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 damage,and it can't regain hit points until the start of your next turn. Until then,the hand clings to the target.
If you hit an undead target,it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8),11th level (3d8),and 17th level (4d8).
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 Constitution saving throw,or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1,north: 2,south: 3,east: or 4,west. This movement doesn't provoke opportunity attacks,and if the direction rolled is blocked,the target doesn't move.
The spell's damage increases by 1d6 when you reach 5th level (2d6),11th level (3d6),and 17th level (4d6).
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12),11th level (3d12),and 17 level (4d12).
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit,it takes 1d8 cold damage,and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8),11th level (3d8),and 17th level (4d8).
You manifest a minor wonder,a sign of supernatural power,within range. You create one of the following magical effects within range.
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker,brighten,dim,or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range,such as a rumble of thunder,the cry of a raven,or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times,you can have up to three of its 1-minute effects active at a time,and you can dismiss such an effect as an action.
You hurl an undulating,warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit,the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type. 1 Acid. 2 Cold. 3 Fire. 4 Force. 5 Lightning. 6 Poison. 7 Psychic. 8 Thunder.
If you roll the same number on both d8s,the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target,and make a new damage roll,which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
Bolstering yourself with a necromantic facsimile of life,you gain 1d4+4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you gain 5 additional temporary hit points for each slot level above 1st.