You create a shard of ice and fling it at one creature
within range. Make a ranged spell attack against
the target. (r.. hit, the target takes 1d10 Piercing
damage. Hit or miss, the shard then explodes. The
target and each creature within 5 feet of it must
succeed on a Dexterity saving throw or take 2d6
Cold damage.
Using a Higher-Level Spell Slot. The Cold damage
increases by 1d6 for each spell slot level above 1.
You exert control over the elements, creating one of
the following effects within range.
Beckon Air. You create a breeze strong enough to
ripple cloth, stir dust, rustle leaves, and close open
doors and shutters, all in a 5-foot Cube. Doors and
shutters being held open by someone or something
aren’t affected.
Beckon Earth. You create a thin shroud of dust or
sand that covers surfaces in a 5-foot-square area, or
you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless
embers and colored, scented smoke in a 5-foot Cube.
You choose the color and scent, and the embers can
light candles, torches, or lamps in that area. The
smoke’s scent lingers for 1 minute.
Beckon Water. You create a spray of cool mist that
lightly dampens creatures and objects in a 5-foot
Cube. Alternatively, you create 1 cup of clean water
either in an open container or on a surface, and the
water evaporates in 1 minute.
Sculpt Element. You cause dirt, sand, fire, smoke,
mist, or water that can fit in a 1-foot Cube to assume
a crude shape (such as that of a creature) for 1 hour
Each creature in a 5-foot Emanation originating
from you must succeed on a Constitution saving
throw or take ld6 Thunder damage. The spell’s
thunderous sound can be heard up to 100 feet away.
Cantrip Upgrade. The damage increases by ld6
when you reach levels 5 (2d6), 11 (3d6), and 17 (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 ofstone, metal, or
wood, or a thin sheet oflead blocks the spell
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 ld8
when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Choose a creature within range that has 0 Hit
Points and isn’t dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you
reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
Choose up to three creatures within range. Each
target’s Hit Point maximum and current Hit Points
increase by 5 for the duration.
Using a Higher-Level Spell Slot. Each target’s Hit
Points increase by 5 for each spell slot level above 2
You receive an omen from an otherworldly entity
about the results of a course of action that you
plan to take within the next 30 minutes. The DM
chooses the omen from the Omens table.
A flame springs from an object that you touch. The
effect casts Bright Light in a 20-foot radius and
Dim Light for an additional 20 feet. It looks like a
regular flame, but it creates no heat and consumes
no fuel. The flame can be covered or hidden but not
smothered or quenched.
For the duration, the spell enlarges or reduces a
creature or an object you can see within range (see
the chosen effect below). A targeted object must
be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving
throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing
and carrying changes size with it. Any item it drops
returns to normal size at once. A thrown weapon or
piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one categOry—from Medium to Large, for example. The
target also has Advantage on Strength checks and
Strength saving throws. The target’s attacks with
its enlarged weapons or Unarmed Strikes deal an
extra ld4 damage on a hit.
Reduce. The target’s size decreases by one category-from Medium to Small, for example. The target also has Disadvantage on Strength checks and
Strength saving throws. The target's attacks with
its reduced weapons or Unarmed Strikes deal ld4
less damage on a hit (this can’t reduce the damage
below 1).
You call forth a bestial spirit. It manifests in an
unoccupied space that you can see within range
and uses the Bestial Spirit stat block. When you
cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your
choice that is native to the chosen environment,
which determines certain details in its stat block.
The creature disappears when it drops to 0 Hit
Points or when the spell ends.
The creature is an ally to you and your allies. In
combat, the creature shares your Initiative count,
but it takes its turn immediately after yours. It
obeys your verbal commands (no action required
by you). If you don’t issue any, it takes the Dodge
action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s
level for the spell’s level in the stat block.