You subtly twist your fingers, and fate seems to
follow suit. For the duration, you can reroll any
ability check you make to play nonmagical games of
chance. Therefore, this spell could influence a game
of poker, but not the result of a deck of many things.
Trick - Gamble. You are always under the effects of the cheat cantrip.
Additionally, when you miss with an attack roll,
or you fail an ability check or saving throw, you can
reroll the d20 and must use the new roll. Once you
use this ability, you can’t use it again until you finish
a short or long rest.
You hurl a mote of fire at a creature or an object within range.
Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage.
Cantrip Upgrade. The damage increases by 1d10 when you reach
levels 5 (2d10), 11 (3d10), and 17 (4d10).
Trick - Explosive Cantrip. Once on each of your turns, when you deal fire
damage to a creature with a warmage cantrip, you
can cause it to explode. Each creature within 5 feet
of the target, except you and the target, must succeed
on a Dexterity saving throw against your spell save
DC or take half the fire damage dealt to the target.
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
You conjure a chain and hook made of magical
force, which you propel at a creature or unoccupied
space you can see within range. When you target
a space or a creature of Huge size or larger, your
grapnel pulls you to that target in a straight line. You
provoke opportunity attacks for this movement as
normal. When you target a creature of Large size or
smaller, you pull the target up to 10 feet toward you.
A creature can make a Strength saving throw to resist
this movement.
Trick - Phantom Hookshot. You can cast the phantom grapnel cantrip as a bonus
action. If you do so, its range is reduced to 15 feet.
When you cast the spell as an action, creatures are
pulled an extra 10 feet toward you by the spell.
A flood of acrid chemicals erupts from your hands. Each creature
in a 30-foot cone must make a Dexterity saving throw. A creature
takes 10d4 acid damage on a failed save, or half as much
damage on a successful one.
The acid destroys any objects made of organic materials in the
spell’s area. A creature killed by this spell has its flesh entirely
dissolved, leaving behind only a corroded skeleton.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the acid damage increases by 2d4 for each
slot level above 3rd.
You coat a weapon you touch in an acidic substance. Until the
spell ends, weapon attacks made with it deal an extra 2d4 acid
damage on a hit. If the weapon isn’t already a magic weapon, it
becomes one for the duration.
In addition, a creature hit with a melee attack using the weapon
must make a Constitution saving throw. On a failed save, it
becomes poisoned until the end of the attacker’s next turn.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the acid damage increases by 1d4 for each
slot level above 3rd.
You apply alchemical fluids or holy water to a contaminated humanoid creature while reciting an exacting magical chant which expels eldritch contaminants from its body. When you finish casting the spell, all contamination levels and mutations are removed from the creature. It then gains 1 level of exhaustion for each contamination level removed with this spell.
You infect up to three creatures you can see within range with a magical disease. At the start of each of the target’s turns, it must make a Constitution saving throw. On a failed saving throw, the creature takes 3d6 necrotic damage and gains 1 level of exhaustion. If a target succeeds on three of these saves, the spell ends for that creature. A lesser restoration spell cast on a target ends this spell early for that creature.
One target you choose within range must make a Constitution
saving throw or take 8d6 poison damage and become poisoned
until the end of your next turn. While poisoned in this way, the
target is also stunned. On a successful saving throw, the target
takes half damage and is not poisoned.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the poison damage increases by 1d6 for
each slot level above 3rd.
You emit a baleful aura which disorients creatures who approach you. Any creatures that start their turn or enter a space within 10 feet of you are poisoned until the start of their next turn.