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 magical items or carry more than 10 pounds.
You point your finger toward a creature within range and whisper a message. The target (and 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 barrier. 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.
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous harmless sensory effect such as a shower of sparks a puff of wind faint musical notes or an odd odor.
• You instantaneously light or snuff out a candle a torch or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill warm or flavor up to 1 cubic 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 and you can dismiss such an effect as an action.
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw and does so with advantage if you or your companions are fighting it. If it fails the saving throw it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
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 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 touch a willing creature who isn't wearing armor and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.