You unleash a storm of flashing light and raging
thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range.
While in this area, creatures have the Blinded and Deafened conditions, and they can't cast spells with a Verbal component.
When the storm appears, each creature in it
makes a Constitution saving throw taking 2d10
Radiant damage and 2d10 Thunder damage on a
failed save or half as much damage on a successful one.
A creature also makes this save when it enters
the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The Radiant and
Thunder damage increase by 1d10 for each spell slot level above 5.
You call forth an aberrant spirit.
It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad.
The creature resembles an Aberration of that kind, which determines certain details in its stat block.
The creature disappears when it drops to 0 Hit
Points or when the spell ends.
The creature is an ally to you and your allies.
In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you).
If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
You call forth an Undead spirit. It manifests in an
unoccupied space that you can see within range
and uses the Undead Spirit stat block. When you
cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal.
The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In
combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block.
When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies.
In combat, the creature shares your Initiative count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required by you).
If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot.
Use the spell slot's level for the spell's level in the stat block.
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw.
Whenever a target that fails this save makes
an attack roll or a saving throw before the spell
ends, the target must subtract 1d4 from the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
You point at one creature you can see within range,and the single chime of a dolorous bell is audible within 10 feet of the target.
The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage.
If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgtade. The damage increases by one
die when you reach levels 5 (2d8 or 2d12),11(3d8 or
3d12), and 17 (4dB or 4d12).
One creature 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 4.
You drive a spike of psionic energy into the mind of
one creature you can see within range.
The target makes a Wisdom saving throw taking 3d8 Psychic damage on a failed save or half as much damage on a successful one.
On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell §lot The damage increases by 1d8 for each spell slot level above 2.
For the duration, 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.
For the duration, you sense the presence of magical
effects within 50 feet of yourself.
If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or
wood, 1 inch of metal, or a thin sheet of lead.
Each creature in a 5-foot Emanation originating
from you must succeed on a Constitution saving
throw or take 1d6 Thunder damage.
The spell's thunderous sound can be heard up to 100 feet away.
Cantrip Upgrade. The damage increases by 1d6
when you reach levels 5 (2d6),11 (3d6), and17 (4d6).
You try to temporarily sliver the mind of one creature you can see within range.
The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Cantrip Upgrade. The damage increases by 1d6
when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).