At Higher Levels.
When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
You choose a creature you can see within range and mystically mark it as your quarry.
Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any PERCEPTION or SURVIVAL check you make to find it.
If the target drops to 0 HP before this spell ends, you can use a Bonus Action on a subsequent turn of yours to mark a new creature.
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator.
Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
At Higher Levels.
If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a STR save or be Restrained by the magical vines until the spell ends.
A Large or larger creature has ADV on this save. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its Action to make a STR check against your Spell Save DC. On a success, the target is freed.
At Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by 2 for each slot level above 2nd.
You plant 4 pieces of non-magical ammunition—arrows or crossbow bolts— in the ground within range and lay magic upon them to protect an area.
Until the spell ends, whenever a creature other than you comes within 30 ft. of the ammunition for the 1st time on a turn or ends its turn there, 1 piece of ammunition flies up to strike it.
The creature must succeed on a DEX save or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
A creature you touch regains a number of HP equal to 1d8 + 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 1d8 for each slot level above 1st.
A stroke of lightning forming a line 100 ft. long and 5 ft. wide blasts out from you in a direction you choose.
Each creature in the line must make a DEX save. On a failed save, a creature takes 8d6 lightning damage, 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 cast with a spell slot above 3rd, the damage increases by 1d6 for each slot level above 3rd.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a BONUS ACTION to cause the sword to reappear in your band.
At Higher Levels. When cast with a 3rd or 4th level spell slot, the damage increases to 3d8. When cast with a 5th or 6th level spell slot, the damage increases to 4d8. When cast with a spell slot above 6th, the damage increases to 5d8.
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends.
It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the FINESSE, LIGHT, and THROWN properties (range 20/60).
In addition, when you use the sword to attack a target that is in dim light or darkness, you have ADV on the ATTACK.
You can also specify conditions that will trigger a special activity during the duration. For example, suggesting a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect.
The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a WIS save. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
Briefly surrounded by silvery mist, you teleport up to 30 ft. to an unoccupied space that you can see.
Magical darkness spreads from a point you choose within range to fill a 15 ft. radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
**If cast with SP, can see through this darkness.
(when a creature you can see within 60 ft. of yourself succeeds on a CHECK, ATTACK, or SAVE) You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (even yourself). The chosen creature has ADVANTAGE on the next CHECK, ATTACK, or SAVE it makes within 1 minute. A creature can be empowered by only 1 use of this spell at a time.
You create 3 glowing darts of magical force. Each dart hits 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 1 creature or several.
At Higher Levels. When cast with a spell slot above 1st, the spell creates 1 more dart for each slot level above 1st.
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 ADV on the ATTACK 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.
Spell damage increases at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful INT (INVEST) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
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. 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 (a chair, muddy footprints, or a small chest) it must be no larger than a 5 ft. 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.
You drive a disorienting spike of psychic energy into the mind of 1 creature you can see within range.
The target must succeed on an INT save or take 1d6 psychic damage and subtract 1d4 from the next SAVE it makes before the end of your next turn.
Spell damage increases at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You point your finger toward a creature within range and whisper a message. 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, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
You hurl a mote of fire at a creature or 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 ignites if it isn't being worn or carried.
Spell damage increases at 5th level (2d10), 11th level (3d10), and 17th level (4d10).