You extend your hand and trace a sigil of warding in the air. A wall up to 50 feet long, 15 feet high, and 1 foot thick forms infront of you. The wall emits a dim light. If the wall is formed and cuts through a creatures space, the creature must make a DC 13 Dex Save or take 1d8 Blugeoning Damage. Any creature, other than you, that attempts to pass through the wall for the first time on a turn must make an Intellegence Saving Throw. ON a failed save, the creature suffers 4d6 psychic damage and is stunned until the end of its next turn. A creature under the effects of Comprehend Languages or Tongues automatically succeeds.
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
You dive into the probalistic weave connecting the current moment to the next, and you see a possible event unfold. After you have chosen a target whose imminent future you shall glimpse, roll a d20 that serves as a divined roll, then another as the bonuse roll. Record the two results separately, to which you and the DM are privy. Once before the start of your next turn, when the target is about to make a roll, you may force them to use your divined roll instead. If that roll would be made with advantage or disadvantage, the bonus roll i used as well
You call down a blast of lightning to damage your enemies through yourself. You take 2d12 lightning damage, ad all creatures within 15 feet of you must make a Dexterity Saving Throw, taking 3d12 lightning damage and 3d12 thunder damage, and being pushed back 10 feet on a failed save, or half that and not being moved on a successful save.