You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
You cause numbing frost to form on one creature that you can see within range. The target must make a DC13 Constitution saving throw.On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.When you cast the spell, 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.As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.The hand can't attack, activate magic items, or carry more than 10 pounds.
You create a sound or an image of an object within range that lasts for 1 minute. The illusion ends if you cast this spell again.If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful DC13 Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it.On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
You gain 2d4 + 4 Temporary Hit Points.Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.
Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for 1 minute.When the grease appears, each creature standing in its area must succeed on a DC13 Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.
You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
For 10 minutes you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.Your Forest Gnome lineage allows you to Speak with Animals 2 times per Long Rest.
Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.
A beam of enervating energy shoots from you toward a creature within range. The target must make a DC13 Constitution saving throw.On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.