You hurl a mote of fire at a creature or objeet within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
This spell repairs a single break or tear in an object you touch, such as a broken chain link. two halves of a broken key, a torn c1oak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
A creature you touch regains a number of hit points equal to 1d8+4(int mod). This spell has no effect on undead or constructs.
At Higher Leveis. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
You make yourself-including weapons, and other belongings on your person-look different until the spell ends ar until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in belween. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC of 14.
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns unlil the spell ends, you can take the Dash action.
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a crealure throughout the casling, you learn what spells, if any, are currently affecting it.
You touch a creature. The target's speed increases by 10 feet until the spel1 ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Locked until level 3
Locked until level 5
Locked until level 7
Locked until level 9
Locked until level 11
Locked until level 13
Locked until level 15
Locked until level 17
© Harrison Cortellesi 2021