You point at a spot within 30ft of you that you can see, a bright orb of sunlight takes form there. This orb emits bright light in a 20-foot radius and dim light for an additional 20 feet, the orb will hover 15ft above the ground unless you're pointing at a wall or ceiling.
When a creature enters the bright light for the first time on a turn or starts its turn there, it must make a Constitution saving throw. It takes 6d8 radiant damage on a failed save, or half as much damage on a successful one.
An undead makes its saving throw with disadvantage, and the spell deals maximum damage to it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell deals an additional 1d8 damage for each slot level above 5th.
You can cast this spell only at night. You memorialize a dead creature you touch, turning it into a constellation, provided that it has been dead no longer than 1 day. The target's body dissolves into stardust and rises into the sky.
The spell effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. A spell that targets the dead but usually require a body can be cast targeting this constellation instead, provided the spell is cast at night and the caster can see the target's constellation. If the target of this spell is returned to life, this spell ends and the constellation fades.
You can cast this spell only at night. You speak the name of a creature or location known to you to be the target of this spell. The target must be on the same plane of existence as you, and cannot be under more than 100 feet of dirt or stone. A shining star appears high in the sky above the target's location, visible only at night. Your familiarity with the target determines the accuracy of the star's location. The DM rolls d100 and consults the table.
(see page 25 of All the Lights in the Sky are Stars)
You weave threads of starlight together to create a spear of solidified light in your hand. This magic spear lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d12 radiant damage on a hit and has the reach and thrown (20/60ft.) properties. In addition, if you move at least 20 feet straight toward a target, your next attack with this weapon deals an additional 1d12 radiant damage on a hit.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the spear to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d12. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d12. When you cast it using a spell slot of 7th level or
higher, the damage increases to 5d12.
You imbue your eyes with an endearing twinkle that distracts even the most hardened of hearts.
When you cast this spell, you can target a creature within 30 feet of you that you can see with a brilliant wink. The target must make a Wisdom saving throw or have disadvantage on the next attack roll or ability check they make before the start of your next turn. On each of your turns until the spell ends, you can use your bonus action to repeat this effect, targeting the same creature or a different one.
A creature that can't see you or that can't be charmed is unaffected by this spell.
You release a burst of light. Each creature within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 3d8 radiant damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and is not blinded.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Ghostly starlight surrounds your body, casting bright light in a 10-foot radius and dim light for an additional 10 feet. The first time you take damage after casting this spell, the starlight explodes outward and the spell ends. Each creature within 10 feet of you must make a Dexterity saving throw, taking 2d10 radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
The next time you hit a creature with a weapon attack during the spell's duration, your weapon strikes with the momentum of a meteor. The attack deals an extra 1d6 fire damage and the target must succeed on a Strength saving throw or be knocked prone or pushed 5 feet away from you (your choice). A Large or larger creature has advantage on this saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.