Creas una burbuja de ácido que estalla y alcanza a un enemigo dentro del rango, o a dos si se encuentran a 5 pies entre ellos. Los objetivos afectados deben superar una Salvación de Destreza o recibir 1d6 de daño de Ácido.
El daño del truco aumenta en 1d6 al alcanzar los niveles 5 (2d6), 11 (3d6) y 17 (4d6).
Arrojas una mota de fuego a un objetivo dentro del rango. Lanza un ataque de hechizo a distancia contra el objetivo. Si golpea, el objetivo recibe 1d10 de daño de Fuego. Los objetos inflamables alcanzados prenden si no están siendo llevados o puestos en un objetivo.
El daño del truco aumenta en 1d10 al alcanzar los niveles 5 (2d10), 11 (3d10) y 17 (4d10).
Una mano espectral y flotante aparece en un punto dentro del rango a tu elección y dura mientras dure el conjuro o hasta que la desvanezcas con una acción, y se desvanece sola si se aleja de tí 30 pies o más o si creas una nueva mano.
La mano se controla con tu acción y puede interaccionar con objetos del entorno, pero no puede atacar, activar objetos mágicos o llevar más de 10 libras de peso.
Creas un sonido o una imagen de un objeto. La ilusión permanece mientras dure el conjuro, hasta que la desvanezcas como acción, o hasta que crees una nueva ilusión lanzando el hechizo de nuevo.
Si creas un sonido, el volumen puede variar entre un susurro y un grito, puede ser una voz (la tuya u otra distinta) o un sonido cualquiera, y puede prolongarse durante toda la duración o crear varios sonidos separados.
Si creas un objeto, debe no ocupar más de un cubo de 5 pies, y no viene acompañada de sonido, luz, olor o cualquier otro efecto. Tocar la imagen revela que es una ilusión al atravesarla.
Una criatura puede examinar la ilusión como acción, enfrentando su Inteligencia (Investigación) contra tu Dificultad de Conjuro. Si supera la prueba, la ilusión se difumina para esa criatura.
Extiendes tu mano hacia una criatura que puedas ver dentro del alcance y una pequeña nube de gas venenoso se proyecta desde tu palma. El objetivo debe superar una Salvación de Constitución o recibir 1d12 de daño de Veneno.
El daño del truco aumenta en 1d12 al alcanzar los niveles 5 (2d12), 11 (3d12) y 17 (4d12).
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any 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 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type. 1 Acid. 2 Cold. 3 Fire. 4 Force. 5 Lightning. 6 Poison. 7 Psychic. 8 Thunder.
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
You create three 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 one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot 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 stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels: When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6
bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with you unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell us ing a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It 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 level above 3rd.