Object glows: bright light 20 ft, dim light 20 ft. Ends if covered or dismissed.
Spectral hand manipulates objects (open, stow, retrieve). Cannot attack or use magic items.
Create a sound or a static 5 ft image. Investigation check reveals illusion.
Small magical tricks: clean/soil, light/snuff flame, sensory effects, flavor/warm/chill food.
Spell attack +9 for 3d8 cold. On hit, target's speed -10 ft until your next turn.
When hit or targeted by Magic Missile, gain +5 AC until next turn and ignore Magic Missile.
Target not wearing armor gains AC 13 + Dex mod (AC 15 for Romanus).
Sense magic within 30 ft. see auras and schools of magic.
Reduce elemental damage taken. next melee hit deals +1d6 of that type.
Create 3 duplicates. Attacks may hit duplicates instead. No concentration.
Teleport 30 ft to a visible space.
Humanoid Wis save (DC 17) or paralyzed. Save again at end of each turn.
Magically lock an object. Opening requires Knock or high Strength check. You set who can open it.
Inscribe a triggered spell trap. Stores a 3rd?level spell you cast into it. Activates on conditions you choose.
30?ft cube. Wis save (DC 17) or incapacitated and speed 0. Ends if damaged or shaken.
Target gains 60?ft fly speed.
Target cannot be detected by divination magic or magical scrying.
Cha save (DC 17) or banished. Native creatures return after spell ends
Teleport yourself and one willing adjacent creature to any visible or described location within 500 ft.
Dex save (DC 17) or creature is trapped in an invulnerable sphere. Nothing passes through. Can be pushed.
Invisible wall (10x10 panels or sphere). Impassable, immune to damage, cannot be dispelled except by Disintegrate.
Creature Wis save (DC 17) or paralyzed. Save again at end of each turn. Melee hits auto?crit.
20?ft radius. Int save (DC 17). Fail: 8d6 psychic and -1d6 penalty to attacks, checks, and concentration for 1 minute. Save ends early.
Immobile 10 ft sphere blocks spells of 5th level or lower from affecting creatures or objects inside.
See in dim light as bright and darkness as dim out to 60 ft.
Reduce radiant and necrotic damage taken by half.
Heal a creature for 1d4+4 HP (1/long rest).
Transform: gain spectral wings (flight) and add radiant damage once per turn to a spell or attack (1/long rest).
Recover expended spell slots totaling up to 6 levels.
Add proficiency to Arcana checks.
cast spells as opportunity attacks
ignore half and three?quarters cover