Charisma
Level 8
DC 15
+7 to hit
Cantrips
at will
Level 1
3 slots
Level 2
3 slots
Level 4
1 slot
Level 5
1 slot
You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.Altered Eyes. You...
You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.Altered Eyes. You alter the appearance of your eyes for 1 minute.Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on checks.Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.Tremors. You cause harmless tremors in the ground for 1 minute.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:Approach. The target...
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.Drop. The target drops whatever it is holding and then ends its turn.Flee. The target spends its turn moving away from you by the fastest available means.Grovel. The target has the Prone condition and then ends its turn.Halt. On its turn, the target doesn't move and takes no action or Bonus Action.Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending...
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack...
You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell...
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting...
A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.