(Evocation) You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 ft of you. The target must succeed on a Str saving throw or be pulled up to 10 ft in a straight toward you and then take 1d8 lightning dmg if it is within 5 ft of you.
This spell's dmg increases by 1d8 when you reach 5th lvl, 11th lvl, and 17th lvl.
(Evocation) You touch one object that is no larger than 10 ft in any dimension. Until the spell ends, the objects sheds bright light in a 20 ft radius and dim light for an additional 20 ft. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature that creature must succeed on a Dex saving throw to avoid the spell.
(Conjuration) You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Con saving throw, or it takes 1d6 poison dmg and moves 5 ft in a random direction if it can move and its speed is at least 5 ft. Roll 1d4 for the direction:
This movement doesn't provoke opportunity attacks and if the direction is blocked they don't move.
The spell's dmg increases by 1d6 when you reach 5th lvl, 11th lvl, and 17th lvl.
(Transmutation) You seize the air and compel it to create one of the following affects at a point you can see within range:
- One medium or smaller creature that you choose must succeed on a Str saving throw or be pushed up to 5 ft away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 lbs. The object is pushed up to 10 ft away from you. It isn't pushed with enough force to cause dmg.
- You create a harmless sensory affect using air
(Evocation) You brandish a melee weapon and make a melee attack against a creature within 5 ft of you. On a hit. the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a diff creature of your choice that you can see within 5 ft of it. The second creature takes fire dmg = to your spellcasting ability modifier.
At 5th lvl the melee attack deals an extra 1d8 fire dmg to the target on a hit, and the fire dmg to the second creature increases to 1d8 + your spellcasting ability modifier. Both dmg rolls increase by 1d8 at 11th vl and 17th lvl.
(Evocation) You cause numbing frost to form on one creature that you can see within range. Teh target must make a Con saving throw. On a failed save, the target takes 1d6 cold dmg, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's dmg increases by 1d6 when you reach lvl 5, lvl 11, and lvl 17.
(Enchantment) For the duration , you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile towards you. When the spell ends, the creature realizes you have used magic to influence it and becomes hostile toward you. A creature prone to violence may attack you or seek retribution in other ways.
(Evocation) 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 dmg. A flammable object hit by this spell ignites if it isn't worn or carried.
This spell's dmg increases by 1d10 at 5th lvl, 11th lvl, and 17th lvl.
(Enchantment) You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing memory called a thought strand, which persists for the duration or until you can cast this spell again. The thought strand appears appears in an unoccupied space within 5 ft of you as a tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
If you cast this spell while concentrating on a spell that allows you to read or manipulate thoughts of others, you can transform the thoughts or memories you read rather than your own.
Casting this spell or Detect Thoughts while holding a thought strand allows you to instantly receive whatever memory, idea, or message it contains.
(Evocation) You create up to four torch-sized lights within range, making them appear ad torches, lanterns, or growing orbs that hover in the air for the duration. You can also combine the four lights into one vaguely humanoid form of medium size. Whichever form you choose, each light sheds dim light in a 10 ft radius.
As a bonus action on your turn you can move the lights up to 60 ft to a new spot within range. A light must be within 20 ft of another light created by this spell, and a light winks out if it exceeds the spell's range.
(Conjuration) You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5 ft cube. Any creature in the bonfire's space when you cast the spell must also succeed on a Dex saving throw or take 1d8 fire dmg. A creature must also make the saving throw when entering the bonfire's space for the first time on a turn or ends its turn there.
The spell's dmg increases by 1d8 when you reach lvls 5, 11, and 17.
(Transmutation) You choose nonmagical flame you can see in range and fits in a 5 ft cube and affect it in one of the following ways:
- You instantly expand the flame 5 ft in one direction provided that fuel is present in the new location
- you extinguish the flame instantly
- you double or halve the area of bright/dim light cast by the flame, change its color, or both. Change lasts 1 hour.
- You cause simple shapes to appear in the flames and animate them as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instant effects active at a time, and you can dismiss such an effect as an action.
(Necromancy) You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic dmg, and it can't regain HP until the start of your next turn. Until then, the hand clings to the target. If your target is undead, it also has disadvantage on attack rolls against you until the end of your next turn.
The spell's dmg increases by 1d8 when you reath 5th lvl, 11th lvl, and 17th lvl.
(Evocation) You brandish a melee weapon and make an attack roll against a target within 5 ft 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 ft or more before then, the target takes 1d8 Thunder dmg, and the spell ends.
(Abjuration) You extend your hand and trace a sigil of warding in the air. until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
(Conjuration) You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 ft of each other. A target must succeed on a Dex saving throw or take 1d6 acid damage.
This spell's damage increases by 1d6 when you reach 5th level, 11th level, and 17th level.