A sphere of force erupts from you, encasing and protecting you. Until the end of your next turn, the shield absorbs up to 50 damage that you would've taken including the triggering attack, spell, or effect.
While the sphere is active, you are immune from any harmful attacks or effects from attackers outside the shield. The sphere acts as total cover while it is active. Once the sphere absorbs 50 damage, it shatters and any remaining damage carries through to you.
The sphere reflects a magic missile spell back to the caster instead of absorbing the damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of damage the shield absorbs increases by 10 for each slot level above 5th.
You concentrate gravity around yourself. Each creature within 15 feet of you must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and can be pulled up to 10 feet towards you or up to 10 feet away from you (your choice). On a successful save, it takes half as much damage and is not pulled towards you.
At Higher Levels. 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.
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.