Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
You create an exact replica of an object you can see within range that weighs no more than 25 pounds. At first glance, the two objects are indistinguishable from each other and the duplicate functions as if it were the original, except for any magical properties the original object may have. The duplicate disappears when the spell ends.
If a creature uses its action to examine the duplicate, the creature can determine that it is a replica 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 or 3rd level, the duration of the spell increases to 8 hours. When you use a spell slot of 4th level or higher, the duration of the spell increases to 24 hours.
You chomp down on the threads of magic left in the air after the triggering spell fails to affect you, swallowing the now latent magic and gaining one of the following effects of your choice:
You regain hit points equal to 1d4 + your spellcasting ability modifier.
Your speed increases by 15 feet until the end of your next turn.
Once before the end of your next turn, you can roll a d4 and add the number rolled to one ability check of your choice.
With a flick of your wrist, you magically complete a small and simple task, such as flipping a book page, buttering bread, or heating a cup of tea, without any physical interaction. The task can’t include anything that is intended to inflict a harmful effect on a creature and must be something you’d normally be able to accomplish without the use of magic. The spell fails if the target of the task has total cover from you.
If you cast this spell multiple times, you can have up to three tasks active at a time, and you can dismiss one of them as a bonus action.
You swiftly stomp your foot, conjuring a pillar of wood or stone that thrusts out from underneath your feet and towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 bludgeoning damage, and if the target is Huge or smaller, it is pushed 10 feet away from you. The ground in a straight line between you and your target becomes difficult terrain, with each 5-foot-square portion requiring at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
You swallow the oil consumed in the casting of the spell. Once before the spell ends, you can exhale the oil as a bonus action, igniting it as you expel it from your body. Each creature in a 5-foot-wide, 30-foot-long line must make a Dexterity saving throw, taking 2d10 fire damage on a failed save, or half as much damage on a successful one.
Once you exhale the oil, the spell ends.
You create a sphere of swirling water that spins rapidly in your hand or mouth before you hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes bludgeoning damage based on how far it is away from you.
1-10 Feet: 5d6
11-60 Feet: 4d6
61-90 Feet: 3d6
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 above 1st
You create a Small animated shrub, which grows from the ground in an unoccupied space of your choice that you can see within range. The shrub has a number of human-like characteristics, such as a wooden body and face, but it lacks hands and arms and can’t move.
Any creature hostile to you that moves to a space within 10 feet of the shrub for the first time on a turn or starts its turn there, is targeted by the shrub’s leaf attack. The shrub makes a ranged weapon attack, using your spell attack modifier. On a hit, a creature takes 1d4 slashing damage.
On your turn, you can use a bonus action to make a shrub use its leaf attack against one creature within 10 feet of it. If multiple shrubs created by you are within 10 feet of the target, this attack deals 1d4 slashing damage per shrub on a hit.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional shrub for every two slot levels above 1st.
This spell allows you to change the appearance of two humanoids that you can see within range. Each target takes on an illusory disguise, making it look like the other target—including its armor, clothing, weapons, and other belongings on its person. Each creature can seem 1 foot shorter or taller, the disguise otherwise replicates the other target’s physical features as accurately as possible. The spell lasts for the duration, unless you use your action to dismiss it sooner.
The changes wrought by this spell fail to hold up to physical inspection. For example, if this spell causes a creature to gain a cape from its disguise, objects pass through the cape, and anyone who touches it would feel nothing or would feel the creature’s back or shoulders. If this spell causes a creature to appear thinner than it is, the hand of someone who reaches out to touch the creature would bump into it while it was seemingly still in midair.
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.