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).
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell endsthe target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higheryou can target one additional creature for each slot level above 1st.
For the durationyou sense the presence of magic within 30 feet of you. If you sense magic in this wayyou can use your action to see a faint aura around any visible creature or object in the area that bears magicand you learn its school of magicif any.
The spell can penetrate most barriersbut is blocked by 1 foot of stone1 inch of common metala thin sheet of leador 3 feet of wood or dirt.
You whisper a discordant melody that only 1 creature of your choice within range can hearwracking it with terrible pain. The target must make a Wisdom saving throw. On a failed saveit takes 3d6 psychic damage and must immediately use its reactionif availableto move as far as its speed allows away from you. The creature doesn't move into obviously dangerous groundsuch as a fire or a pit. On a successful savethe 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 higherthe damage increases by 1d6 for each slot level above 1st.
Bolstering yourself with a necromantic facsimile of lifeyou gain 1d4+4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higheryou gain 5 additional temporary hit points for each slot level above 1st.
You gain the service of a familiara spirit that takes an animal form you choose - batcatcrabfrog (toad)hawklizardoctopusowlpoisonous snakefish (quipper)ratravensea horsespideror weasel. Appearing in an unoccupied space within rangethe familiar has the statistics of the chosen formthough it is a celestialfey or fiend (your choice) instead of a beast.
Your familiar acts independently of youbut it always obeys your commands. In combatit rolls its own initiative and acts on its own turn. A familiar can't attackbut it can take other actions as normal.
When the familiar drops to 0 hit pointsit disappearsleaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of youyou can communicate with it telepathically. Additionallyas an actionyou can see through your familiar's eyes and hear what it hears until the start of your next turngaining the benefits of any special senses that the familiar has. During this timeyou are deaf and blind with regard to your own senses.
As an actionyou can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternativelyyou can dismiss it forever. As an action while it is temporarily dismissedyou can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiaryou instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finallywhen you cast a spell with a range of touchyour familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of youand it must use its reaction to deliver the spell when you cast it. If the spell requires an attack rollyou use your attack modifier for the roll.
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall pronebecoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turnsand each time it takes damagethe target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a successthe spell ends.
For the durationyou can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell endsyou can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any languagethe creature is unaffected.
You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an actionyou can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeperthe target must make a Wisdom saving throw. If it failsyou gain insight into its reasoning (if any)its emotional stateand something that looms large in its mind (such as something it worries overlovesor hates). If it succeedsthe spell ends. Either waythe target knows that you are probing into its mindand unless you shift your attention to another creature's thoughtsthe creature can use its action on its turn to make an Intelligence check
contested by your Intelligence check if it succeedsthe spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughtsso this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the durationyou can search for thoughts within 30 feet of you. The spell can penetrate barriersbut 2 feet of rock2 inches of any metal other than leador a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this wayyou can read its thoughts for the rest of the duration as described aboveeven if you can't see itbut it must still be within range.
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turnsthe target can make another Wisdom saving throw. On a successthe spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higheryou can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed saveyou create a phantasmal objectcreatureor other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes soundtemperatureand other stimulialso evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeedsthe target realizes that the phantasm is an illusionand the spell ends.
While a target is affected by the spellthe target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For examplea target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fallit still
believes that the bridge exists and comes up with some other explanation for its fall - it was pushedit slippedor a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarlya phantasm created to appear as firea pool of acidor lava can burn the target. Each round on your turnthe phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasmprovided that the illusion is of a creature or hazard that could logically deal damagesuch as by attacking. The target perceives the damage as a type appropriate to the illusion.
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 can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itselfthrow itself onto a spearimmolate itselfor do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed saveit pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter timethe spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For exampleyou might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expiresthe activity isn't performed.
If you or any of your companions damage the targetthe spell ends.
(A jeweled horn or glass eye (seeing), worth at least 100gp)
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
You transform a willing creature you touchalong with everything it's wearing and carryinginto a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this formthe target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damageand it has advantage on StrengthDexterityand Constitution saving throws. The target can pass through small holesnarrow openingsand even mere cracksthough it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloudthe target can't talk or manipulate objectsand any objects it was carrying or holding can't be droppedusedor otherwise interacted with. The target can't attack or cast spells.
You open a gateway to the dark between the starsa region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appearscentered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No lightmagical or otherwisecan illuminate the areaand creatures fully within the area are blinded.
The void creates a warp in the fabric of spaceand the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milkyotherworldly tentacles rub against it.
The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hitthe target takes 3d6 necrotic damageand you regain hit points equal to half the amount of necrotic damage dealt. Until the spell endsyou can make the attack again on each of your turns as an action.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higherthe damage increases by 1d6 for each slot level above 3rd.
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Briefly surrounded by silvery mistyou teleport up to 30 feet to an unoccupied space that you can see.