You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm.
The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
1st level - 1d12
5th level - 2d12
11th level - 3d12
17 level - 4d12
A frigid beam of blue-white light streaks toward a creature within range.
Make a ranged spell attack against the target.
On a hit:
• 1d8 cold damage
• Its speed is reduced by 10 feet until the start of your next turn.
1st level - 1d8
5th level - 2d8
11th level - 3d8
17th level - 4d8
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range.
Make a melee spell attack against the target.
If the attack hits:
• the creature takes 1d6 piercing damage
• if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
1st level - 1d6
5th level - 2d6
11th level - 3d6
17th level - 4d6
Repairs a single break or tear in an object you touch
e.g. A broken chain link, two 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.
Can physically repair a magic item or construct
Cannot restore magic to an object.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
This spell has no effect on undead or constructs.
At Higher Levels:
Every slot above 1st increases healing by 1d8.
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 is blocked by:
• 1 foot of stone
• 1 inch of common metal
• a thin sheet of lead
• 3 feet of wood or dirt
You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it.
You can seem 1 foot shorter or taller and can appear thin, fat, or in between.
You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Investigation check against your spell save DC.
This spell allows you to move at an incredible pace.
When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (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.
Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At Higher Levels:
Every slot level above 1st gives 5 additional temporary hit points.
Reaction - When you or a creature within 60 feet of you falls, choose up to five falling creatures within range.
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.
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone.
A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
You choose one object that you must touch throughout the casting of the spell.
If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any.
You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
You touch a creature.
The creature's jump distance is tripled until the spell ends.
You touch a creature.
The target's speed increases by 10 feet until the spell ends.
At Higher Levels:
Every slot level above 1st allows an additional target.
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
You ward a creature within range against attack.
Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw.
On a failed save, the creature must choose a new target or lose the attack or spell.
This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
A willing creature you touch is imbued with bravery.
Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns.
When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels:
Every slot level above 1st allows targeting 1 additional creature.
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.
You set an alarm against unwanted intrusion.
Choose a door, a window, or an area within range that is no larger than a 20-foot cube.
Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area.
When you cast the spell, you can designate creatures that won't set off the alarm.
You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.