You place a curse on a creature that you can see within range. Until the spell ends, you deal 1d6 extra necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chose ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early
When you cast this spell using a spell slot of 3rd or 4th level, you can maintain the concentration for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain concentration for up to 24 hours
A creature you touch regains a number of hit points equal to 1d8 + your spell casting mod. This spell has no effect on undead or constructs.
When you cast this spell using spell slot of 2nd level or higher, the healing increases by 1d8 for each spell slot level above 1st
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5 foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dex Save or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time, or ends it's turn there.
The bonfire ignites flammable objects in it's area that aren't being worn or carried.
The spells damage increases by 1d8 on levels:
2d8 - 5th level
3d8 - 11th level
4d8 - 17th level
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels:
2 beams - 5th level
3 beams - 11th level
4 beams - 17th level
You can direct the beams at the same target or different ones. Make a separate attack roll for each beam.
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. 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 Dexterity saving throw to avoid the spell.
Flame like radiance descends on a creature you can see within range. The creature must succeed on a Dex saving throw or take 1d8 damage. The target gains no benefit from cover for this throw
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (14d8)
You create up to 4 torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can combine the four lights into a glowing vaguely humanoid form of Medium size.
The lights shed dim light in a 10 foot radius
As a bonus action, move the lights up to 60 feet or to a new spot within range. A light must be within 20 feet of another light created by this spell