You solidify into a stone. Until the start of your next turn, youare petrified. Your AC becomes 20 and you gain 10 temporaryhit points. Any remaining temporary hit points fade when thespell ends. (Petrified creatures have resistance to all damage)
You cause a 10 foot long, 10 feet tall, several inch thick wall ofearth to erupt on the ground, granting total cover andblocking any damage that originates from the far side of thewall until the wall breaks. This blocks ranged attacks, andareas of effects that have a point of origin on the far side ofthe wall (for example, the center point of a radius spell or thesource of a cone or line). All damage the wall blocks is applied to the wall, even ifthat damage normally only affects creatures, but it takes theblocked damage only once, even if blocking the same damageagainst multiple creatures. The wall has 4d10 + yourspellcasting modifier hit points, and crumbles to dust when itis reduced to 0 hit points. Any damage remaining after thewall is destroyed is dealt as normal. If the wall is notdestroyed, it crumbles at the start of your next turn.
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration. As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot diameter portion requiring at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail is not possible.
You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you do not issue any, it takes the Dodge action and uses its move to avoid danger.
A long pointy stone spike shoots out of the gound 5 feet next to you. A creature within that are must make a Dexterity saving throw. If they fail, they take 3d8 piercing damage and loose 10 ft of their next movement. On success, the only take half the damage und suffer no penalty on movement. Large and bigger creatures have advantage on their saving throw.