You attempt to reflect a spell that targets you back at the caster. If the creature is Casting a Spell of 3rd level or lower its spell is reflected. If it is Casting a Spell of 4th level or higher make an ability check using your Spellcasting ability. The DC equals 10 + the spell's level. On a success the creature's spell is reflected.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher the spell is reflected if its level is less than or equal to the level of the spell slot you used.
You attempt to reflect a spell that targets you back at the caster. If the creature is Casting a Spell of 3rd level or lower its spell is reflected. If it is Casting a Spell of 4th level or higher make an ability check using your Spellcasting ability. The DC equals 10 + the spell's level. On a success the creature's spell is reflected.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher the spell is reflected if its level is less than or equal to the level of the spell slot you used.
You attempt to reflect a spell that targets you back at the caster. If the creature is Casting a Spell of 3rd level or lower its spell is reflected. If it is Casting a Spell of 4th level or higher make an ability check using your Spellcasting ability. The DC equals 10 + the spell's level. On a success the creature's spell is reflected.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher the spell is reflected if its level is less than or equal to the level of the spell slot you used.
You magically create three illusory duplicates of yourself. The duplicates move with it and mimic your actions shifting position so as to make it impossible to track which is the real you
Whenever any creature targets you with an attack or a harmful spell while a duplicate remains that creature rolls randomly (d8 d6 or d4 depending on how many duplicates are left 1 or 2 will hit you) to determine whether it targets you or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
A duplicate has your AC and uses your saving throws. If an attack hits a duplicate or if a duplicate fails a saving throw against an effect that deals damage the duplicate disappears.
You magically create three illusory duplicates of yourself. The duplicates move with it and mimic your actions shifting position so as to make it impossible to track which is the real you
Whenever any creature targets you with an attack or a harmful spell while a duplicate remains that creature rolls randomly (d8 d6 or d4 depending on how many duplicates are left 1 or 2 will hit you) to determine whether it targets you or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
A duplicate has your AC and uses your saving throws. If an attack hits a duplicate or if a duplicate fails a saving throw against an effect that deals damage the duplicate disappears.
You magically create three illusory duplicates of yourself. The duplicates move with it and mimic your actions shifting position so as to make it impossible to track which is the real you
Whenever any creature targets you with an attack or a harmful spell while a duplicate remains that creature rolls randomly (d8 d6 or d4 depending on how many duplicates are left 1 or 2 will hit you) to determine whether it targets you or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
A duplicate has your AC and uses your saving throws. If an attack hits a duplicate or if a duplicate fails a saving throw against an effect that deals damage the duplicate disappears.
Reduce 500 pounds of weight from objects. This weight can be spread across as many objects that are within range.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the duration increases by 1 hour for each slot level above 2nd.
Reduce 500 pounds of weight from objects. This weight can be spread across as many objects that are within range.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the duration increases by 1 hour for each slot level above 2nd.
Reduce 500 pounds of weight from objects. This weight can be spread across as many objects that are within range.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the duration increases by 1 hour for each slot level above 2nd.
Add 1000 pounds of weight to objects. This weight can be spread across as many objects that are within range.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the duration increases by 1 hour for each slot level above 2nd.
Add 1000 pounds of weight to objects. This weight can be spread across as many objects that are within range.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the duration increases by 1 hour for each slot level above 2nd.
Add 1000 pounds of weight to objects. This weight can be spread across as many objects that are within range.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the duration increases by 1 hour for each slot level above 2nd.
This spell has no effect on creatures with an Intelligence score of 5 or lower constructs and undead. The target must make a Wisdom saving throw. On a failed save the target cannot see friend from foe. The effected creature must attack the nearest creature within range. On a successful save nothing happens.
At the end of each of its turns the target can make another Intelligence saving throw.
This spell has no effect on creatures with an Intelligence score of 5 or lower constructs and undead. The target must make a Wisdom saving throw. On a failed save the target cannot see friend from foe. The effected creature must attack the nearest creature within range. On a successful save nothing happens.
At the end of each of its turns the target can make another Intelligence saving throw.
This spell has no effect on creatures with an Intelligence score of 5 or lower constructs and undead. The target must make a Wisdom saving throw. On a failed save the target cannot see friend from foe. The effected creature must attack the nearest creature within range. On a successful save nothing happens.
At the end of each of its turns the target can make another Intelligence saving throw.
Lightning crackles and jumps between your fingers and with the point of your hand it leaps forth. While this is spell is active you may use your bonus action to make a ranged spell attack against a creature you can see. If hit the target takes 1d12 lightning damage and can be damaged through use of your bonus action on subsequent turns without the need for additional spell attacks provided the target stays in range.
At higher levels: The damage increases by 1d12 for each slot level above 1st.
Lightning crackles and jumps between your fingers and with the point of your hand it leaps forth. While this is spell is active you may use your bonus action to make a ranged spell attack against a creature you can see. If hit the target takes 1d12 lightning damage and can be damaged through use of your bonus action on subsequent turns without the need for additional spell attacks provided the target stays in range.
At higher levels: The damage increases by 1d12 for each slot level above 1st.
Lightning crackles and jumps between your fingers and with the point of your hand it leaps forth. While this is spell is active you may use your bonus action to make a ranged spell attack against a creature you can see. If hit the target takes 1d12 lightning damage and can be damaged through use of your bonus action on subsequent turns without the need for additional spell attacks provided the target stays in range.
At higher levels: The damage increases by 1d12 for each slot level above 1st.
While this is spell is active you may use your bonus action and a creature you can see must make a Dexterity saving throw. On a failed save the target takes 1d8 lightning damage and if the target is medium or smaller you may move that creature 10 feet in any direction.
At higher levels: The damage increases by 1d8 for each slot level above 1st.
While this is spell is active you may use your bonus action and a creature you can see must make a Dexterity saving throw. On a failed save the target takes 1d8 lightning damage and if the target is medium or smaller you may move that creature 10 feet in any direction.
At higher levels: The damage increases by 1d8 for each slot level above 1st.
Create a health stone by expending a Hit Die into a stone. As an action you may use the stone to regain health as if healing using that Hit Die. The stone becomes inert after use. A maximum number of stones equal to your number of Hit Dice can exist at any time.
While this is spell is active you may use your bonus action and a creature you can see must make a Dexterity saving throw. On a failed save the target takes 1d8 lightning damage and if the target is medium or smaller you may move that creature 10 feet in any direction.
At higher levels: The damage increases by 1d8 for each slot level above 1st.
Create a soul stone by expending your maximum number of Hit Dice as damage to yourself. When the creature that carries the stone is dropped to 0 hit points
even if killed outright
the stone is expended and the creature drops to 1 hit point instead. Only one soul stone can exist at a time.
If a creature dies while affected by this spell regain an expended Hit Die.
Expend a Hit Die as damage to yourself to regain the use of a pact magic spell slot.
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d4 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.
This spells damage increases by 1d4 when you reach 5th Level (2d4) 11th level (3d4) and 17th level (4d4).
You weave a clouding veil over the mind of one creature you touch. For the duration, the targets mind cant be read or detected, creatures cant telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.
As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 6d4 psychic damage and is staggered until the end of its next turn on a failed save, or half as much damage on a successful one.
At higher levels: The damage increases by 1d8 for each slot level above 5th.
As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 4d4 psychic damage and suffers disadvantage on all Wisdom, Intelligence, and Charisma saving throws until the end of your next turn. On a successful save, a creature takes half as much damage.
At higher levels: The damage increases by 1d4 for each slot level above 6th.
As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 6d4 psychic damage and is stunned until the end of your next turn. On a successful save, a creature takes half as much damage.
At higher levels: The damage increases by 1d4 for each slot level above 5th.
You extend your hand and trace a sigil of warding in the air. Until the spell ends, you have resistance against bludgeoning piercing and slashing damage dealt by weapon attacks. You must spend your bonus action on each turn to perform the somatic spell component and maintain concentration on this spell.
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. You gain advantage on your first attack roll each turn against the target provided that this spell hasn't ended. You must spend your bonus action each turn to perform the somatic spell component and maintain concentration on the spell
You produce a gout of flame. While this is spell is active you may use your bonus action to perform the somatic spell component and creatures in a 30-foot line originating from you must make a Dexterity saving throw. On a failed save the creature takes 1d10 fire damage or half as much on a successful one.
At higher levels: The damage increases by 1d10 for each slot level above 1st.
You produce a gout of icy air. While this is spell is active you may use your bonus action to perform the somatic spell component and creatures in a 30-foot line originating from you must make a Dexterity saving throw. On a failed save the creature takes 1d6 cold damage and has its speed reduced by 10 feet until the end of your next turn or half as much on a successful one.
At higher levels: The damage increases by 1d6 for each slot level above 1st.
You produce a gout of sparks. While this is spell is active you may use your bonus action to perform the somatic spell component and creatures in a 30-foot line originating from you must make a Dexterity saving throw. On a failed save the creature takes 1d6 lightning damage and it can't take reactions until the start of its next turn or half as much on a successful one.
At higher levels: The damage increases by 1d6 for each slot level above 1st.
You call forth a divine light well to mend the wounded. The tiny well appears in a space that is a 5-foot cube you can see within range.
Until the spell ends whenever a creature uses its action to touch the well, it restore 1d6 hit points to that creature. The well can't heal constructs or undead
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the healing increases by 1d6 for each slot level above 2nd.
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there you can spend your reaction to cause the spirit to restore 1d4 hit points to that creature, the spirit can be activated once per turn. The spirit can't heal constructs or undead.
As an action on your turn you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the healing increases by 1d4 for each slot level above 1st.
You call forth a supernatural force to tend to the wounded. The intangible force appears as a shimmering light in a space that is a 5-foot cube you can see within range.
Until the spell ends whenever a creature into the space for the first time on a turn or starts its turn there the supernatural force restores 1d6 hit points to that creature (no action required). The supernatural force can't heal constructs or undead.
As a bonus action on your turn you can move the force up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the healing increases by 1d6 for each slot level above 2nd.
You call forth a helpful spirit to soothe the wounded. The intangible spirit coalesces around a creature you can see within range.
Until the spell ends, the spirit restores 1d4 hit points to that creature at the start of your turn (no action required). The spirit can't heal constructs or undead.
As a bonus action on your turn you can target a different creature you can see within range.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the healing increases by 1d4 for each slot level above 3rd.
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends whenever a creature moves into the spirit's space for the first time on a turn or starts its turn there the spirit grants 1d6 temporary hit points to that creature (no action required).
As a bonus action on your turn you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the temporary hit points increase by 1d6 for each slot level above 2nd.