You conjure a spectral, floating hand to choke a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 psychic damage and, if the target is Large or smaller, it must make a Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice) against your spell save DC. On a failure, the target is grappled until the start of your next turn. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You bend fate to cause your enemies to fail. A creature you touch must make a Charisma saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, you choose one ability, and the target must subtract a d4 from the next ability check it makes that uses that ability before the spell ends.
You touch a creature or object of medium size or smaller, muting the target for the duration. If the target is a creature and is unwilling, it can make a Constitution saving throw to avoid this effect. A muted target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. No sound can be created by the target or objects they wear or carry, so long as the origin of the sound is within 10 feet of them. Also, if the target is a creature, you choose one of the following additional effects when you cast the spell: (1) the target can't cast spells that require verbal components or (2) when the target casts a spell, it can cast it without any verbal components, and any spell they cast produces no sound.
Choose a creature you can see within range and whisper a frightful phrase that only the target can hear. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 Psychic damage and has the Frightened condition until the start of your next turn. On a successful save, the target takes half as much damage only. While Frightened in this way, the creature has Vulnerability to your choice of Bludgeoning, Piercing, or Slashing damage. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
You summon the eerie song and wailing of lost souls from a point you can see within range. Each creature in a 15-foot-radius sphere centered there must make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and has the Frightened condition for the duration. On a successful save, it takes half as much damage and has the Frightened condition until the end of its next turn. A Frightened target repeats the save at the end of each of its turns, ending the spell on a success. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2nd.
You inflict a mind-eroding song on a creature that you can see within range. If the creature has an Intelligence of 4 or higher, it must succeed on an Intelligence saving throw or have the Charmed condition for the duration. While Charmed in this way, the target is struck with a rapidly repeating ballad that only it can hear, it takes 1d6 Psychic damage at the start of each of its turns, and it has Disadvantage on Wisdom (Perception) checks and on Constitution saving throws made to maintain its Concentration. The target repeats the save at the end of each of its turns, ending the spell on a success. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Choose up to three creatures you can see within range and choose either Trick or Treat (the material component determines which). If you choose Trick, each target must make a Charisma saving throw. On a failed save, the target rolls a d4 and subtracts the result from its next attack roll or saving throw. If you choose Treat, each target rolls a d4 and adds the result to its next attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
You create a magical ward over your worn or held valuables. For the duration, creatures attempting to pickpocket or steal from you must make a Dexterity (Sleight of Hand) check against your spell save DC, setting off a magical alarm in your mind on a failure. The thief makes this check with disadvantage, in addition to the normal contest against your Wisdom (Perception) or passive Perception. If a thief fails its check, it takes 2d10 psychic damage at your discretion. On a success, it can steal the chosen item as normal. At Higher Levels. For each level above 1st, the duration increases by 1 hour.
You surround yourself with a puff of smoke and magically teleport up to 10 feet to an unoccupied space you can see. If you are tied up, bound, shackled, restrained, or otherwise constrained, you can cast this spell as an action to teleport to an unoccupied space free of your restraints. At Higher Levels. The range increases by 10 feet when you reach higher levels: 5th level (20 feet), 11th level (30 feet), and 17th level (40 feet).
You attempt to hinder the spellcasting and speech of a creature. One creature within range must succeed on a Wisdom saving throw or babble uncontrollably for the duration. The target cannot communicate or cast spells with verbal components. At the end of each of its turns, the target can make another Wisdom saving throw, ending the spell on a success.
When you cast this spell, select the type of coin it consumes: silver, gold, or platinum. Depending on your choice, one of the following effects occurs. Silver — Force of Fortune: Make a ranged spell attack against a target within range. On a hit, the target takes 1d8 force damage. Gold — Gilded Cage: Make a ranged spell attack against a target within range. On a hit, the target takes 1d8 force damage and must succeed on a Strength saving throw or be restrained by gilded barbs until the end of its next turn. Platinum — Pounds of Power: Make a ranged spell attack against a target within range. On a hit, the target takes 2d8 force damage and must succeed on a Constitution saving throw or be stunned until the end of its next turn. Each time you choose this effect between long rests, you must expend an additional platinum coin. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
With a flourish of your wrist and a magic incantation, you instantaneously change outfits. Your current outfit is stored in a pocket dimension created by this cantrip, and you don an outfit that you are holding or that is currently stored in this cantrip's pocket dimension. An outfit can consist of clothing or armor, but not weapons or adventuring gear. You can store up to five outfits in this cantrip's pocket dimension. If you attempt to store a sixth outfit, the outfit you least recently stored is ejected first and appears at your feet, folded neatly.
If you are holding a magic item or have an active spell that has an extradimensional space, such as a bag of holding or the demiplane spell, you can also use this cantrip to change into an outfit being stored in that space.
You call a group of people to a heightened emotional state, driving them to anger and mistrust. Each Humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. On a failed save, a creature must use its reaction (if available) to make an opportunity attack whenever another creature (including an ally) moves out of its reach. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The spell is suppressed by the calm emotions spell.
( One creature of your choice within range must make a Charisma saving throw. On a failed save, the target has disadvantage on all Charisma checks it makes, and anyone it speaks to is indifferent toward it for the duration. If the target succeeds on a Charisma check while under the effect of this spell, it can make a new saving throw to end the effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional target for each slot level above 2nd.
You play a long, droning note on a kazoo. Each creature within 10 feet of you that can hear you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage at the start of each of your turns and cannot cast spells with verbal components for the duration. On a successful save, the creature takes 1d6 thunder damage and cannot cast spells with verbal components until the end of its next turn. A creature that fails its initial saving throw can repeat the save at the end of each of its turns, ending the effect on a success.
You flick your wrist with a flourish, causing a single object that weighs no more than 5 lbs that you hold within your hand to vanish. The object is transported and stored within a container of your choosing, magically bound to yourself, within the spell’s range. Objects can be stored within extradimensional storage spaces as long as the physical container is within range of the caster. By casting the cantrip again, you can store another item, potentially in another container, or recall one of the items currently stored in one of your bound containers. An item being stored must fit inside the dimensions of the container, and the container must have enough free space for it. If this is not the case, the spell fails to take effect. The process of binding a container for use in the spell is done by repeatedly casting this spell and inscribing an arcane sigil on the container over the course of 10 minutes, using inks and chalks with a total value of 30 gp. The spell does not grant knowledge of the inventory of bound containers, so to recall a stored item you must have knowledge of its presence
within an eligible container. The number of containers you can bind to yourself increases when you reach higher levels: two containers at 11th level and three containers at 17th level. If you attempt to bind more containers to yourself than currently possible, the oldest casting of the spell ends and your bond with that container is severed.
Up to 8 targets of your choice within range gain proficiency in a secret language for the duration. The language is incomprehensible to others and does not resemble any other language. Spells such as comprehend languages and tongues cannot decipher this language.
A creature of your choice is teleported up to 40 feet away from its current position to an unoccupied point you can see. The creature can choose to resist this spell by making a Dexterity saving throw. On a successful save, nothing happens. At the end of your next turn, the creature returns to the nearest unoccupied space to the location it occupied when the spell was cast.
You attempt to magically lock a creature’s mouth shut. Make a melee spell attack against the target. On a hit, the creature loses the ability to make bite attacks, breath attacks, or any other attacks that require a mouth, unless it has alternative means to do so. Additionally, the creature cannot speak or cast spells that require verbal components.