Your awareness extends to the surrounding area, sensing potential dangers. You can tell which of the following types of creatures are within 2 miles of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. You know the creatures’ general location and can sense their movements but you do not know any more specifics than that.
Additionally, you can focus on the most powerful of the creatures to learn certain information about how its capabilities compare to your own. The Game Master can tell you if it is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Strength, Dexterity, Constitution, Armor, Current Hit Points.
While you are concentrating on this spell, your senses are consumed by the information you take in and you are deaf and blind with regard to your own senses. You can end the spell early as a free action.
Wheels of superheated compressed air form in front of you before one races toward a target. Make a ranged spell attack against a creature that you can see in range. On a hit, the target takes 1d12 fire damage. Then, on each of your turns for the duration, you can use your action without expending a spell slot to send another wheel toward the same target or a new target with a new ranged spell attack. The spell ends if you miss your first attack or if you use your action to do anything else.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
A mechanical two-wheeled vehicle appears in an unoccupied space within range, built to fit you perfectly. It has a speed of 40 feet, an AC of 5, and 10 hit points. It can carry only you and moves as you direct it. The bike disappears when the spell reaches its duration, when it drops to 0 hit points, or when you use an action to dismiss it. If the bike disappears while you are mounted, you fall prone.
This spell creates a magic cabinet in an unoccupied point within range, stocked with fresh toiletries such as towels, toothpaste, soap, shaving lather, and razors. For the spell’s duration, any creature can close and open the cabinet to find it freshly stocked. The items last for the spell’s duration. They are otherwise indistinguishable from their mundane counterparts.
You touch a creature and magically sharpen their auditory senses. For the duration, the target can hear sounds that are normally imperceptible, allowing them to discern noises and understand conversations as far away as 100 feet.
The creature gains a +10 bonus to Wisdom (Perception) checks that rely on hearing. They also cannot be magically deafened.
Gaping portals open in the sky, spilling a deluge of water down onto the earth below. Choose four different points you can see in range. Each creature in a 40-foot-radius sphere centered on each point must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 40d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one flooded point is affected only once. The water damages creatures and objects then instantly evaporates.
There are several ways to cast a spell without expending a spell slot:
- Cantrips. A cantrip is cast without a spell slot.
- Rituals. 🅁 Certain spells have the Ritual tag in the Casting Time entry. Such a spell can be cast following the normal rules for spellcasting, or it can be cast as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal, but it doesn’t expend a spell slot. To cast a spell as a Ritual, a spellcaster must have it prepared.
- Special Abilities. Some characters and monsters have special abilities that allow them to cast specific spells without a spell slot. This casting is usually limited in another way, such as being able to cast the spell a limited number of times per day.
- Magic Items. Spell Scrolls and some other magic items contain spells that can be cast without a spell slot. The description of such an item specifies how many times a spell can be cast from it.
Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effect’s creator loses Concentration, the effect ends. If the effect has a maximum duration, the effect’s description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator can end Concentration at any time (no action required). The following factors break Concentration.
- Another Concentration Effect. You lose Concentration on an effect the moment you start casting a spell that requires Concentration or activate another effect that requires Concentration.
- Damage. If you take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage taken (round down), whichever number is higher, up to a maximum DC of 30.
- Incapacitated or Dead. Your Concentration ends if you have the Incapacitated condition or you die.