You surround yourself in a brief vortex of fire. Each creature other than you within range must succeed on a Dexterity saving throw or take 1d6 fire damage.
This spell's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, 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.
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration.
You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
You hurl a mote of fire at a creature or object 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 is a minor magical trick that novice spellcasters use for practice. You create one of the following magical efects within range:
-You create an instantaneous, harmless sensory efect, such as a shower of sparks, a puf of wind, faint musical notes, or an odd odor.
-You instantaneously light or snuf out a candle, a torch, or a small campire.
-You instantaneously clean or soil an object no larger than 1 cubic foot.
-You chill, warm, or lavor up to 1 cubic foot of nonliving material for 1 hour.
-You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
-You create a nonmagical trinket or an illusory image that can it in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an efect as an action.
Lightning springs from your hand to deliver a shock to a creature you try to touch.
Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Reaction: When you or a creature within 60 feet of you falls
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
An aura of dry heat and a faint orange light radiates out from you to a distance of 30 feet. This area moves with you and stays centered on you.
Whenever a creature within this spell's area takes fire damage from a spell you cast, increase that damage by 2d6.
With an arcane gesture, you cause a creature you can see within range to burst into flames. The creature takes 2d8 fire damage and must make a Dexterity saving throw. On a success, the spell ends.
On a failure, the creature is on fire and takes an
additional 1d6 fire damage on the start of each of its turns. An affected creature can use its action to extinguish the flames, ending the spell.
When you cast this spell using a spell slot of 2nd level or higher, for each slot level above 1st, the initial damage increases by 1d8 and the ongoing damage increases by 1d6
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.