Guided by a flash of magical insight, you make one attack with the weapon used in the spellРІР‚в„ўs casting. The attack uses your spellcasting ability for the attack and damage rolls. If the attack deals damage, it can be Radiant damage.
Cantrip Upgrade. The attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.
Cantrip Upgrade. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Lightning springs from your hand to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing metal armor. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
Cantrip Upgrade. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
You create a magical effect within range.You can have up to three of its 1 hour effects active.
Sensory Effect. You create a harmless sensory effect, such as a shower of sparks, faint notes.
Fire Play. You light or snuff out a candle, a torch, or a small campfire.
Clean or Soil. You clean or soil an object.
Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a trinket that can fit in your hand. It lasts until the end of your next turn.
You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
You create a sound or an image of an object within range that lasts for the duration. The illusion ends if you cast this spell again.
Sound. If you create a sound, its volume can range from a whisper to a scream.The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Image. 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.
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.
Cantrip Upgrade. This spellРІР‚в„ўs damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, metal, or wood, or a thin sheet of lead blocks the spell.
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key or a leaking wineskin. As long as the break or tear is no larger than 1 foot, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item, but it canРІР‚в„ўt restore magic to such an object.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
You touch one Large or smaller object that isnРІР‚в„ўt being worn or carried by someone else. Until the spell ends, the 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.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
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.
You create a sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut.
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a fail, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you, depending on the nature of your interaction with it.
You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isnРІР‚в„ўt being worn or carried.
You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spellРІР‚в„ўs range.
You choose 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 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.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both for 1 hour.
You cause simple shapes—such as a vague form of a creature, an inanimate object—to appear within the flames and animate as you like. The shapes last for 1 hour.
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it canРІР‚в„ўt regain Hit Points until the end of your next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
You make a melee attack with the weapon used in the spellРІР‚в„ўs casting against one creature within 5 feet of you. On a hit, the target suffers the weapon attackРІР‚в„ўs normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
Cantrip Upgrade. 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).
(a melee weapon) You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key or a leaking wineskin. As long as the break or tear is no larger than 1 foot, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item, but it canРІР‚в„ўt restore magic to such an objec