Evocation cantrip
Casting Time: 1 action Range: 90 feet Components: S, M Duration: Instantaneous Classes: Artificer, Sorcerer, Wizard
You launch a magical projectile at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 force damage.
You can fire more projectiles when you reach higher levels: two at 5th level, three at 11th level, and four at 17th level. You can direct the projectile at the same target or at different ones. Make a separate attack roll for each projectile.
Casting Time: 1 action Range: Self Components: S, M Duration: 1 hour Classes: Artificer, Bard, Cleric, Sorcerer, Wizard
You create a small, floating star light. It stays above your head and moves with you. Until the spell ends, the starlight sheds blue-hued bright light in a 20-foot radius and dim light for an additional 20 feet.
1st-level conjuration
Casting Time: 1 action Range: Self (5 feet) Components: S, M Duration: Instantaneous Classes: Sorcerer, Wizard
You conjure a magic sword and deliver a swift slash. Make a melee spell attack against a creature within 5 feet of you. On a hit, the creature takes 2d8 + your spellcasting ability modifier slashing damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can make an additional attack for every 2 slot levels above 1st.
1st-level transmutation
Casting Time: 1 action Range: Self Components: S, M Duration: Concentration, up to 1 minute Classes: Artificer, Druid, Paladin, Ranger, Sorcerer, Wizard
A nonmagical weapon you are holding becomes a magic weapon until the spell ends. For the duration, the weapon deals an extra 1d4 cold damage when it hits. If you stop holding the weapon, the spell ends.
When you hit a creature with the weapon, you can choose for the creature to make a Constitution saving throw. Upon failure, it is frostbitten until the end of your next turn and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the bonus to damage rolls increases to 2d4, and the spell does not end when a creature fails the save. When you use a spell slot of 6th level or higher, the bonus increases to 3d4.
1st-level evocation
Casting Time: 1 action Range: Self (30-foot cone) Components: S, M Duration: Instantaneous Classes: Sorcerer, Wizard
You fire a horizontal arc of magic that spreads outward. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 2d6 force damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Casting Time: 1 action Range: 60 feet Components: S, M Duration: 1 minute Classes: Druid, Sorcerer, Wizard
You launch a mass of cold magic towards a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 cold damage, and must make a Constitution saving throw. Upon failure, it is frostbitten for the duration.
At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Casting Time: 1 action Range: 120 feet Components: S, M Duration: Instantaneous Classes: Sorcerer, Wizard
You fire three magic shooting stars that pursue a creature within range. Make a ranged spell attack for each star. On a hit, the target takes 1d8 force damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional star for each slot level above 1st.
Casting Time: 1 action Range: 120 feet Components: S, M Duration: Instantaneous Classes: Druid, Sorcerer, Wizard
You fire a projectile of condensed gravitational force towards a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 force damage. If the target is Large or smaller or is an object weighing less than 500 pounds, it is pulled 10 feet towards you.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance a creature is pulled increases by 5 feet and the damage increases by 2d8 for every 2 slot levels above 1st.
Casting Time: 1 action Range: Self (60-foot cone) Components: S, M Duration: Instantaneous Classes: Sorcerer, Wizard
You summon a mass of magic that fires a volley of projectiles over a wide area. Every creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 3d4 force damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Casting Time: 1 action Range: 90 feet Components: S, M Duration: 1 round Classes: Sorcerer, Wizard
You create a sigil 5 feet above you. At the start of your next turn, a glintblade emerges from the sigil and fires at the nearest hostile creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 force damage.
Casting Time: 1 action Range: 10 feet Components: S, M Duration: Concentration, up to 1 minute Classes: Bard, Sorcerer, Warlock, Wizard
You create a 10-foot-radius sphere of life-sapping silver mist centered on a point within range. The mist spreads around corners, and its area is lightly obscured. The mist lingers in the air for the duration.
Each creature that starts its turn in the mist takes 2d4 necrotic damage.
Casting Time: 1 action Range: Self Components: S, M Duration: Concentration, up to 1 minute Classes: Artificer, Paladin, Ranger, Sorcerer, Wizard
A nonmagical weapon you are holding becomes a magic weapon. For the duration, the weapon has a bonus to its damage rolls equal to your spellcasting ability modifier. The added damage is force damage. If you stop holding the weapon, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the bonus to damage rolls increases to 1d4 + your spellcasting ability modifier. When you use a spell slot of 6th level or higher, the bonus increases to 2d4 + your spellcasting modifier.
A nonmagical shield you are holding becomes magical, granting you +2 to your AC and Dexterity saving throws for the duration. This bonus is in addition to the shield's normal bonus to AC. If you stop holding the shield, the spell ends.
Casting Time: 1 action Range: Self (10-foot radius sphere) Components: S, M (an arcane focus) Duration: 1 round Classes: Druid, Sorcerer, Wizard
You imbue your arcane focus with magic, then thrust it into the ground, creating a magical shockwave. Each creature in a 10-foot radius sphere originating from you must make a Strength saving throw. On a failed save, a creature takes 2d8 thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
On your next turn, you can choose to use your action to create another shockwave.
Casting Time: 1 bonus action Range: 60 feet Components: S, M Duration: Instantaneous Classes: Sorcerer, Wizard
You quickly launch a magic projectile at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 force damage.
1st-level illusion
Casting Time: 1 action Range: Self Components: S, M Duration: Concentration, up to 1 minute Classes: Artificer, Bard, Paladin, Ranger, Sorcerer, Wizard
A weapon you are holding becomes invisible, granting you a bonus to attack rolls you make with the weapon equal to your spellcasting ability modifier against creatures that cannot see it. This lasts for the duration or until you stop holding the weapon.
2nd-level necromancy
Casting Time: 1 action Range: Self (60-foot line) Components: S, M Duration: Instantaneous Classes: Bard, Cleric, Druid, Sorcerer, Warlock
You wound yourself with thorns of punishment, sending a line of bloodthorns 60 feet long and 5 feet wide across the ground out from you in a direction you choose. You take 1d8 piercing damage, and every creature in the line must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the line increases by 1d8 for each slot level above 1st.
2nd-level abjuration
Casting Time: 1 reaction, which you take upon being hit with a spell attack Range: 30 feet Components: S, M Duration: Instantaneous Classes: Sorcerer, Wizard
As a reaction to being hit with a spell attack, you can quickly gesture to dispel the incoming magic.
You reduce the damage of the attack by 1d10 + your spellcasting ability modifier, and can retaliate with summoned glintblades by making three ranged spell attacks against any creature within 30 feet of you. The glintblades deal 1d6 + your spellcasting modifier force damage on a hit.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage reduced increases by 1d10 for every 2 slot levels above 2nd.
2nd-level evocation
Casting Time: 1 action Range: Self (15-foot cone) Components: S, M Duration: Instantaneous Classes: Sorcerer, Wizard
You fire a burst of glintstone crystal shards. Every creature in a 15-foot cone takes 4d4 force damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
2nd-level conjuration
Casting Time: 1 action Range: 10 feet Components: S, M Duration: Concentration, up to 1 minute Classes: Druid, Sorcerer, Wizard
You create a 10-foot-radius sphere of cold mist centered on a point within range. The mist spreads around corners, and its area is lightly obscured. The mist lingers in the air for the duration.
Each creature that starts its turn in the mist must make a Constitution saving throw. Upon failure, it takes 4d6 cold damage and is frostbitten until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Casting Time: 1 action Range: Self (15 feet) Components: S, M Duration: Concentration, up to 1 minute Classes: Sorcerer, Wizard
You form an arc of five magic glintblades overhead. Whenever a hostile creature ends its turn within 15 feet of you, it is struck by a glintblade. Make a ranged spell attack against the creature. On a hit, the target takes 1d6 + your spellcasting modifier force damage.
The glintblades last for the duration or until all five of them are used.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every 2 slot levels above 1st.
You launch a large magical projectile towards a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 5d8 force damage.
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.
Casting Time: 1 action Range: Self Components: S, M Duration: 1 minute Classes: Artificer, Bard, Ranger, Sorcerer, Wizard
When you cast this spell, you lose all levels of frenzied madness and magic can't put you to sleep for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases to 1 hour.
Casting Time: 1 action Range: 60 feet Components: S, M Duration: 1 round Classes: Cleric, Druid, Sorcerer, Wizard
You fire a lump of magma that explodes on contact towards a point within range. Every target within a 5-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 5d6 fire damage on failed save, or half as much damage on a successful one.
For the duration, any surfaces in the area are covered in magma. A creature that enters the area for the first time on its turn or starts its turn there takes 1d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the initial explosion increases by 1d6 for each slot level above 2nd.
2nd-level illusion
Casting Time: 1 action Range: 60 feet Components: S, M Duration: Instantaneous Classes: Sorcerer, Warlock, Wizard
You swiftly fire a semi-invisible magical projectile towards a creature or object within range. Creatures other than you cannot see the projectile. Make a ranged spell attack against the target at advantage. On a hit, the target takes 4d4 force damage. This damage can only be reduced by resistance and immunity.
Casting Time: 1 action Range: Self (30-foot cone) Components: S, M Duration: 1 round Classes: Artificer, Bard, Druid, Sorcerer, Wizard
You produce several small bubbles that drift outward in a 30-foot cone for the duration. When a creature moves into or within the area, it takes 2d4 thunder damage for every 5 feet it travels. At the start of your next turn, every creature in the cone takes 2d4 thunder damage and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
Casting Time: 1 action Range: 90 feet Components: S, M Duration: 1 round Classes: Cleric, Sorcerer, Warlock, Wizard
You summon three vengeful spirits that chase down a target creature within range. Make a ranged spell attack for each spirit. On a hit, the target takes 1d8 necrotic damage.
For each attack you miss, you can make another attack against the same creature at the start of your next turn as the spirits continue to pursue it. The creature must still be within range for you to make these attacks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you summon one additional vengeful spirit for each slot level above 2nd.
Casting Time: 1 action Range: Self (10-foot radius sphere) Components: S, M (an arcane focus) Duration: Concentration, up to 1 minute Classes: Druid, Sorcerer, Wizard
You imbue your arcane focus with magic, creating a magical drill in your hands. When you cast this spell, you can move up to your speed and make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 2d10 piercing damage.
On each of your turns until the spell ends, you can use your action to make this attack again or to thrust the drill into the ground, creating a magical shockwave and ending the spell. If you do not use either of these actions, the spell ends.
The shockwave forces each creature in a 10-foot radius sphere originating from you to make a Strength saving throw. On a failed save, a creature takes 2d8 thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the drill increases by 1d10 and the damage of the shockwave increases by 1d8 for each slot level above 1st.
2nd-level transmutation
Casting Time: 1 action Range: Self (60-foot line) Components: S, M Duration: Instantaneous Classes: Druid, Sorcerer, Wizard
You pull a clump of rocks from the earth and send them flying out in line 60 feet long and 10 feet wide. This spell works only if there is a surface within 5 feet of you.
Make three ranged spell attacks against the creature or object closest to you within the line. On a hit, the target takes 1d10 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you make one additional attack against the target for each slot level above 2nd.
Casting Time: 1 action Range: Self (10-foot radius sphere) Components: S, M Duration: Concentration, up to 1 minute Classes: Artificer, Bard, Sorcerer, Wizard
You draw a sigil upon the ground beneath you that raises the strength of magic in a 10-foot radius sphere. Whenever a creature within the area rolls damage for a spell that it casts, the damage increases by 1d4.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage die size increases for every 2 slot levels above 2nd; 1d6 at 4th level or higher, 1d8 at 6th level or higher, and 1d10 at 8th level or higher.
Casting Time: 1 reaction, which you take upon being hit with a melee or ranged spell attack Range: Self Components: S, M Duration: Instantaneous Classes: Sorcerer, Wizard
When a creature hits you with a melee weapon attack or ranged spell attack, you can use your reaction to deflect the attack using a magical forcefield. Roll an ability check using your spellcasting modifier. The DC is equal to the attack roll total of the attack that hit you.
If you succeed, the attack is turned into a miss. If the attack was a melee weapon attack, the creature that hit you is stunned until the start of its next turn. While it is stunned, the next melee weapon attack that hits it is a critical hit.
If you fail the ability check, the damage you take from the attack is doubled.
Casting Time: 1 action Range: Touch Components: S, M Duration: Concentration, up to 1 hour Classes: Artificer, Bard, Ranger, Sorcerer, Wizard
You and one other creature you touch become translucent. For the duration, a creature affected by this spell has advantage on Dexterity (Stealth) checks, and attack rolls made from more than 30 feet away from the creature have disadvantage.
3rd-level illusion
Casting Time: 1 action Range: 120 feet Components: S, M Duration: Instantaneous Classes: Sorcerer, Warlock, Wizard
You launch a magical projectile that appears 10 feet behind a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 8d4 force damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
3rd-level evocation
You lob an explosive magic projectile that flies in an arc towards a point within range. Every creature within a 15-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 7d6 force damage on a failed save, of half as much damage on a successful one.
The projectile can be thrown over obstacles with a height of 15 feet or less, reaching a point behind it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
3rd-level conjuration
Casting Time: 1 action Range: Self (10 feet) Components: S, M Duration: Instantaneous Classes: Sorcerer, Wizard
You conjure a magic greatsword and deliver a sweeping blow. Make a single melee spell attack targeting each creature within 10 feet of you. On a hit, a target takes 2d10 + your spellcasting ability modifier slashing damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for every 2 slot levels above 3rd.
Casting Time: 1 action Range: Self (10-foot line) Components: S, M Duration: Instantaneous Classes: Sorcerer, Wizard
You conjure a magic greatsword and thrust it forward. Make a melee spell attack roll targeting each creature in a line 5 feet wide and 10 feet long. On a hit, the target takes 4d10 + your spellcasting ability modifier piercing damage. If it is riding another creature, the target is knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Casting Time: 1 action Range: Self (60-foot line) Components: S, M (an arcane focus) Duration: Concentration, up to 1 minute Classes: Sorcerer, Wizard
You fire a barrage of glintstone crystal shards from your arcane focus in a line 60 feet long and 5 feet wide. Each creature in the line takes 6d4 force damage.
On subsequent turns until the spell ends, you can use your action to continue firing. When you continue firing, you can choose to change the direction of the line. If you move or take another action, the spell ends.
3rd-level necromancy
Casting Time: 1 action Range: 10 feet Components: S, M Duration: Concentration, up to 1 minute Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
You create a 10-foot radius sphere of deathly mist centered on a point within range. The mist spreads around corners, and its area is heavily obscured. The mist lingers inthe air for the duration.
Each humanoid that ends its turn in the mist must make a Constitution saving throw or suffer one level of deathblight.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere and the range of the spell both increase by 5 feet for every 2 slot levels above 3rd.
You conjure a magical greathammer and slam it down upon a creature within 5 feet of you. Make a melee spell attack against the target. On a hit, it takes 4d12 force damage.
Whether the attack hits or misses, every creature other than you within a 10 feet of the target must make a Dexterity saving throw as a magical shockwave emerges from the hammer's point of impact. A target takes 4d6 force damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d12 and the damage of the shockwave increases by 1d6 for every 2 slot levels above 3rd.
Casting Time: 1 action Range: 90 feet Components: S, M Duration: 3 rounds Classes: Artificer, Bard, Druid, Sorcerer, Wizard
You create a giant magical bubble that drifts towards a target creature within range. For the duration, the bubble moves 30 feet towards the target at the end of each of its turns.
When the bubble enters the target's space, it pops, dealing 12d4 thunder damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 round and the damage increases by 1d4 for each slot level above 3rd.
You form an arc of three large glintblades overhead. Whenever a hostile creature ends its turn within 15 feet of you, it is struck by a glintblade. Make a ranged spell attack roll against the creature. On a hit, the target takes 2d12 + your spellcasting modifier force damage.
The glintblades last for the duration or until all three of them are used.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for every 2 slot levels above 3rd.
Casting Time: 1 action Range: 600 feet Components: S, M Duration: Instantaneous Classes: Sorcerer, Wizard
You summon a magic greatbow and fire a conjured arrow at a creature or object within 600 feet. Make a ranged spell attack against the target. If the target is more than 150 feet away, the attack roll has disadvantage. On a hit, the target takes 6d6 force damage.
If you use the ready action to cast this spell, it deals an additional 1d6 damage.
Casting Time: 1 action Range: 120 feet Components: S, M Duration: 2 rounds Classes: Cleric, Druid, Sorcerer, Wizard
You fire a roiling lump of magma at a point within range. At the start of your next turn, the magma explodes. Every creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one.
After the magma explodes, any surfaces in the area are covered in magma for the duration. A creature that enters the area for the first time on its turn or starts its turn there takes 1d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd.
Casting Time: 1 action Range: Self (60-foot line) Components: S, M Duration: Instantaneous Classes: Sorcerer, Wizard
You create two projectiles that form a spiral as they travel in a line 60 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 force damage on a failed save, or half as much on a successful one.
If a target's size is Large or greater, it takes an additional 4d6 damage, which is also halved on a successful saving throw.
You fire six magic shooting stars that pursue a creature within range. Make a ranged spell attack for each star. On a hit, the target takes 1d8 force damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional star for each slot level above 3rd.
4th-level conjuration
Casting Time: 1 action Range: Self (20-foot line) Components: S, M Duration: Instantaneous Classes: Sorcerer, Wizard
You conjure a cold magic greatsword and deliver a sweeping blow. Make a single melee spell attack targeting each creature within 10 feet of you. On a hit, a target takes 2d10 + your spellcasting ability modifier slashing damage.
A blade-like projectile of frost is then launched from the greatsword in a 20-foot-long, 15-foot-wide line. Each creature must make a Constitution saving throw. On a failed save, a creature takes 1d10 cold damage and is frostbitten until the end of your next turn. On a successful save, it takes half as much damage and isn't frostbitten.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of the greatsword and the projectile both increase by 1d10.
You form an arc of ten magic glintblades overhead. Whenever a hostile creature ends its turn within 15 feet of you, it is struck by a glintblade. Make a ranged spell attack against the creature. On a hit, the target takes 1d6 + your spellcasting modifier force damage.
The glintblades last for the duration or until all ten of them are used.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6.
4th-level evocation
Casting Time: 1 action Range: 90 feet Components: S, M Duration: Instantaneous Classes: Druid, Sorcerer, Wizard
You fire many gravitational projectiles towards a creature or object within range. The target must make a Dexterity saving throw. A creature takes 6d8 force damage on a failed save, or half as much on a successful one. A creature that is Large or smaller that fails the save is pulled 20 feet towards you. If the target is an object, it must weigh less than 1000 pounds.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot above 4th.
4th-level abjuration
Casting Time: 1 action Range: Self (30-foot radius) Components: S, M Duration: Concentration, up to 1 minute Classes: Sorcerer, Warlock, Wizard
You create a space of darkness that draws in magic. For the duration, any spell of 3rd level or lower cast by a hostile creature that targets a creature or object within a 30-foot radius of you fails and has no effect. If the spell is 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the interrupted spell has no effect if its level is less than or equal to one level below the level of the spell slot you used.
Casting Time: 1 action Range: Self (20-foot radius) Components: S, M Duration: Instantaneous Classes: Cleric, Druid, Sorcerer, Wizard
You conjure surging magma in a 20-foot radius around yourself. Every other creature in the area must make a Dexterity saving throw. A target takes 5d6 fire damage on a failed save, or half as much on a successful one.
On subsequent turns until the spell ends, you can use your action to continue conjuring magma in the same area. If you move or take another action, the spell ends.
Casting Time: 1 action Range: Self (60-foot line) Components: S, M Duration: 1 round Classes: Sorcerer, Wizard
You fire a magical comet with a trailing tail in a line 60 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 force damage on a failed save, or half as much on a successful one.
Until the end of your next turn, any creature that enters the line for the first time on a turn or ends its turn there takes 1d6 force damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d6 for each slot above 4th.
Casting Time: 1 action Range: Self (30-foot cone) Components: S, M Duration: Concentration, up to 1 minute Classes: Druid, Sorcerer, Wizard
You summon a void above your head that emits a rain of small meteorites over a wide area. Every creature in a 30-foot cone must make a Dexterity saving throw. A target takes 5d6 bludgeoning damage on a failed save, or half as much on a successful one.
On subsequent turns until the spell ends, you can use your action to continue emitting meteorites in the same area. If you move or take another action, the spell ends.
4th-level illusion
Casting Time: 1 action Range: Self (60-foot line) Components: S, M Duration: 1 round Classes: Sorcerer, Warlock, Wizard
You fire a semi-invisible magic comet with a trailing tail in a line 60 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw at disadvantage. A creature takes 8d4 force damage on a failed save, or half as much on a successful one. This damage can only be reduced by resistance and immunity.
Until the end of your next turn, any creature that enters the line for the first time on a turn or ends its turn there takes 1d4 force damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d4 for each slot above 4th.
4th-level necromancy
Casting Time: 1 action Range: 30 feet Components: S, M Duration: Instantaneous Classes: Cleric, Sorcerer, Warlock, Wizard
You summon a group of spectral skeletons to attack creatures around a point you choose within range. Make a melee spell attack against each creature of your choice in a 10-foot radius sphere centered on that point. On a hit, a target takes 4d6 + your spellcasting ability modifier slashing damage.
For the purpose of features that enhance undead you control, such as Undead Thralls from the School of Necromancy, these attacks count as a weapon attack made by an undead creature you control and created with this spell.
Casting Time: 1 action Range: Self (20-foot radius) Components: S, M (an arcane focus) Duration: Instantaneous Classes: Druid, Sorcerer, Wizard
You strike the ground with your arcane focus and summon a freezing tornado in a 20-foot radius around you. Every creature other than you in the area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage and is frostbitten until the end of your next turn. On a successful save, it takes half as much damage and is not frostbitten.
5th-level necromancy
Casting Time: 1 action Range: 120 feet Components: S, M Duration: 1 round Classes: Cleric, Sorcerer, Warlock, Wizard
You summon a swarming horde of vengeful spirits that chase down a target creature within range. The target must make a Dexterity saving throw. It takes 10d8 necrotic damage on a failed save.
If the creature succeeds the save, it takes no damage, but must repeat it again at the start of your next turn as the spirits continue to pursue it. The creature only repeats the saving throw if it is still within range.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot above 5th.
5th-level evocation
Casting Time: 1 action Range: Self (30-foot radius) Components: S, M Duration: Instantaneous Classes: Sorcerer, Wizard
You create a mass of crystal above you and shatter it in a 30-foot radius around yourself. Every creature in the area other than you takes 10d4 force damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot above 5th.
You shatter a mass of crystal out to a 30-foot cone. Each creature in the area takes 10d4 force damage.
You fire ten dark stars that pursue a creature within range. The target must make a Dexterity saving throw. It takes 10d8 force damage on a failed save, or half as much on a successful one.
6th-level evocation
Casting Time: 1 action Range: Self (100-foot line) Components: S, M (an arcane focus) Duration: Concentration, up to 1 minute Classes: Sorcerer, Wizard
You fire a mass of crystal shards from your arcane focus in a line 100 feet long and 5 feet wide. Each creature in the line takes 10d4 force damage.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d4 for each slot above 6th.
6th-level necromancy
Casting Time: 1 action Range: Self (60-foot radius) Components: S, M (an arcane focus) Duration: 1 round Classes: Cleric, Sorcerer, Warlock, Wizard
You strike the ground with your arcane focus, triggering a great explosion of ghostflame that burns all creatures in a 60-foot radius around yourself. Every creature in the area other than you must make a Dexterity saving throw. A creature takes 6d8 necrotic and 6d8 fire damage on a failed save, or half as much on a successful one.
Until the end of your next turn, ghostflame burns surfaces in the area. When a creature moves into or within the area, it takes 1d8 necrotic damage for every 5 feet it travels.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 1d8 for each slot above 6th.
6th-level conjuration
You summon a magic greatbow and fire four conjured arrows, firing them at creatures within range. Each target must be within 15 feet of another, and a single target cannot be hit by more than 2 arrows. Make a ranged spell attack roll for each arrow. If the target is more than 150 feet away, the attack roll has disadvantage. On a hit, the target takes 5d6 force damage.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6.
Casting Time: 1 action Range: Self (60-foot line) Components: S, M Duration: Instantaneous Classes: Cleric, Sorcerer, Warlock, Wizard
You summon a searing spirit that leaves behind a trail of delayed explosions. It travels in a line 60 feet long and 5 feet wide. Each creature within 10 feet of the line must make a Dexterity saving throw. A target takes 10d6 fire damage on a failed save, or half as much on a successful one.
Every creature in a 10-foot-radius sphere centered on the end of the line takes an additional 4d6 fire damage, which is also halved on a successful saving throw.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 1d6 for each slot level above 6th.
7th-level evocation
Casting Time: 1 action Range: Self (100-foot line) Components: S, M Duration: Instantaneous Classes: Sorcerer, Wizard
You fire a great magical comet in a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 12d6 force damage on a failed save, or half as much on a successful one. If a creature that failed the save is Medium or smaller, it is knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Casting Time: 1 action Range: 160 feet Components: S, M Duration: Concentration, up to 1 minute Classes: Sorcerer, Wizard
You summon a dark cloud of stars in a 40-foot-radius sphere centered on a point within range. Until the spell ends, every creature that enters the area for the first time on a turn or starts its turn there must make a Dexterity saving throw as a flood of star rain falls upon them. A creature takes 10d6 force damage on a failed save, or half as much on a successful one.
7th-level conjuration
Casting Time: 1 action Range: Self (90-foot cone) Components: S, M Duration: Concentration, up to 1 minute Classes: Druid, Sorcerer, Wizard
You summon a void above your head that emits a hail of many large meteorites over a wide area. Every creature in a 90-foot cone must make a Dexterity saving throw. A target takes 8d6 bludgeoning damage on failed save, or half as much on a successful one.
8th-level evocation
Casting Time: 1 action Range: Self (150-foot line) Components: S, M Duration: Concentration, up to 1 minute Classes: Sorcerer, Wizard
You fire a powerful comet in a torrent, channeling the power of the origin of glintstone in a line 150 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 10d10 force damage on a failed save, or half as much on a successful one.
9th-level conjuration
Casting Time: 1 action Range: 150 feet Components: S, M Duration: 1 round Classes: Sorcerer, Wizard
You lift into the air and become the vessel of the full moon, summoning it upon yourself and sending it floating towards a point within range. It travels in a line 15 feet wide and as long as the distance between yourself and the chosen point. Until the start of your next turn, the area is under the effect of the Antimagic Field spell.
At the start of your next turn, the moon reaches the point and explodes in a 40-foot-radius sphere. Every creature in the area must make a Dexterity saving throw. A target takes 12d12 force damage on a failed save, or half as much on a successful one. This damage cannot be reduced in any way.
A creature that has resistance or immunity to force damage that is damaged by this spell loses its resistance or immunity until it completes a long rest.
You lift into the air and become the vessel of a cold, dark moon, summoning it upon yourself and sending it floating towards a point within range. It travels in a line 15 feet wide and as long as the distance between yourself and the chosen point. Until the start of your next turn, the area is under the effect of the Antimagic Field spell.
At the start of your next turn, the moon reaches the point and explodes in a 40-foot-radius sphere. Every creature in the area must make a Dexterity saving throw. A target takes 8d12 force damage on a failed save, or half as much on a successful one. This damage cannot be reduced in any way. If a creature fails this saving throw, it is frostbitten for one hour.