You touch one object that is no larger than 10 feet in any dimension. Until the spell ends the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature that creature must succeed on a Dexterity saving throw to avoid the spell.
A spectral floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. 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. You can move the hand up to 30 feet each time you use it.
The hand can't attack activate magical items or carry more than 10 pounds.
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit it takes 1d8 cold damage and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).
As you hold your hands with thumbs touching and fingers spread a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
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 level above 1st.
A dazzling array of flashing colored light springs from your hand. Roll 6d10 the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher roll an additional 2d10 for each slot level above 1st.
You touch a creature. The creature's jump distance is tripled until the spell ends.
You touch a willing creature who isn't wearing armor and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.
You create three glowing darts of magical force. Each dart hits 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.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the spell creates one more dart for each slot above 1st.
An invisible barrier of magical force appears and 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.
This spell sends creatures into a magical slumber. Roll 5d8 the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points each creature affected by this spell falls unconscious until the spell ends the sleeper takes damage or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher roll an additional 2d8 for each slot level above 1st.
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make 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 the creature takes half as much damage and isn't pushed.
In addition unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the damage increases by 1d8 for each slot level above 1st.
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: 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.
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
Briefly surrounded by silvery mist you teleport up to 30 feet to an unoccupied space that you can see.
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher you create one additional ray for each slot level above 2nd.
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. The spell has no effect if the target is undead if it doesn't understand your language or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so the DM determines how the target behaves. If the target can't follow your command the spell ends.
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 falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft provided that it is able to do so. If it must move to stay aloft it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you can affect one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other when you target them.
Your prayer empowers you with divine radiance. Until the spell ends your weapon attacks deal and extra 1d4 radiant damage on a hit.
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Until the spell ends one willing creature you touch is protected against certain types of creatures - aberrations celestials elementals fey fiends and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed frightened or possessed by them. If the target is already charmed frightened or possessed by such a creature the target has advantage on any new saving throw against the relevant effect.
The next time you hit a creature with a melee weapon attack during the spell's duration your weapon flares with white-hot intensity and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends the target must make a Constitution saving throw. On a failed save it takes 1d6 fire damage. On a successful save the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames or if some other effect douses the flames (such as the target being submerged in water) the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the initial extra damage dealt by the attack increases by 1d6 for each slot above the 1st.
A shimmering field appears and surrounds a creature of your choice within range granting it a +2 bonus to AC for the duration.
The first time you hit with a melee weapon attack during this spell's duration your weapon rings with thunder that is audible within 300 feet of you and the attack deals an extra 2d6 thunder damage to the target. Additionally if the target is a creature it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
You touch one willing creature. Once before the spell ends the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you can target one additional creature for each slot level above 1st.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the healing increases by 1d8 for each slot level above 1st.
For the duration you know if there is an aberration celestial elemental fey fiend or undead within 30 feet of you as well as where the creature is located. Similarly you know if there is a place of object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers but it is blocked by 1 foot of stone 1 inch of common metal a thin sheet of lead or 3 feet of wood or dirt.
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit the target takes 4d6 radiant damage and the next attack roll made against this target before the end of your next turn has advantage thanks to the mystical dim light glittering on the target until then.
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 level above 1st.
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the healing increases by 1d4 for each slot level above 1st.
A shimmering field appears and surrounds a creature of your choice within range granting it a +2 bonus to AC for the duration.
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher a target's hit points increase by an additional 5 for each slot level above 2nd.
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded deafened paralyzed or poisoned.
You touch a nonmagical weapon. Until the spell ends that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the bonus increases to +2. When you use a spell slot of 6th level or higher the bonus increases to +3.
You create a floating spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher the damage increases by 1d8 for every two slot levels above the 2nd.