As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within range, otherwise the spell fails. On a hit, the target suffers the weapon attack's normal effects, except that any damage dealt by the attack is fire damage instead of its normal type. Additionally, embers whirl in the target's space. Until the start of your next turn, when a creature enters the space for the first time or ends its turn there, you can use your reaction to deal 1d6 fire damage to the creature, ending the spell.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an additional 1d6 fire damage to the target on a hit and the secondary damage deals an additional 1d6 fire damage to its target. Both damage rools increase by one die at 11th level (2d6 and 3d6), and 17th level (3d6 and 4d6).
You summon a translucent, yet invisible, field of force which springs forth from the prepared gauntlet. Until the beginning of your next turn, this shield grants you a +2 bonus to your Armor Class, as if you were wielding a shield. This spell ends early if you are hit by an attack.
You fling a dart of magical force at a creature or object within range. Make aranged spell attack against the target. On a hit, the target takes 1d10 force damage.
This spell's damage increases by 1d0 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You conjure a blade of magical force in the air, which lashes out at your foes. Make a melee spell attack. On a hit, you deal 1d10 force damage. The blade remains in existence for a short time
You emit a dazziling array of short lightning bolts in all directions. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 lightning damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
When you cast this spell, you briefly stop time for everyone but yourself. You can take one additional action and move around in your space while no time passes for other creatures. That action can be used only to take the Search or Use an Object action, or to make an Intelligence check to remember information about something.
Furthermore, you can't affect or damage any creature or object, other than objects you are wearing or carrying. If an object leaves your hand, it also becomes frozen in time.
You conjure a chain and hook made of magical force, which you propel at a creature or unoccupied space you can see within range. When you target a space or a creature of Huge size or larger, your grapnel pulls you to that target in a straight line. You provoke opportunity attacks for this movement as normal. When you target a creature of Large size or smaller, you pull the target up to 10 feet towards you. A creature can make a Strength saving throw to resist this movement.
You call upon your inner reserves to give you a brief flash of speed. When you cast this spell, your base movement increases by 10 feet until the beginning of your next turn.
You compress a thunderous boom into an invisible ball and project it at a creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d8 thunder damage and is deafened until the start of your next turn.
If the spell's target is within 10 feet of you, this spell's damage becomers d10s, instead of d8s.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).