You touch one Large or smaller object that isn’t being worn or carried by someone else. 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.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
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).
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 spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12) 11 (3d12) and 17 (4d12).
You point at one creature you can see within range and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points it instead takes 1d12 Necrotic damage.
Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12) 11 (3d8 or 3d12) and 17 (4d8 or 4d12).
Guided by a flash of magical insight you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage it can be Radiant damage or the weapon’s normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type the attack deals extra Radiant damage when you reach levels 5 (1d6) 11 (2d6) and 17 (3d6).
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence
You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.