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M;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components 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
  • duration activate magical items

or carry more than 10 pounds. ;Bard

Bard 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

M;1 minute;(A bit of fleece)You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound

  • casting time someone else's voice
  • range a lion's roar

  • components a beating of drums
  • duration or any other sound you choose. The sound continues unabated throughout the duration

or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair

muddy footprints its volume can range from a whisper to a scream. It can be your voice

wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save

  • casting time if available
  • range to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground

  • components such as a fire or a pit. On a successful save
  • duration the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

the damage increases by 1d6 for each slot level above 1st. ;Bard

muddy footprints it takes 3d6 psychic damage and must immediately use its reaction

the healing increases by 1d4 for each slot level above 1st. ;Bard

muddy footprints

S

  • casting time yellow
  • range and blue)A dazzling array of flashing

  • components colored light springs from your hand. Roll 6d10
  • duration the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
    Starting with the creature that has the lowest current hit points

each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

muddy footprints M;1 round;(a pinch of powder or sand that is colored red

if it doesn't understand your language

  • casting time the DM determines how the target behaves. If the target can't follow your command
  • range the spell ends.
    Approach: The target moves toward you by the shortest and most direct route

  • components ending its turn if it moves within 5 feet of you.
    Drop: The target drops whatever it is holding and then ends its turn.
    Flee: The target spends its turn moving away from you by the fastest available means.
    Grovel: The target falls prone and then ends its turn.
    Halt: The target doesn't move and takes no actions. A flying creature stays aloft
  • duration provided that it is able to do so. If it must move to stay aloft

it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

muddy footprints or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so

S

  • casting time up to 1 minute;(A piece of iron and a flame)Choose a manufactured metal object
  • range such as a metal weapon or a suit of heavy or medium metal armor

  • components 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
  • duration 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

muddy footprints M;Concentration

S;1 minute;Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

muddy footprints the duplicates move with you and mimic your actions

0;Minor Illusion;Illusion cantrip;1 action;30 feet;S 0;Minor Illusion;Illusion cantrip;1 action;30 feet;S
0;Minor Illusion;Illusion cantrip;1 action;30 feet;S 0;Minor Illusion;Illusion cantrip;1 action;30 feet;S
1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear 1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Color Spray;1st level Illusion;1 action;Self (15-foot cone);V 1;Color Spray;1st level Illusion;1 action;Self (15-foot cone);V
1;Command;1st level Enchantment ;1 action;60 feet;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead 1;Command;1st level Enchantment ;1 action;60 feet;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead
2;Heat Metal;2nd level Transmutation;1 action;60 feet;V 2;Heat Metal;2nd level Transmutation;1 action;60 feet;V
2;Mirror Image;2nd level Illusion;1 action;Self;V 2;Mirror Image;2nd level Illusion;1 action;Self;V