You use enchanting magic to bolster the strength of your communication. Choose one creature within 30 feet of you that you can see, and one simple idea, emotion or image. The creature instantly understands the idea, provided it is capable of doing so.
Choose a 5 ft area within range. You create a floating bubble of acid that fills the area, and begins to slowly float away. At the beginning of each turn, until the bubble touches a target, it drifts 10 feet in a direction you choose. When the bubble touches a target, they must make a Dexterity saving throw. On a fail, the target takes 3d6 acid damage, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, you create an additional bubble that does 1d6 acid damage. You can choose to have each bubble float in different directions.
Your spell empowers one familiar in range with toughness and cunning. For the duration, the familiar’s hit point maximum and current hit points increase by 3d6 and its AC increases by 2.
At Higher Levels. When you cast this spell using a spell slot of 2nd-level level or higher, the target’s hit points increase by an additional 2d8 for each slot level above 2nd-level.
You target one creature that you can see within range. It
becomes showered in a magical display of confetti and
fireworks, regains 1 hit point, and has advantage on saving
throws against being feared or charmed. The visual illusion
fills a 5 foot radius around the target, and produces loud
victory music that can be heard out to 120 feet.
If you target a hostile creature, that creature must succeed
on a Dexterity saving throw to avoid the spell. On a failure,
the music becomes mocking and the confetti obscures their
vision. They have disadvantage on perception checks made to
see or hear other creatures. As an action, they can reroll the
save, ending the effect on a success.
You emit a high pitched screech that travels out 120 ft. At the
beginning of your next turn, the sound you released returns
in a black and white image of the local layout. This image does
not show information behind walls, and is blurred around
corners beyond 10ft. Your passive perception for this image is
10 + your spell casting modifier.
As a reaction when you see a friendly creature take damage,
you shout a verbal command, causing purple mist to briefly
surround the target of an attack within range that you can
see. If the target’s current hit points are more than the damage
of the attack, the spell fails. Otherwise, the attack misses and
the target takes no damage. At the start of your next turn, the
purple mist surrounds you, dealing the damage of the initial
attack.
An area within range that you choose becomes covered by a sudden barrier of force. For the duration every creature in a 10 foot radius benefits from half cover when targeted by magical ranged attacks, and cannot be targeted by nonmagical ranged attacks.
5. You summon one large egg, roll a d6. The egg hatches a
friendly beast. This beast disappears after it is reduced to 0 hit
points, or after an hour has passed.
1. 2 Eagles
2. 1 Giant Owl
3. 1 Crocodile
4. 1 Spider Swarm
5. 2 Flying Snakes
6. 1 Giant Chicken (the giant chicken has the same stats
as a giant eagle)
6. Roll twice, ignoring another 6. The effects you roll are
instead doubled.
When you cast egg, roll a D6.
1. You summon 12 eggs in an unoccupied space within 5 feet
of you. These eggs may manifest as regular chicken, duck or
goose eggs.
2. You summon 4 eggs that shoot out from your space. Each
flies in 60 foot lines, going north, south, east and west. Any
creature in that line must succeed on a Dexterity saving throw
or take 1d8 bludgeoning damage.
3. The egg you use to cast the spell hatches into 2d8 chickens.
The chickens are friendly to you and your party, but may not
be given commands. However, If the number of chickens
summoned is greater than 9, they are instead hostile to you.
4. You summon 2d6 hard boiled eggs. You can use an action
to consume one egg and restore 2 hp. These eggs disappear
after 1 hour.
You call upon the local creatures and command them to heed
your call. Name one beast with a CR of 1/2 or less. Once the
spell casting ends all beasts of that type within 1/2 mile travel
to convene at your location. They act as they normally would,
and may choose to leave after 2d4+2 rounds.
Your spell rapidly catalyzes the process of egg growth, causing
the creature to fully form inside the egg faster than normal.
Choose one undamaged egg at the beginning of casting.
This egg does not need to be fertile. Once the spell ends, the
creature inside that egg fully grows to a hatchling state and
emerges. The creature is then charmed by the caster for 1
hour, or until it takes damage.