You choose a creature you can see within range and coldly mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. 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 mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
For the duration, your movement doesn't provoke opportunity attacks. Before the spell ends, you can give yourself advantage on one weapon attack roll. That attack deals an extra 1d8 force damage. Hit or miss, your walking speed increases by 30 feet until the end of that turn.
You summon a magic trap. This trap is nearly invisible. A creature needs to pass a successful Investigation check against your spell save DC to find it.
The trap triggers when a Small, Medium, or Large creature moves into the spell's radius. That creature must succeed on a Dexterity saving throw or be pulled into the air, leaving it hanging upside down 3 feet above the ground. The creature is restrained.
The creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Arcana check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
The next time you make hit with a ranged weapon attack, the target takes 4d8 cold damage instead of its normal damage. In addition each creature within 10 feet of the target must make a Dexterity save. Each creature takes 2d8 cold damage on a failed save, or half damage on a success.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
You fire a wave of icy bolts. Each creature in a 60-foot cone must make a Dexterity save. It deals 3d8 damage on a failed save, or half on a successful one. The damage type is piercing or cold, chosen as you cast the spell.