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.
1st level - 1d10
5th level - 2d10
11th level - 3d10
17th level - 4d10
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.
This hand can:
• Manipulate an object
• Open an unlocked door or container
• Stow or retrieve an item from an open container
• Pour the contents out of a vial.
You can move the hand up to 30 feet each time you use it.
This hand cannot:
• Attack
• Activate magical items
• Carry more than 10 pounds.
(Derived from Mind Sliver)
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Can be cast without damage
1st level - 1d6
5th level - 2d6
11th level - 3d6
17th level - 4d6
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 any voice or sound. 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.
This spell is a minor magical trick that novice spellcasters use for practice.
You create one of the following magical effects within range:
• Create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• Instantaneously light or snuff out a candle, a torch, or a small campfire.
• Instantaneously clean or soil an object no larger than 1 cubic foot.
• Chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• Make a colour, a small mark, or a symbol appear on an object or a surface for 1 hour.
• 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 three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
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:
3 missiles + 1 per casting level above 1st.
An invisible barrier of magical force appears and protects you.
Until the start of your next turn:
• +5 bonus to AC (including against the triggering attack)
• Take no damage from magic missile.
Choose either a creature or an object that is neither worn nor carried within range. This then grows larger or smaller for the duration. 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:
• Size doubles in all dimensions
• Weight is multiplied by eight
• Increases size by one category - e.g. from Medium to Large
• 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.
• Advantage on Strength checks and Strength saving throws.
• Carried weapons grow to match targets new size
• Attacks by the target with an enlarged weapon deal 1d4 extra damage
Reduce:
• Size is halved in all dimensions
• Weight is reduced to
one-eighth of normal
• Decreases size by one category - e.g. from Medium to Small
• Carried weapons shrink to match targets new size
• Disadvantage on Strength checks and Strength saving throws.
• Attacks by the target with a reduced weapon deal 1d4 less damage (this can't reduce the damage below 1)
You choose a 5-foot-square unoccupied space on the ground that you can see within range.
A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it.
The target must make a Strength saving throw.
On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
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:
Each level above 3rd adds another 1d6 to damage roll.
3 charges, wand regains 1d3 charges per day
For the duration, you sense the presence of magic within 30 feet of you.
If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers but can be blocked by:
• 1 foot of stone
• 1 inch of common metal
• a thin sheet of lead
• 3 feet of wood or dirt.