You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you.
On a hit, the melee attack deals an extra 1d8 thunder damage and then becomes sheathed in booming energy until the start of your next turn.
If the target willingly moves 5 ft. or more before then, the target takes 2d8 thunder damage, and the spell ends.
At Higher Levels: At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 ft. of you.
The target must succeed on a Strength saving throw or be pulled up to 10 ft. in a straight line toward you
and then take 2d8 lightning damage if it is within 5 ft. of you.
At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You touch one to three pebbles and imbue them with magic.
You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling.
lf thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll.
On a hit, the target takes bludgeoning damage equal to 1d6 + Spell Mod. Whether the attack hits or misses, the spell then ends on the stone.
If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
Flame-like radiance descends on a creature that you can see within range.
The target must succeed on a Dexterity saving throw or take
2d8 radiant damage.
The target gains no benefit from cover for this saving throw.
You manifest a minor wonder a sign of supernatural power, within range. You create one of the following magical effects within range.
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker brighten dim or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Once per long rest, You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw.
On a failed save a creature takes
1d6 bludgeoning damage and is knocked prone.
If the ground in that area is loose earth or stone it becomes difficult terrain until cleared with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
Once per long rest, you can cast detect magic. You can also cast these spells using any spell slots you have.
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Once per long rest, you can cast disguise self. When you use this version of disguise self, you can seem up to 3 ft. shorter or taller. You can also cast these spells using any spell slots you have.
You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack.
Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames.
The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
Current (lvl-5): 4d10 fire dmg
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike.
The attack deals an extra 2d6 radiant damage to the target, which becomes visible
If it is invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
Current (Spell lvl-3): 3d6 radiant dmg
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting 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 duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
3 Duplicates left = 6+ the Attack will hit duplicate
2 Duplicates left = 8+ the Attack will hit duplicate
1 Duplicate left = 11+ the Attack will hit duplicate
A duplicate's AC equals 10 + your Dex mod. If an attack hits a duplicate, the 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 see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
You attempt to interrupt a creature in the process of casting a spell.
If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect.
If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability.
The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in. Otherwise, the creature is left behind.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.