You touch a willing creature and choose a skill. Until the spell ends the creature adds 1d4 to any ability check using the chosen skill.
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit it takes 4d6 Radiant damage and the next attack roll made against it before the end of your next turn has Advantage.
AT HIGHER LEVELS: The damage increases by 1d6 for each spell slot level above 1.
You point at one creature you can see within range and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its hit points it instead takes 1d12 Nectrotic damage.
AT HIGHER LEVELS: The damage increases by one die when you reach levels 5 (2d8 or 2d12) 11 (3d8 or 3d12) and 17 (4d8 or 4d12).
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
AT HIGHER LEVELS: The healing increases by 2d4 for each spell slot level above 1.
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity savings throw or take 1d8 Radiant damage. The target gains no benefit from HAlf Cover or Three-Quarters Cover for this save.
AT HIGHER LEVELS: The damage increases by 1d8 when you reach levels 5 (2d8) 11 (3d8) and 17 (4d8).
Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.
AT HIGHER LEVELS: The range doubles when you reach levels 5 (30ft) 11 (60ft) and 17 (120ft).
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends the target adds 1d4 to the attack roll or save.
AT HIGHER LEVELS: You can target one additional creature for each spell slot level above 1.
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends the target must subtract 1d4 from the attack roll or save.
AT HIGHER LEVELS: You can target one additional creature for each spell slot level above 1.
For the duration you sense the presence of magical effects within 30 feet of yourself. If you sense such effects you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic and if an effect was created by a spell you learn the spell's school of magic.
The spell is blocked by 1 foot of stone dirt or wood 1 inch of metal or a thin sheet of lead.
When you damage a Bloodied creature you can deal an extra 1d12 Necrotic damage to it. You can use this treat a number of times equal to your Proficiency Bonus and you regain all expended uses when you finish a Long Rest.
You can touch the ground and choose a creature also touching the ground within 30 ft of yourself. That creature can expend and roll one Hit Point Die and it regains a number of Hit Points equal to the number rolled plus your Proficiency Bonus.
You can use this trait a number of times equal to your Proficiency Bonus.
You regain one expended use when you finish a Short Rest and you regain all expended uses when you finish a Long Rest.
You create up to four torch-sized lights within range making them appear as torches lanterns or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size.
Whichever form you choose each light sheds dim light in a 10-foot radius. As a bonus action on your turn you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell and a light winks out if it exceeds the spell's range.
Intelligence Wisdom or Charisma is your spellcasting ability for it.