You point your finger 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, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell.
The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
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 any voice 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, 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 INT (Investigation) check against your spell save DC, and it becomes faint to the creature upon a success.
You cause a tremor in the ground within range. Each creature other than you in that area must make a DEX saving throw. On a failed save, a creature takes 1d6 Bludgeoning damage and is knocked prone.
If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
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 can blind or deafen a foe. Choose one creature that you can see within range to make a CON saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a CON saving throw. On a success, the spell ends.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object's mouth.
When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
You craft an illusion that takes root in the mind of a creature you can see within range. The target must make an INT saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon that is no larger than a 10ft cube, perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an INT (Investigation) check against your spell save DC. If the check succeeds, the target realises that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalises any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
A strong wind (30km/h) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration. The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapour, gas, and fog that can be dispersed by strong wind.
• The area is difficult terrain for creatures other than you.
• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a WIS saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a WIS saving throw. On a successful save, the spell ends for that creature.
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface no larger than 10ft (e.g., table) or within an object that can be closed to conceal the glyph (e.g., book). If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered. The glyph is nearly invisible and requires a successful INT (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. Once a glyph is triggered, this spell ends. When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes: When triggered, the glyph erupts with magical energy in a 20ft radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a DEX saving throw.
A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph: You can store a prepared spell of same or lower level in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. If the spell requires concentration, it lasts until the end of its full duration.
When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a Spell Glyph, you can store any spell of up to the same level as the slot you use for the Glyph of Warding.
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
Choose one creature with at least 1 HP or nonmagical object that you can see within range. You transform a creature or object (see below). Shapechangers are immune. An unwilling creature can make a WIS saving throw to be unaffected by this spell. The transformation ends when the target drops to 0 HP or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent.
Creature into Creature: The new form can be any kind you choose whose CR/level is equal or less than the target's. The target's game statistics, including mental abilities, are replaced by the new form. Alignment and personality are retained. When it reverts, the creature returns to the number of HP it had before it transformed. If it reverts as a result of dropping to 0 HP, any excess damage carries over to its normal form. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or other actions unless its new form is capable of such actions.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Object into Creature: You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's CR is 9 or lower. The creature is friendly to you and your companions and acts on your turns (you decide). If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
Creature into Object: If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a CON saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 20km/h) disperses the cloud after 4 rounds. A strong wind (at least 30km/h) disperses it after 1 round.