You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.
At Higher Levels: The damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You cause numbing frost to form on one creature within range. The target must succeed on a Constitution saving throw or take 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
At Higher Levels: The damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels: The damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw or take 1d6 thunder damage.
At Higher Levels: The damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire 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 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed.
At Higher Levels: The damage increases by 1d8 for each slot level above 2nd.
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration.
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.
Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke. Fireworks cause creatures within 10 feet to make a Constitution save or be blinded. Smoke creates a heavily obscured area.
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 on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared.
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet. Each meteor explodes on impact. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one.
You point at a location within range, and a glowing 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. A creature takes 10d4 acid damage on a failed save, or half as much damage on a successful one. On a failed save, the creature takes an additional 5d4 acid damage at the end of its next turn.