A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
1d10 + Charisma Modifier Per Beam
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack. On a hit, the target takes 1d10 fire damage. A Flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)
You hurl a twisting bolt of blood at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 necrotic damage, and you gain a number of temporary hit points equal to your proficiency bonus.
The spell's damage increases by 1d6 when you reach level 5(2d6), level 11(3d6), & level 17(4d6)
You sting the eyes of a creature attacking you. The target must make a Constitution saving throw (a creature with blindsight or immunity to the blinded condition succeeds automatically). On a failed save, the target is blinded until the end of the turn. On a successful save, it must subtract 1d4 from the triggering attack roll.
The target automatically succeeds on its saves against your subsequent casting of this spell for 24 hours
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following effects
- You create a harmless sensory effect such as a shower of sparks, puff of wind, faint musical notes, or an odd odor
-You instantaneously light or snuff out a candle, torch, or a small campfire
-You instantaneously clean or soil an object no larger than 1 cuber foot
-You chill, warm, or flavor up to 1 cuber foot of nonliving material for 1 hour
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Whispering to the spirits of nature, you create one of the following effects within range:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
-You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
-You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube
-You instantly light or snuff out a candle, a torch, or a small campfire.
You point your finger towards a creature within range and whisper a message. 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 berrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings
You create a sound or image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast the spell again
if you create a sound, its volume can range froma. whisper to a cream. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Any objects created must be no larger than a 5 foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
- If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful investigation check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Self Heal For 1d6 + Charisma Modifier
Charges Equal To Proficiency Bonus + Charisma Modifier
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3-4 (up to 8 hours), or 5+ (24 hours).
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels when you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st
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.
This spell's healing increases by 1d8 for each slot level above 1st Level
For the duration, you understand the literal meaning of any spoken language that you hear. 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 doesn't decode secret messages in a taxt or a glyph, such as an arcane sigil, that isn't part of a written language
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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt
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.
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 sacrifice a portion of your life force to enhance your magical power. When casting this spell, you take 1d6 necrotic damage. The damage can't be reduced or prevented in any way. For the duration, when casting a spell that deals damage, one target of the spell takes an extra 1d6 of the same damage type as the spell. If there's multiple damage types, you choose which one.
When upcasting, the spell deals an extra 1d6 for every level above 2nd level.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that are immune to charm aren't affected. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself on a spear, or anything obviously harmful acts ends the spell.
The target makes a Wisdom saving throw. On a failed save, it pursues the course of action the best of its ability. The suggestion can continue for the entire duration. The spell ends early if the target finishes what it was asked to do.
Youc an also specify conditions that will trigger a special activity during the duration. If the condition isn't met before the spell expires, the activity isn't performed.
if you or any of your companions damage the target, the spell ends .
You create a ghostly sickle that lasts for the duration and can strike out at your foes. The sickle appears hovering in your space and moves with you. When you cast this spell and as a bonus action on each of your turns, you can direct it to fly at and strike a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 2d8 necrotic damage, and you gain temporary hit points equal to half the damage dealt. After the sickle hits or misses, it returns to hover in your space.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Crimson light shines down in a 20-foot-radius, 60-foot-high cylinder centered on a point within range. Each creature in that area that isn't a Construct or Undead must make a Constitution saving throw, taking 4d10 necrotic damage on a failed save or half as much damage on a successful one. Constructs and Undead in the area regain 4d10 hit points.
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, that other spell is dispelled.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 and the level of spell that can be dispelled increases by 1 for each slot level above 3rd.