You point 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. Magical silence
,You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.,
• Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.,
• Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.,
• Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.,
• Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.,
• Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.,
• Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
,Guided by a flash of magical insight, you make one attack with the weapon used in the spells casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapons normal damage type (your choice)., Cantrip Upgrade. Whether you deal Radiant damage or the weapons normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
,You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.,
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:,
• Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.,
• Drop. The target drops whatever it is holding and then ends its turn.,
• Flee. The target spends its turn moving away from you by the fastest available means.,
• Grovel. The target has the Prone condition and then ends its turn.,
• Halt. On its turn, the target doesnt move and takes no action or Bonus Action.,
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
,For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. ,This spell doesnt decode symbols or secret messages.
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, ,and if an effect was created by a spell, you learn the spells school of magic.,
The spell is blocked by 1 foot of stone, dirt, or wood
,A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.,
Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
,You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes 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, a creature takes half as much damage only.,
In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.,
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.,
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Describe or name an object that is familiar to you. You sense the direction to the objects location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.,
The spell can locate a specific object known to you if you have seen it up closewithin 30 feetat least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.,
This spell cant locate an object if any thickness of lead blocks a direct path between you and the object.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
, Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.,
Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.
,You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.,
An affected targets Speed is halved, it takes a ?2 penalty to AC and Dexterity saving throws, and it cant take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. ,If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spells gestures too slowly.,
An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.