You channel arcane energy into one simple or martial weapon youre holding,and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isnt magical,it becomes a magic weapon for the spells duration.
As a bonus action, you can change the damage type, choosing from the options above.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can maintain your concentration on the spell for up to 8 hours.
You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head,the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can create two additional globes of fresh air for each slot level above 2nd.
You magically empower your movement with dancelike steps,giving yourself the following benefits for the duration:
Your walking speed increases by 10 feet.
You don't provoke opportunity attacks.
You can move through the space of another creature,and it doesn't count as difficult terrain. If you end your turn in another creature's space,you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail),or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the range of the spell increases by 30 feet for each slot level above 2nd.
The billowing flames of a dragon cover your feet, granting you explosive speed. For the duration,your speed increases by 20 feet and moving doesnt provoke opportunity attacks. When you move within 5 feet of a creature or object that isnt being worn or carried,it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,increase your speed by 5 feet for each spell slot level above 3rd. Additionally, the spell deals an additional 1d6 fire damage for each slot level above 3rd.
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
When you cast the spell,you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound cant pass through the barrier at the edge of the warded area.
The barrier of the warded area appears dark and foggy,preventing vision (including darkvision) through it.
Sensors created by divination spells cant appear inside the protected area or pass through the barrier at its perimeter.
Creatures in the area cant be targeted by divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher,you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So,for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall,as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isnt possible.
Holding the rod used in the casting of the spell,you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a Spelljamming Helm