You create up to 4 torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration.
You can also combine the 4 lights into 1 glowing vaguely humanoid form of Medium size.
Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range.
A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
You point your finger toward a creature within range and whisper a message. The target (and 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.
Block the spell:
• Magical silence
• 1 foot of stone
• 1 inch of common metal
• A thin sheet of lead
• 3 feet of wood
The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
You manifest a minor wonder, a sign of supernatural power, within range.
You create one of the following magical effects:
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute
• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers
• You instantaneously cause an unlocked door or window to fly open or slam shut
• You alter the appearance of your eyes for 1 minute
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
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.
1st level - 1d4
5th level - 2d4
11th level - 3d4
17th level - 4d4
Each object in a 20-foot cube within range is outlined in a light of a single colour of your choice.
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw.
For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
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:
Each level above 1st adds another 1d4 of healing.
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:
Each level above 1st adds another 1d8 to damage roll.
This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends in an unoccupied space on the ground.
The servant:
• AC 10
• 1 hit point
• Strength of 2
• Cannot attack
• Can perform simple tasks that a human servant could do, e.g. fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine
If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
You can blind or deafen a foe.
Choose 1 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:
Each spell slot above 2nd allows targeting an additional creature.
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell.
Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels:
Each spell slot above 2nd adds another 1d8 to the damage roll.
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration.
At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels:
Each spell slot above 2nd allows targeting an additional humanoid. The humanoids must be within 30 feet of each other when you target them.
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames.
The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
Reaction
When you or up to 5 creatures within 60 feet of you falls.
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.
Magical darkness spreads from a point you choose within range to fill a 15-foot 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 or lower, the spell that created the light is dispelled.
This spell repairs a single break or tear in an object you touch, such as broken chain link, 2 halves of a broken key, a torn clack, or a leaking wineskin.
As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Choose any creature, object, or magical effect within range.
Any spell of the casting level or lower on the target ends.
For each spell higher than the casting level of this spell 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:
Each spell slot above 3rd increases the ability to dispel magic.
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell’s area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Cantrip:
Doesn't require concentration.
Can create sound(s) OR an image of an object in a 5ft cube in a 30ft range. Image cannot emit light, smell, or any other sensory effect. Sound cannot be loud enough to cause damage. Illusion lasts 1 minute, or until using an action to dispel. Casting another causes this to disappear.
1st level changes:
Range 60ft - 15ft cube - Can move with action -
Image can be of anything - Duration 10 minutes - concentration
2nd level changes:
90ft range - Can create images with sounds at the same time
3rd level changes:
120ft range - 20ft cube -
Can create with smells and temperature (non damaging)
Terrain Effect - 50ft sube
4th level changes:
180ft range - 30ft cube - Doesn't require concentration -
Until dispelled - Can set up any trigger for the illusion within 30ft
Illusion needs a scripted performance that lasts up to 5 minutes. After it is done, it is dormant for at least 10 minutes.
Terrain
Effect - 150ft cube
Any physical interaction with it reveals it to be an illusion. A creature that uses its action to examine the image 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 creature can see through the image, and any noise it makes sounds hollow to the creature.