A melee weapon you are holding is imbued with deep cold. For the duration, a rime of frost covers the weapon and light vapor rises from it if the temperature of the surrounding area is above freezing. The weapon becomes magical and deals an additional 1d4 cold damage on a successful hit. The spell ends if you cast it again or if you let go of the weapon.
The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You urge your mount to greater speed. Until the beginning of your next turn, your mount can Dash or Disengage as a bonus action. This spell has no effect on a creature that you are not riding or that your GM deems is not a mount.
You direct a bolt of rainbow colors toward a creature of your choice within range. If the bolt hits, the target takes 3d8 damage, of a type determined by rolling on the Random Damage Type table. If your attack roll (not the adjusted result) was odd, the bolt leaps to a new target of your choice within range that has not already been targeted by frenzied bolt, requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack roll, miss a target, or run out of potential targets. You and your allies are legal targets for this spell, if you are particularly lucky or unlucky.
1 Acid, 2 Cold, 3 Fire, 4 Force,
5 Lightning, 6 Necrotic, 7 Poison,
8 Psychic, 9 Radiant, 10 Thunder,
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create an additional bolt for each slot level above 2nd. Each potential target can be hit only once by each casting of the spell, not once per bolt.
By twisting a length of silver wire around your finger, you tie your fate to those around you. When you take damage, that damage is divided equally between you and all creatures in range who fail a Charisma saving throw. Any leftover damage that can't be divided equally is taken by you. Creatures are allowed a fresh saving throw against this spell each time you take damage, and a success ends the spell's effect on that creature. Creatures that approach to within 60 feet of you after the spell was cast are affected.
You touch a corpse (not an undead creature) and return it briefly to life with a number of hit points equal to 4d8 + your spellcasting ability modifier. It must have been dead for no longer than 8 hours when you cast the spell. It survives only until the spell’s duration ends or it is killed, even if it had been healed in the meantime. It has a -1 penalty on all attack rolls, saving throws, and ability checks for the duration.
You target up to three friendly creatures (one of which can be yourself) within 30 feet. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th.
Through this spell, you instantly transform raw materials into a siege engine (see the 5th edition rules for details). You can collect the raw materials before casting this spell, or you can target other creatures that have the raw materials in their possession, as long as everything needed is within the spell's range. The raw materials for the spell don't need to be the actual material a siege weapon is normally built from, they just need to be remotely like that and have a value in gold at least equal to the weapon's hit points. (For example, a mangonel has 100 hit points. Instant siege weapon will fashion any collection of raw material worth at least 100 gp into a mangonel, whether that's a small house, three wagons, or two heavy crossbows.)
The siege weapon is limited to a maximum size of Large (no siege towers or trebuchets). The spell also creates enough ammunition for ten shots, if the siege engine uses ammunition.
At Higher Levels: When you cast this spell using a spell slot of 6th level, a Huge siege engine can be made, at 8th level, a Gargantuan siege engine can be made. In addition, for each slot level above 5th, the spell creates another ten shots' worth of ammunition.
Muttering Void Speech, you force images of terror and nonexistence upon your foes. Each creature in a 30-foot cube within range must make an Intelligence saving throw. On a failed save, the creature goes insane for the duration. While insane, a creature takes no actions other than to shriek, wail, gibber, and babble unintelligibly. The GM controls the creature’s movement, which is erratic.