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: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher 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: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
, you inscribe a glyph that harms other creatures, either upon a surface (such as a table, floor or wall) or within an object that can be closed (such as a book,,scroll, or treasure chest) to conceal the glyph. If a surface, the glyph can be no larger than 10 feet in diameter. If an object, that object must remain in its place., If moved more than 10 feet from where you cast this spell, the glyph is broken. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing an object covering the glyph, approaching within a certain distance , or manipulating the object on which the glyph is inscribed. For glyphs within an object, the most common triggers include opening that object, approaching within a certain distance,, seeing or reading the glyph. Once triggered, this spell ends.
You can refine the trigger to activates under certain
circumstances including physical characteristics such as race, species type (e.g. humanoid) or alignment.,You can set conditions for creatures that don't trigger the glyph or create a password., Choose explosive runes or a spell glyph., Explosion erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature must make a Dexterity saving throw, taking 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much on a successful save.,Spell glyphs allow you to store a lower a spell. Spells that summon hostile creatures, objects or traps, appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. For casting a glyph at 4th level or higher, the damage of an explosive rune increases by 1d8 for each slot level above 3rd. , You can store any spell of up to the same level as the slot you use for the glyph.
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 target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.