At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, you can target one
additional object for each slot level above 2nd. The objects must be within 30 feet of each other when you target them.
Choose a manufactured metal object with movable parts, such as a drawbridge pulley or winch or a suit of heavy or medium metal armor, that you can see within range. You cause the object’s moveable parts to fuse
together for the duration. The object’s movable aspects can’t be moved: a pulley’s wheel won’t turn and the joints of armor won’t bend. A creature wearing armor affected by this spell has its speed reduced by 10 feet and has disadvantage on weapon attacks and ability checks that use Strength or Dexterity. At the end of each of its turns, the creature wearing the armor can make a Strength saving throw. On a success, the spell ends on the armor. A creature in physical contact with an affected object that isn’t a suit of armor can use its action to make a Strength check against your spell save DC. On a success, the spell ends on the object. If you target a construct with this spell, it must succeed on a Strength saving throw or have its speed reduced by 10
feet and have disadvantage on weapon attacks. At the end of each of its turns, the construct can make another Strength saving throw. On a success, the spell ends on the construct.
You touch up to four individuals, bolstering their
courage. The next time a creature affected by this spell must make a saving throw against a spell or effect that would cause the frightened condition, it has advantage on the roll. Once a creature has received this benefit, the spell ends for that creature.
A wave of echoing sound emanates from you. Until the start of your next turn, you have blind sight out to a range of 100 feet, and you know the location of any natural hazards within that area. You have advantage on saving throws made against hazards detected with this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is
concentration, up to 1 minute. When you use a slot of 5th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is concentration, up to 1 hour.
You unleash a shout that coats all creatures in a 30-foot cone in silver dust. If a creature in that area is a shapeshifter, the dust covering it glows. In addition, each creature in the area must make a Constitution saving throw. On a failed save, weapon attacks against that creature are considered to be silvered for the purposes of overcoming resistance and immunity to nonmagical attacks that aren’t silvered for 1 minute.
You briefly step forward in time. You disappear from your location and reappear at the start of your next turn in a location of your choice that you can see within 30 feet of the space you disappeared from. You can’t be affected by anything that happens during the time you’re missing, and you aren’t aware of anything that happens during that time.
You ward a creature within range against attacks by making the choice to hit them painful. When the warded creature is hit with a melee attack from within 5 feet of it, the attacker takes ld4 psychic damage.
A rocky coating covers your body, protecting you. Until the start of your next turn, you gain 5 temporary hit points and a 2 bonus to Armor Class, including against the triggering attack. At the start of each of your subsequent turns, you can use a bonus action to extend the duration of the AC bonus until the start of your following turn, for up to 1 minute.
When a creature provokes an opportunity attack from an ally you can see within range, you can force the creature to make a Wisdom saving throw. On a failed save, the creature’s movement is reduced to 0, and you can move up to your speed toward the creature without provoking opportunity attacks. This spell doesn’t interrupt your ally’s opportunity attack, which happens before the effects of this spell.
You touch a nonmagical weapon. The next time a
creature hits with the affected weapon before the spell ends, the booms with a thunderous peal as the weapon strikes. The attack deals an extra ld6 thunder damage to the target, and the target becomes deafened, immune to thunder damage, and unable to cast spells with verbal
components for 1 minute. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the effect ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by ld6 for each slot level above 1st.
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds a shadowy miasma in a 30-foot radius. A creature with dark vision inside the radius sees the area as if it were filled with bright light. The miasma doesn’t shed light, and a creature with dark vision inside the radius can still see outside the radius as normal. A creature with dark vision outside the radius or a creature without dark vision sees only that the object is surrounded by wisps of shadow. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the effect. Though the effect doesn’t shed light, it can be dispelled if the area of a darkness spell overlaps the area of this spell. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
At Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, the duration increases
by 2 hours for each slot level above 1st.
A creature you touch becomes less susceptible to lies and magical influence. For the duration, other creatures have disadvantage on Charisma checks to influence the protected creature, and the creature has advantage saves against spells that cause it to be charmed or frightened.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the duration is 1 year. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.
Your magic protects the target creature from the life sapping energies of the undead. For the duration, the target has immunity to effects from undead creatures that reduce its ability scores, such as a shadow’s Strength Drain, or its hit point maximum, such as a specter’s Life Drain. This spell doesn’t prevent damage from those attacks, it prevents only the reduction in ability score or hit point maximum.
With a last word before you fall unconscious, this spell inflicts radiant damage to your attacker equal to 1d8 + the amount of damage you took from the triggering attack. If the attacker is a fiend or undead, it takes an extra 1d8 radiant damage. The creature then must succeed on a Constitution saving throw or become stunned for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw.
On a successful save, it is no longer stunned.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by ld8 for each slot level above 1st.
You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the
intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.
This spell enables you to create a copy of a one-page written work by placing a blank piece of paper or parchment near the work that you are copying. All the writing, illustrations, and other elements in the original are reproduced in the new document, in your handwriting or drawing style. The new medium must be large enough to accommodate the original source. Any magical properties of the original aren’t reproduced.
Your hand sweats profusely and becomes coated in a film of caustic slime. Make a melee spell attack against a creature you touch. On a hit, the target takes ld8 acid damage. If the target was concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain concentration.
This spell’s damage increases by ld8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Make a melee spell attack against a creature you touch. On a hit, the target takes 1d10 necrotic damage. If the target is a Tiny or Small nonmagical object that isn’t being worn or carried by a creature, it automatically takes maximum damage from the spell. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Your outstretched hand glows with sinister power that hastens the demise of a creature you touch. Make a melee spell attack against the creature. On a hit, the target takes ld4 necrotic damage and must make a successful Constitution saving throw or become
poisoned until the end of your next turn. Ifthe target was already poisoned when you hit it with hand of doom, it takes 1d12 poison damage instead of ld4 necrotic damage on a failed save.
This spell’s damage increases by one die at 5th level (2d4 necrotic or 2d12 poison), 11th level (3d4 or 3d12), and 17th level (4d4 or 4d12).
By touching a page of written information, you can encode its contents. All creatures that try to read the information when its contents are encoded see the markings on the page as nothing but gibberish. The effect ends when either encrypt / decrypt or dispel magic is cast on the encoded writing, which turns it back into its normal state.
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.