
Charm Person Lv1
Casting Time: 1 action | Range: 60 feet | Duration: 1 hour
You attempt to charm a humanoid you can see within 60ft. It must make a Wis save and does so with advantage in battle. On a fail it is charmed by you and considers you a friend, until you or an ally harms it. Afterwards it knows you used magic on it.

Faerie Fire Lv1
Casting Time: 1 action | Range: 60 feet – 20 feet radius | Duration: Concentration, up to 1 minute
All creatures in the spells radius must make a dexterity saving throw. Creatures who fail glow a colour of your choice. Attacks have advantage against them and they can’t hide or turn invisible.

Healing Word Lv1
Casting Time: 1 action | Range: 60 feet
A creature of your choice that you can see within range regains hit points equal to 1d4 + 4, or 2d4+4 if you use a lv2 spell slot.

Hideous Laughter Lv1
Casting Time: 1 action | Range: 30 feet | Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Cloud of Daggers
Casting Time: 1 action | Range: 60 feet | Duration: Concentration, up to 1 minute
You fill a 5ft cube (1 square) with a whirlwind of magic blades. Once a turn, a creature within this space takes 4d4 damage.

Suggestion Lv2
Casting Time: 1 action | Range: 60 feet | Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If you or any of your companions damage the target, the spell ends.