You hurl a mote of arcane energy at a creature or
object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 force damage.
Cantrip Upgrade: The damage increases by 2d4 when you reach levels 5 (4d4), 11 (6d4), and 17 (8d4)
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.
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 spell’s 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 weapon’s normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
You twist illusions around a melee weapon you are holding. When you cast the spell, and as a bonus
action on your subsequent turns for the duration, you can feint with the illusory blades, distracting a creature within 5 feet of you and giving you advantage on the next weapon attack against it before the end of the turn. The spell ends early if you let go of the weapon.
As an action, a creature that can see you can make an Intelligence (Investigation) check against your
spell save DC. On a success, it becomes immune to the spell's effects.
You can inflict crippling agony on one creature you can see within range. The target must succeed on a Constitution saving throw or become crippled with horrific pain. Whenever the target moves more than half of its speed or takes any action, it takes 1d6 necrotic damage.
At the end of its turn, the target can repeat the saving throw, ending the spell on a success.
You touch a creature. The target’s Speed increases by 10 feet until the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.