,Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.,
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
,You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.,
Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
,You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.,
• Altered Eyes. You alter the appearance of your eyes for 1 minute.,
• Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.,
• Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.,
• Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.,
• Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.,
• Tremors. You cause harmless tremors in the ground for 1 minute.
,A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.,
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.,
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.,
The hand can't attack, activate magic items, or carry more than 10 pounds.
,Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.,
Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.
,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 aren't 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 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 doesn't 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 gain 2d4 + 4 Temporary Hit Points.,
Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.
,The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.,
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
,You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. ,The target has Disadvantage on ability checks made with the chosen ability.,
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.,
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3-4 (up to 8 hours), or 5+ (24 hours).
,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.
,One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, ,and it can't end the Prone condition on itself.,
At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.,
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
,Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.,
Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. ,The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.,
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
,A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.,
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
,You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.,
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
,You suggest a course of activity-described in no more than 25 words-to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. ,For example, you could say, -Fetch the key to the cult's treasure vault, and give the key to me.- Or you could say, -Stop fighting, leave this library peacefully, and don't return.-,
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. ,The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.