,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
,Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
,You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.,
• Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.,
• Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.,
• Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.,
• 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 nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
,You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.,
If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spells damage equals your spellcasting ability modifier.,
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
,A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.,
Flammable objects in the Cone that arent being worn or carried start burning.,
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
,You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.,
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb cant leap again unless you cast the spell with a level 2+ spell slot.,
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.
,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:,
• Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.,
• Drop. The target drops whatever it is holding and then ends its turn.,
• Flee. The target spends its turn moving away from you by the fastest available means.,
• Grovel. The target has the Prone condition and then ends its turn.,
• Halt. On its turn, the target doesnt move and takes no action or Bonus Action.,
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
,You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.,
Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
,An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
,You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. ,On a successful save, a creature takes half as much damage only.,
In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.,
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.,
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.,
Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. ,You can make yourself appear as a member of another species, though none of your statistics change. You cant appear as a creature of a different size, and your basic shape stays the same
,You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, ,taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.,
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.