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.
ALTERNET 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.
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 hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.
Cantrip Upgrade.
The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
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.
A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
The spell ends if the target is ever outside the spell's range or if it has Total Cover from you.
Using a Higher-Level Spell Slot.
The initial damage increases by 1d12 for each spell slot level above 1.
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.
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.
Using a Higher-Level Spell Slot.
You can target one additional creature for each spell slot level above 2.
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.
You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Cantrip Upgrade.
The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away.
Cantrip Upgrade.
The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You unleash a blast of brilliant fire. Make a ranged spell attack against a target within range, a target gains no benefit from Half Cover or Three-Quarters Cover for this attack roll. On a hit, the target takes 2d10 Radiant damage.
Using a Higher-Level Spell Slot.
You create an additional blast for each spell slot level above 1. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast.
You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.
If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
You summon a group of helpful spirits, which lasts for the duration. The spirits appear as homunculi or as another Construct of your choice but are intangible and invulnerable, and they are considered to have proficiency in the Arcana skill and with the set of Artisan's Tools used in the spell's casting.
If you are crafting an item, the spirits function as a single assistant for your crafting, halving the crafting time.
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. The spell ends early if you cast it again.
Using a Higher-Level Spell Slot.
The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot.