Kau mengulurkan tanganmu dan menggambar sebuah sigil perlindungan di udara. Hingga akhir giliranmu berikutnya, kamu mendapatkan resistansi terhadap bludgeoning, piercing, and slashing damage yang disebabkan oleh serangan senjata. (kurangi 1d4 ke attack roll musuh)
Sebilah berkas energi berderak melesat menuju sebuah makhluk dalam jangkauan. Lakukan sebuah serangan mantra jarak jauh terhadap target tersebut. Jika mengenai, target menerima 1d10 damage force.
Saat kamu mencapai level yang lebih tinggi, mantra ini menciptakan lebih dari satu berkasdua berkas pada level 5, tiga berkas pada level 11, dan empat berkas pada level 17. Kamu dapat mengarahkan setiap berkas ke target yang sama atau berbeda. Lakukan lemparan serangan terpisah untuk setiap berkas.
Mantra ini adalah trik sihir kecil yang digunakan para penyihir pemula untuk berlatih. Kamu menciptakan salah satu dari efek magis berikut dalam jangkauan.
Kamu menciptakan efek sensorik seketika yang tidak berbahaya, seperti pancaran percikan api, hembusan angin kecil, nada musik samar, atau bau aneh.
• Kamu menyalakan atau memadamkan lilin, obor, atau api unggun kecil secara seketika.
• Kamu membuat sebuah warna, tanda kecil, atau simbol muncul pada sebuah objek atau permukaan selama 1 jam.
Kamu menciptakan sebuah pernak-pernik nonmagis atau sebuah citra ilusi yang dapat muat di tanganmu dan bertahan hingga akhir giliranmu berikutnya.
Jika kamu merapal mantra ini beberapa kali, kamu dapat memiliki hingga tiga efek non-seketika aktif pada waktu yang sama, dan kamu dapat mengakhiri salah satu efek tersebut sebagai sebuah aksi.
Kamu mendapatkan pelayanan dari seorang familiar, yaitu sebuah roh yang mengambil bentuk hewan yang kamu pilihbat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel.
Muncul di ruang kosong dalam jangkauan, familiar tersebut memiliki statistik sesuai bentuk yang dipilih, meskipun ia adalah makhluk celestial, fey, atau fiend (pilihanmu) alih-alih Familiar-mu bertindak secara independen darimu, tetapi selalu mematuhi perintahmu. Dalam pertempuran, ia mendapatkan inisiatif sendiri dan bertindak pada gilirannya sendiri. Familiar tidak dapat melakukan serangan, tetapi dapat melakukan tindakan lain seperti biasa.
Ketika familiar jatuh ke 0 hit point, ia menghilang tanpa meninggalkan bentuk fisik. Ia akan muncul kembali setelah kamu merapal mantra ini lagi.
Selama familiar berada dalam jarak 100 kaki darimu, kamu dapat berkomunikasi dengannya secara telepati. Selain itu, sebagai sebuah aksi, kamu dapat melihat melalui mata familiar dan mendengar apa yang ia dengar hingga awal
giliranmu berikutnya, mendapatkan manfaat dari indra khusus apa pun yang dimiliki familiar. Selama waktu ini, kamu menjadi buta dan tuli terhadap indranya sendiri.
Sebagai aksi, kamu dapat menyingkirkan familiar-mu sementara. Ia menghilang ke dalam sebuah dimensi saku tempat ia menunggu panggilanmu. Atau, kamu dapat menyingkirkannya selamanya. Sebagai aksi ketika ia disingkirkan sementara, kamu dapat memanggilnya kembali untuk muncul di ruang kosong mana pun dalam jarak 30 kaki darimu.
Kamu tidak dapat memiliki lebih dari satu familiar sekaligus. Jika kamu merapal mantra ini ketika kamu sudah memiliki familiar, kamu membuatnya mengambil bentuk baru. Pilih salah satu bentuk dari daftar di atas. Familiar-mu berubah menjadi makhluk yang dipilih.
Terakhir, ketika kamu merapal mantra dengan jangkauan sentuhan, familiar-mu dapat menyampaikan mantra tersebut seolah-olah ia yang merapalnya. Familiar harus berada dalam jarak 100 kaki darimu, dan ia harus menggunakan reaksinya untuk menyampaikan mantra tersebut saat kamu merapalnya. Jika mantranya
membutuhkan lemparan serangan, kamu menggunakan modifier seranganmu untuk lemparan tersebut.
Kamu mendapatkan kemampuan untuk memahami dan berkomunikasi secara verbal dengan beast selama durasi mantra. Pengetahuan dan kesadaran banyak beast terbatas oleh kecerdasan mereka, tetapi setidaknya, mereka dapat memberimu informasi tentang lokasi terdekat dan monster di sekitar, termasuk apa pun yang dapat mereka indera atau telah mereka indera dalam satu hari terakhir. Kamu mungkin dapat membujuk seekor beast untuk melakukan sebuah bantuan kecil untukmu, sesuai kebijaksanaan DM.
Kamu berusaha memesona seorang humanoid yang dapat kamu lihat dalam jangkauan. Target harus membuat saving throw Wisdom, dan melakukannya dengan keuntungan (advantage) jika kamu atau kawan-kawanmu sedang bertarung dengannya. Jika gagal melakukan saving throw, target menjadi charmed olehmu hingga mantra berakhir atau hingga kamu atau kawan-kawanmu melakukan sesuatu yang berbahaya terhadapnya. Makhluk yang terpesona menganggapmu sebagai kenalan yang ramah. Ketika mantra ini berakhir, makhluk tersebut mengetahui bahwa ia telah dipesona olehmu.
Pada Level yang Lebih Tinggi: Ketika kamu merapal mantra ini menggunakan slot mantra level 2 atau lebih tinggi, kamu dapat menargetkan satu makhluk tambahan untuk setiap level slot di atas level 1. Makhluk-makhluk tersebut harus berada dalam jarak 30 kaki satu sama lain ketika kamu menargetkannya.
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
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 place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
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.
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for
its fall - it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
A creature that can
see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.