A spectral,floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. 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. You can move the hand up to 30 feet each time you use it.
The hand can't attack,activate magical items,or carry more than 10 pounds.
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous,harmless sensory effect,such as a shower of sparks,a puff of wind,faint musical notes,or an odd odor.
• You instantaneously light or snuff out a candle,a torch,or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill,warm,or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color,a small mark,or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times,you can have up to 3 of its non-instantaneous effects active at a time,and you can dismiss such an effect as an action.
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 unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you),it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4),11th level (3d4) and 17th level (4d4).
Up to 3 creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends,the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can target 1 additional creature for each slot level above 1st.
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw,and does so with advantage if you or your companions are fighting it. If it fails the saving throw,it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends,the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can target 1 additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Reaction - When you or a creature within 60 feet of you falls Choose up to 5 falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends,it takes no falling damage and can land on its feet,and the spell ends for that creature.
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the healing increases by 1d4 for each slot level above 1st.
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone,becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns,and each time it takes damage,the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success,the spell ends.
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 touch a creature and bestow upon it a magical enhancement. Choose 1 of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points,which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks,and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can target 1 additional creature for each slot level above 2nd.
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends,a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save,a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling,it can make a Constitution saving throw. On a success,the spell has no effect.
If the target is a creature,everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions,and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large,for example. If there isn't enough room for the target to double its size,the creature or object attains the maximum possible size in the space available. Until the spell ends,the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged,the target's attack with them deal 1d4 extra damage.
Reduce. The target's size
is halved in all dimensions,and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small,for example. Until the spell ends,the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced,the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
Choose any creature,object,or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target,make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check,the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
As you call out words of restoration,up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the healing increases by 1d4 for each slot level above 3rd.
This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration,or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level,if it doesn't have a challenge rating). The target's game statistics,including mental ability scores,are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form,the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points,any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points,it isn't knocked unconscious.
The
creature is limited in the actions it can perform by the nature of its new form,and it can't speak,cast spells,or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate,use,wield,or otherwise benefit from any of its equipment.
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it,it has advantage on the saving throw.
While the target is charmed,you have a telepathic link with it as long as the 2 of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required),which it does its best to obey. You can specify a simple and general course of action,such as Attack that creature,Run over there,or Fetch that object. If the creature completes the order and doesn't receive further direction from you,it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn,the creature takes only the actions you choose,and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction,but this requires you to use your own reaction as well.
Each time the target takes damage,it makes a new Wisdom saving throw against the spell. If the saving throw
succeeds,the spell ends.
At Higher Levels: When you cast this spell using a 6th-level spell slot,the duration is concentration,up to 10 minutes. When you use a 7th-level spell slot,the duration is concentration,up to 1 hour. When you use a spell slot of 8th level or higher,the duration is concentration,up to 8 hours.
A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher,the healing increases by 1d8 for each slot level above 5th.