Ranged attack roll: Target takes 1d8 damage (Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder).
If you roll an 8 on a d8, roll another and add it to the damage. You can add up to your spellcasting modifier in extra d8s.
Scaling: Damage increases to 2d8 (Lvl 5), 3d8 (Lvl 11), and 4d8 (Lvl 17).
Choose one effect:
A spectral hand appears and follows your commands. You can use the hand to manipulate objects, open containers, retrieve or stow items, or pour liquids.
As a Magic action, you can move the hand up to 30 ft and use it again.
The hand can’t attack, activate magic items, or carry more than 10 lbs.
Create a sound or an image within range:
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target.
On a hit, the target takes 1d8 Lightning damage, and it can't make opportunity attacks until the start of its next turn.
Scaling: Damage increases to 2d8 (Lvl 5), 3d8 (Lvl 11), and 4d8 (Lvl 17).
You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier.
The spell ends early if the target dons armor.
Ranged attack roll: Hurl an orb dealing 3d8 Acid, Cold, Fire, Lightning, Poison, or Thunder damage.
If two or more d8s match, the orb leaps to another target within 30 ft. Make a new attack and damage roll. The orb can leap only once unless cast with a 2nd+ level slot.
Higher Levels: +1d8 damage per slot level above 1. The orb can leap up to the spell slot level, but each creature can be hit only once per casting.
Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood. 1 inch of metal. or a thin sheet of lead.
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a higher-level spell slot. You can target one additional creature for each spell slot level above 1.
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
Choose a creature or object (not worn/carried). Unwilling targets make a Con save or the spell fails. Dropped items return to normal size.
3 Illusory duplacates appear and mimic your movement, making it hard to know which is real.
When you're attacked, roll a d6 for each duplicate. On a 3+, a duplicate is hit and destroyed instead. Duplicates ignore all other damage/effects.
Creatures with Blindsight, Truesight, or that are Blinded are unaffected