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.
Make a melee weapon attack. On hit: normal effects + 2d8 thunder damage. If the target willingly moves before your next turn, it takes 3d8 thunder damage.
Make a melee weapon attack. On hit: normal effects + 2d8 fire damage. A creature within 5 ft of the target takes 2d8 + INT modifier fire damage.
Ranged spell attack. On hit: 3d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Create a sound or an image (no larger than a 5ft cube). If a creature uses its action to examine it, it can determine it is an illusion with a successful Investigation check against your spell save DC.
Point your finger toward a creature. Whisper a message and it hears it. It can reply in a whisper. Casts through solid objects.
Reaction when hit by an attack or targeted by Magic Missile. You gain a +5 bonus to AC (including against the triggering attack) and take no damage from Magic Missile.
Reaction when a creature succeeds on an attack roll, ability check, or save. Force it to reroll the d20 and use the lower roll. Choose another creature within 60 ft to gain advantage on its next d20 roll.
Summon a familiar. It acts independently, but obeys your commands. You can communicate telepathically and see through its eyes. (10 gp material cost).
Sense the presence of magic within 30 ft. You can use your action to see a faint aura around any visible magical creature or object, and learn its school of magic.
Touch an object. Learn its properties, how to use them, whether it requires attunement, and how many charges it has. (100 gp pearl material cost).
Reaction when you or a creature falls. Choose up to 5 falling creatures. A falling creature's rate of descent slows to 60 feet per round. They take no falling damage.
Reaction when taking acid, cold, fire, lightning, or thunder damage. Gain resistance to the triggering damage type. First melee hit on your next turn deals 1d6 extra damage of that type.
Set an alarm on a 20-foot cube. When a Tiny or larger creature touches or enters the warded area, the alarm alerts you (mental ping or audible bell).
Make yourself look different. You can seem 1 foot shorter or taller, thin, fat, etc. To discern the disguise, a creature uses its action to make an Investigation check.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
Weave threads of shadow to create a sword of magic in your hand (simple, finesse, light, thrown 20/60). Deals 2d8 psychic damage. Advantage on attacks in dim light/darkness.
CON saving throw. On a failure, teleport the target to an unoccupied space you can see within range (supported by a liquid or solid surface).
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
CON save for creatures in a 30-foot cone. 3d8 cold damage and speed reduced to 0. (Half damage on success, speed unaffected). Action to break free.
Create a spectral globe around the head of two willing creatures (scales with slot level). The creatures can breathe normally in any environment.
Reaction when you see a creature casting a spell. Interrupt a creature. Spell fails if 3rd level or lower. Higher level: Ability check (DC 10 + spell level).
CON save for creatures in 30-foot cone. 6d6 force damage and pushed 15 ft away or pulled 15 ft towards you. (Half damage on success, not moved).
Target gains +2 AC, advantage on DEX saves, doubled speed, and one additional action (Attack [one weapon attack], Dash, Disengage, Hide, or Use an Object). Lethargic when spell ends.
Choose one creature, object, or magical effect. Any spell of 3rd level or lower on the target ends. Higher level: Ability check (DC 10 + spell level).
Choose one creature you can see, or name one. INT save. 7d6 psychic damage and incapacitated until the start of your next turn. (Half damage on success, not incapacitated).
Teleport yourself and up to one willing creature of your size or smaller up to 500 feet to a destination you choose.
An invisible wall of force springs into existence. Nothing can physically pass through it. It is immune to all damage and cannot be dispelled by Dispel Magic.
Make melee spell attacks against up to five creatures you can see within range. On hit, deal 6d10 force damage. You can then teleport to an unoccupied space within 5 ft of one target.