You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.
Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
You flick your wrist with a flourish, causing a single object that weighs no more than 5 lbs that only you hold within your hand to vanish. The object is actually transported and stored within a small extradimensional pocket plane. The object remains there indefinitely until this cantrip is cast again, upon which it is immediately transported back into your grasp. You cannot store an object while one already occupies the extradimensional pocket.
If you are reduced to 0 Hit Points the object appears in an unoccupied space within 5 feet of you, or the nearest unoccupied space available.
You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.
If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
At Higher Levels: If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.
You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire. The GM determines the details of what is revealed
You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.
You cause time to accelerate around you, allowing you to accomplish 1 hour of work in 1 minute. This work cannot affect any creature other than the caster, or any object being worn or carried by another creature, and the activity must take place within a 10-foot cube. For example, you could use this time to rapidly carve a pumpkin, cook and eat supper, move a pile of stones, or rapidly scribe a text.
You touch a nonmagical object that isn't being worn or carried, which must be contained entirely within a 5-foot cube, and revert it into its raw materials. For example, an iron sword with a wooden handle targeted by this spell may transform into chunks of iron ore and chips of wood. The exact composition of the converted material is determined by the DM.
(which you take when you see a creature within range move willingly) A moderate magical force slows time around a Medium or smaller creature that you can see within range. The target must succeed on a Wisdom saving throw or have its speed reduced to 0 until the end of the turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect creatures of one size larger than Medium for each slot above 1st.
You perform an intricate ritual on another creature in an attempt to change their age. If the target is unwilling, it can make a Wisdom saving throw. On a success, the spell has no effect.
You reduce or increase (your choice) the target's age by up to 3d10 years. A target cannot be reduced below the age of maturity or above the life expectancy for its race through this spell. A remove curse spell or similar magic also ends this effect.
If you have recently caught the target indulging in vanity at the expense of others, or you have seen them offend someone in the last 24 hours about their physical appearance, they have disadvantage on the saving throw to resist this spell.
You create a temporal shield around a creature other than you within range, keeping incoming wounds at bay by slowing them down. For the duration, each time the creature would take damage, the damage is instead shunted into the future. When the spell ends, the target takes all shunted damage at once.
No part of this damage can be reduced by anything other than the resistances and immunities it had at the time that damage was shunted. The spell also ends early if the target is ever outside the spell’s range or if it has total cover from you.
You collapse your hands around an object, causing it to vanish from your present time. The object, which only you can be holding and which can weigh no more than 5 pounds, is magically transported some amount of time into the future that you choose, up to 10 minutes.
When the time expires, the object reappears in the exact location it was when you cast the spell. If the space is occupied by a creature or object, the target object instead appears in the closest unoccupied space.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you choose a time up to 7 days into the future, or up to 100 years in the future using a spell slot of 7th level or higher.