Create a water appendage that protrudes from the casting creature. The limb can manipulate objects, such as opening an unlocked door, pouring liquid out of vials, and carrying small objects weighing no more than 5 lbs. All objects manipulated in this way become extremely wet.
As a bonus action, you may use the limb to make a melee spell attack against any creature within 10 ft. This attack deals 1d4 bludgeoning damage + your spellcasting modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for every two slot levels above 1st.
Annoint a creature within range that is visible. For the duration, the anointed creature has resistance to force, psychic, necrotic, and radiant damage and when they would make a saving throw, they can use their reaction to gain advantage on the roll.
At Higher Levels.When you cast this spell using a spell slot of 4th-level or higher, you can target another creature for each slot level above 3rd.
The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon strikes with magical fire, and the attack deals an extra 4d6 fire damage to the target. All creatures besides the caster within 10 ft. of the target must make a Dexterity saving throw, with a successful save causing them to take half as much damage from the blast.
You spray highly flammable tar from your hands, covering the ground in a 20 ft. square in front of you. Creatures in that square must make a Dexterity saving throw. If a creature fails, their speed is reduced to 10 ft., and they are considered to be ensnared in the tar. An ensnared creature may use its action to try and free themselves by making a Strength saving throw against your spell save DC.
If the tar is ignited by fire, all creatures within it must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, and half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slow of 3rd level or higher, the damage caused by the tar when ignited increases by 1d6 for every two slot levels above 2nd.
Summon a band of spectral bards that perform a raucous, rollicking spectacle of music. When you cast this spell, you can designate any number of visible creatures within range to make a Charisma saving throw. On a successful save, the creature is unaffected.
Choose one of the following effects for the song to have on affected creatures:
You touch the ground and enter a trance, gaining knowledge on the following subjects of the immediate surrounding area within range: History, Nature, and Survival. While in this area, you gain proficiency in these skills and your Proficiency Bonus is doubled when making checks using these skills. You lose the knowledge when your concentration is broken or after the spell ends.
Conjure a legendary tankard into your hands that can be passed around. Drinking from this tankard will temporarily grant you resistance to all nonmagical damage until your next turn. You may use a bonus action to drink from the tankard, and it contains limitless magical brew. Each time you take a drink from the tankard, reduce your Intelligence score by 2 for the duration, up to four times. If a creature drinks this brew more than four times in a day, it falls unconscious due to the magical strength of the brew.
With a lightning-fast movement of the caster's arm, a whip of magical fire extends from your wrist, lashing a creature that makes a movement within 30 ft. of the caster. The creature must make a Dexterity saving throw. It takes 2d8 fire damage on a failed save and becomes grappled until your next turn. On a successful save, the creature takes half as much damage and avoids being grappled.
At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
Make direct eye contact with a creature within range, causing their soul to be purged of the fear and guilt plaguing them, temporarily granting the creature 5d12 temporary hit points and advantage on all saving throws while the caster's concentration is maintained or until the duration ends.
If the creature has an evil alignment, instead of granting temporary hit points and advantage, they take 5d12 radiant damage and must make a Charisma saving throw. On a successful save, they take half as much damage. Whether or not they pass or fail the saving throw, they have disadvantage on all saving throws while the caster's concentration is maintained.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, it may target an additional creature.
A halo of blinding light forms above your head, striking a supernatural fear in all undead creatures within 5 ft. of you while this is being concentrated on. All undead creatures and aberrations have disadvantage while attacking you.
Create a 5 ft. raging ring of fire around yourself that deals 2d6 fire damage to all creatures that come in contact with it. Creatures damaged by the ring must make a Dexterity saving throw. On a successful save, they take half as much damage. This ring continues to deal damage to creatures at the start of your turn while concentrating and moves with you.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, increase the damage by 1d6 per level above 2nd level.
Surround yourself in a shield of brilliant sunlight, gaining +1 AC, and when you make a saving throw, add your Charisma modifier.
Drain the soul of a creature within range, causing them to take 2d10 necrotic damage and they must make a Constitution saving throw. On a successful save, the creature takes half the damage. You then regain hit points equal to the damage dealt as a result of this spell. If a creature is killed by this spell, learn one of the creature's languages and a random skill they possess until you kill another creature with Soulpurge.
Call forth an animal visage that dances around you, shedding bright light up to 10 ft. around the caster. For the duration, the Spirit Guide grants you advantage on all Survival, Investigation, and Animal Handling checks.
The Spirit Guide will also protect its summoner. Hostile creatures that end their turn within 10 ft. of the caster must make a Widom saving throw or take 1d6 force damage.
(a stone)You touch a piece of stone and prime it for detonation. The stone detonates at the end of your turn, dealing 1d6 piercing damage to creatures within 5 ft.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6).
Your skin hardens and becomes tough like stone, granting you advantage on Constitution saving throws and resistance to your choice of bludgeoning, piercing, or slashing damage.
A friendly creature within 30 ft. becomes bolstered, causing their muscles to tighten an dtheir blood to boil. Their carrying capacity is doubled, and they gain advantage on all Strength checks. Once during each of their turns, when the bolstered creature makes an attack they may take a -5 to hit penalty to add +10 damage to the attack.
You augment the volume of your voice, enabling it to be heard from great distances. For the duration of this spell, as a bonus action on your turn, you may unleash a deafening scream, causing all creatures in a 15 ft. cone to make a Constitution save, becoming deafened for the duration of the spell and taking 2d6 thunder damage on a failed save. On a successful save, they take half as much damage and are not deafened.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, damage increases by 1d6 for every two spell slot levels above 2nd.
A fully armed barge rises from the depths of the water at the location of your choosing (it must be summoned in a body of water where it can fit, the barge is 195 ft. long and 35 ft. tall). The barge is a Tidesfar vessel lost long ago, containing 30 spectral sailors that function as if summoned by the Unseen Servant spell. These sailors keep the ship clean, are able to sail it, and can man the cannons. The cannons have 40 hit points each and an AC of 10, and can be fired with +5 to hit up to 250 ft. away for 4d12 bludgeoning magic damage. The barge itself has a speed of 50 ft., 250 hit points, and an AC of 20. You can use this barge to travel along the water until it is destroyed.
Release a gust of wind from your hands, pushing small objects and small creatures in a 15 ft. cone backwards. Creatures take 1d6 damage and must make a Dexterity saving throw. On a successful save the creature take half as much damage. On a failed save the creature is knocked prone.
At Higher Levels. When you cast this spell using a spell slot of a higher level, it receives one of the following bonuses:
3rd level: Medium creatures are now affected, and all creatures take 2d6 damage instead of 1d6 damage.
5th level: Large creatures are now affected, and all creatures take 4d6 damage instead of 1d6 damage.
7th level: Huge creatures are now affected, and all creatures take 6d10 damage instead of 1d6 damage.
9th level: Gargantuan creatures are now affected, and all creatures take 12d12 damage instead of 1d6 damage.
Choose up to two willing creatures you can see within range. For the duration, when an affected creature makes a damage roll, they may deal an additional 1d6 fire damage.
At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, dcreatures deal an additional 1d6 fire damage for each slot level above 2nd.