You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.
At Higher Levels: When you cast this spell using a higher spell slot,you increase the size of the object by 1 foot per spell slot over 1st.
You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it is consumed,at which point the vial vanishes.
As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.
You unleash a torrent of conflicting desires in the mind of one creature you can see within range,impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage,and it can then make another Wisdom saving throw. On a success, the spell ends on the target.
Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.
You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the targets prevailing emotion, whether it is love, anger, pain, fear, calm, or something else. If the target is not actually humanoid or it is immune to being charmed, you sense that it is calm.
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration,you have proficiency in the chosen skill. The spell ends early if you cast it again.
You temporarily summon three familiars, spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends
The reaction,which you take when you are forced to make an Intelligence, a Wisdom, or a Charisma saving throw.
You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn,you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.
You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save,the target takes 3d6 psychic damage, and it cannot take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action
You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save,a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save,a creature takes half as much damage only.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the damage increases by 1d10 for each slot level above 2nd.
You weave a clouding veil over the mind of one creature you touch. For the duration, the targets mind cannot be read or detected, creatures cannot telepathically communicate with the target unless the target allows it,and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.
For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.
If you detect a portal in this way,you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check,you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again.
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 whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target cannot make this attack (for example, because there is no one within its reach or because its reaction is unavailable),the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save,the target takes half as much damage only.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage increases by 1d4 for each slot level above 3rd.
When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends,or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.
At the end of each of its turns,an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save,a target takes half as much damage and is not pushed or knocked prone.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage increases by 1d8 for each slot level above 3rd.
You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls,ability checks, and saving throws, and it cannot cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.
You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage,and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail,or similar portion of the creatures body.
As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane,or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.
The target creature is made aware of the chests contents before it chooses whether or not to open it,and knows how much of the spells duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed,the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears,any items not taken from the chest reappear on the ground at your feet.
At Higher Levels: When you cast this spell using an 8th-level spell slot,you can send the chest to a creature on a different plane of existence from you.
You fortify the fabric of the planes within a 30-foot cube you can see within range. Within that area,portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher,the spell lasts until dispelled.
Uttering an incantation,you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
Spectral wings appear on your back,giving you a flying speed of 40 feet.
You have a +2 bonus to AC.
All your weapon attacks are magical, and when you make a weapon attack,you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
You can attack twice, instead of once,when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
You overload the mind of one creature you can see within range,filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save,the target takes half as much damage and is not stunned.
The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends on the target.