Invigorated Strikes
Invigorated Strikes
You allow long-forgotten fighting instincts to boil up to the surface. For the duration of the spell, whenever the target deals damage with an unarmed strike or natural weapon, it deals 1d4 extra damage.
Invisibility
Invisibility
You wreathe a creature in an illusory veil, making it
Jump
Jump
You imbue a target with the ability to make impossible leaps. The target’s jump distances increase 15 feet vertically and 30 feet horizontally.
Knock
Knock
Make a check against the DC of a lock or door using your spell attack bonus. On a success, you unlock or open the target with a loud metallic clanging noise easily audible at up to 300 feet. In addition, any traps on the object are automatically triggered. An item with multiple locks requires multiple castings of this spell to be opened.
Lemure Transformation
Lemure Transformation
Duration: 1 turn
Levitate
Levitate
Until the spell ends, the target rises vertically in the air up to 20 feet and remains floating there, able to move only by pushing or pulling on fixed objects or surfaces within its reach. This allows the target to move as if it was climbing.
On subsequent turns, you can use your action to alter the target’s altitude by up to 20 feet in either direction so long as it remains within range. If you have targeted yourself you may move up or down as part of your movement.
The target floats gently to the ground if it is still in the air when the spell ends.
Light
Light
Until the spell ends, the target emits bright light in a 20-foot radius and dim light an additional 20 feet. Light emanating from the target may be any color. Completely covering the target with something that is not transparent blocks the light. The spell ends when you use an action to dismiss it or if you cast it again.
Lightning Bolt
Lightning Bolt
A bolt of lightning arcs out from you in a direction you choose in a line 100 feet long and 5 feet wide. Each creature in the area takes 8d6 lightning damage. The lightning ignites flammable objects in its path that aren’t worn or carried by another creature.
If the spell is stopped by an object at least as large as its width, it ends there unless it deals enough damage to break through. When it does, it continues to the end of its area.
Mage Armor
Mage Armor
Until the spell ends, the target is protected by a shimmering magical force. Its AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor, or if you use an action to dismiss it.
Mage Hand
Mage Hand
A faintly shimmering phantasmal hand appears at a point you choose within range. It remains until you dismiss it as an action, or until you move more than 30 feet from it.
You can use an action to control the hand and direct it to do any of the following:
- manipulate an object.
- open an unlocked container or door.
- stow or retrieve items from unlocked containers.
The hand cannot attack, use magic items, or carry more than 10 pounds.