant take a reaction until the end of its next turn. ,Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action
5th - You know the creature's name (if applicable. Creatures with secret names such as Devils cannot have their secret name revealed with this spell.), age, and alignment.
6th - You know whether the creature is on the same plane of existence as you at the time the spell is cast.
7th - You know the approximate location of the creature with a margin of error of one mile.
8th - You have the memories of the creature for the last 12 hours prior to the blood being spilled.
9th - You have the memories of the creature for the last 24 hours prior to the blood being spilled.,
((A feather and a bundle of 10 arrows ) You tie a feather to a bundle of 10 arrows before casting this spell. Once the incantation is complete, they disappear from your hands and reappear falling from the heavens. Any creature within a 10 ft radius must succeed on a dexterity saving throw or take 3d6 magical piercing damage. Any creature that succeeds on the save will take half damage.
At Higher Levels.When you cast this spell using a spell slot higher than 2nd, add an additional d6 for each slot level.,
You touch the corpse of a humanoid that has been dead for no longer than 30 days and go into a trance. The spell brings to your mind the final minutes of the creature? life, seeing and hearing from its own perspective in real time.
You must remain in physical contact with the corpse the entire time. If contact or your concentration is interrupted, the spell ends and you cannot cast it again on that corpse.,
Spines erupt from the back of your hands encompasing your fists. Until the effect ends, each hand counts as a simple melee weapon with which you are proficient. They deal 2d6 force damage on a hit and have the finesse and light properties.
This effect lasts, one minute and can be used once per day, recharging on a Long Rest.,
(Golden flames race from your fingertips to form the image of a phoenix, which then travels forward along a line 15 feet wide and 60 feet long. Each creature in that line must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one.
On a failed save, a creature burns for the spell's duration. A burning creature sheds bright light in a 5-foot radius, and dim light for an additional 10 feet, and it takes 1d8 fire damage at the start of each of its turns. The creature can use an action on its turn to douse the flames, ending the burning effect.
As you mutter the spell the blood on your hands sizzles away to smoke, which manifests into a copy of yourself created from smoke and shadow in an unoccupied space with 30 ft that you can see. Upon creation, roll d4's equal to the level you cast the spell at for the clone's hitpoints. Any creature that has sight of the creation of the Shadow Clone automatically knows it is an illusion, and all other creatures that encounter it must make a perception check that beats your spellcasting DC to know it is an illusion.
In combat, Shadow Clone has an armor class of 10 plus your spellcasting ability's modifier. The shadow clone's initiative in combat equals your initiative minus your initiative bonus. The Shadow Clone can be used to cast any spell the original caster has prepared, and shares the spell slots of the caster. Attacks against enemies that are aware it is an illusion deal half damage.
If the blood used to cast the spell is self drawn, reduce your current hitpoints by 1,,