You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame change its color or both. The change lasts for 1 hour.
- You cause simple shapes - such as the vague form of a creature an inanimate object or a location - to appear within the flames and animate as you like.
The shapes last for 1 hour. If you cast this spell multiple times you can have up to three non-instantaneous effects created by it active at a time and you can dismiss such an effect as an action.
You seize the air and compel it to create one of the following effects at a point you can see within range:
- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
- You create a harmless sensory effect using air such as causing leaves to rustle wind to slam shutters closed or your clothing to ripple in a breeze.
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.
This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6) 11th level (3d6) and 17th level (4d6).
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 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-foot 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 Intelligence (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 choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube.
You manipulate it in one of the following ways:
1) If you target an area of loose earth you can instantaneously excavate it move it along the ground and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
2) You cause shapes colors or both to appear on the dirt or stone spelling out words creating images or shaping patterns. The changes last for 1 hour.
3) If the dirt or stone you target is on the ground you cause it to become difficult terrain. Alternatively you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times you can have no more than two of its non-instantaneous effects active at a time and you can dismiss such an effect as an action.
The spell captures some of the incoming energy lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also the first time you hit with a melee attack on your turn the target takes an extra 1d6 damage of the triggering type and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the extra damage increases by 1d6 for each slot level above 1st.
You invoke the power of Hadar the 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 save a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save the creature takes half damage but suffers no other effect.
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.
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground stopping early if it impacts against a solid surface. If the object would strike a creature that creature must make a Dexterity saving throw. On a failed save the object strikes the target and stops moving. When the object strikes something the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the maximum weight of objects that you can target with this spell increases by 5 pounds and the damage increases by 1d8 for each slot level above 1st.
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw and does so with advantage if you or your companions are fighting it. If it fails the saving throw it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
A dazzling array of flashing colored light springs from your hand. Roll 6d10 the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher roll an additional 2d10 for each slot level above 1st.
For the duration you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph such as an arcane sigil that isn't part of a written language.
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 can seem 1 foot shorter or taller and can appear thin fat or in between. You can't change your body type so 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. For example if you use this spell to add a hat to your outfit objects pass through the hat and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are the hand of someone who reaches out to touch you would bump into you while it was seemingly still in mid-air. 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 whisper a discordant melody that only one creature of your choice within range can hear wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save it takes 3d6 psychic damage and must immediately use its reaction if available to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground such as a fire or a pit. On a successful save the 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 higher the damage increases by 1d6 for each slot level above 1st.
You cast this spell on an object no more than 1 foot on a side doubling the object’s perceived value by adding illusory flourishes or polish to it or reducing its perceived value by half with the help of illusory scratches dents and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the maximum size of the object increases by 1 foot for each slot level above 1st.
This spell allows you to move at an incredible pace. When you cast this spell and then as a bonus action on each of your turns until the spell ends you can take the Dash action.
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends it takes no falling damage and can land on its feet and the spell ends for that creature.
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the radius of the fog increases by 20 feet for each slot level above 1st.
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 choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object you learn its properties and how to use them whether it requires attunement to use and how many charges it has if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell you learn which spell created it. If you instead touch a creature throughout the casting you learn what spells if any are currently affecting it.
You touch a creature. The creature's jump distance is tripled until the spell ends.
Jumping rule - Str score if moved 10' or halved. STR mod up if moved 10' or halved. Max jump <= move speed.
You touch a willing creature who isn't wearing armor and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + DEX. The spell ends if the target dons armor or if you dismiss the spell as an action.
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the spell creates one more dart for each slot level above 1st.
An invisible barrier of magical force appears and protects you. Until the start of your next turn you have a +5 bonus to AC including against the triggering attack and you take no damage from magic missile.
You create the image of an object a creature or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual it isn't accompanied by sound smell or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location you can alter its appearance so that its movements appear natural for the image. For example if you create an image of a creature and move it you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is the creature can see through the image.
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll ability check or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
This spell sends creatures into a magical slumber. Roll 5d8 the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points each creature affected by this spell falls unconscious until the spell ends the sleeper takes damage or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher roll an additional 2d8 for each slot level above 1st.
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it.
The target must succeed on a Wisdom saving throw or fall prone becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns and each time it takes damage the target can make another Wisdom saving throw.
The target has advantage on the saving throw if it's triggered by damage. On a success the spell ends.