You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save,the target takes 1d6 cold damage,and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6),11th level (3d6),and 17th level (4d6).
You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
• You create a harm less sensory effect using air,such as causing leaves to rustle,wind to slam shutters closed,or your clothing to ripple in a breeze.
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
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.
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,because things can pass through it.
If a creature uses its 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.
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).
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit,the target takes 1d8 lightning damage,and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8),11th level (3d8),and 17th level (4d8).
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range,other than you,must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6),11th level (3d6),and 17th level (4d6).
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners,and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the radius of the fog increases by 20 feet for each slot level 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.
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.
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails,the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns,the target can make a Constitution saving throw. On a success,the spell ends.
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 line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor,and it extinguishes candles,torches,and similar unprotected flames in the area. It causes protected flames,such as those of lanterns,to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends,you can change the direction in which the line blasts from you.
One creature or object of your choice that you can see within range rises vertically,up to 20 feet,and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling),which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target,you can move up or down as part of your move. Otherwise,you can use your action to move the target,which must remain within the spell's range.
When the spell ends,the target floats gently to the ground if it is still aloft.
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save,or half as much damage on a successful one.
The lightning ignites 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 4th level or higher,the damage increases by 1d6 for each slot above 3rd.
Until the spell ends,freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured,and exposed flames in the area are doused.
The ground in the area is covered with slick ice,making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there,it must make a Dexterity saving throw. On a failed save,it falls prone.
If a creature is concentrating in the spell's area,the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long,15 feet high,and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears,each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save,or half as much damage on a successful one.
The strong wind keeps fog,smoke,and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose,lightweight materials brought into the wall fly upward. Arrows,bolts,and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines,and similar projectiles,are unaffected.) Creatures in gaseous form can't pass through it.
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.
Until the spell ends,you can use a bonus action on each ofyour turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit,the target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher,the damage for each of its effects increases by 1d6 for each slot level above 4th.
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save,or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher,the damage increases by 1d8 for each slot level above 5th.