When a creature you can see within range targets you with an attack:
You attempt to steal the sight of a creature attacking you. The target must make a Constitution saving throw.
The target has the Blinded condition until the end of the turn on a failed save or must subtract 1d4 from the triggering attack roll on a successful one. The target then automatically succeeds on its saves against your subsequent casting of this spell for 24 hours.
You touch a willing creature and shroud its presence.
Until the spell ends other creatures must subtract 1d4 from any Wisdom (Insight or Perception) checks made against the target.
You invoke the wisdom of your ancestors to gain insight into your trials. When you cast the spell and at the start of each of your turns for the duration you gain Heroic Inspiration if you do not already have it.
You unleash a blast of light and wind in a 15-foot Cone.
Your allies in the Cone regain 2d6 Hit Points.
Undead within the Cone that are hostile to you must make a Constitution saving throw taking 2d6 Radiant damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot:
The damage and healing increase by 2d6 for each spell slot level above 2.
You send tendrils of black and gray rot toward a target that you can see within range. Three tendrils then leap from that target to as many as three other targets of your choice each of which must be within 30 feet of the first target.
A target can be a creature or a nonmagical plant that is not a creature such as a tree or shrub. In either case each can be targeted by only one of the tendrils.
A target that is a creature must make a Constitution saving throw. It takes 3d8 Necrotic damage and has the Poisoned condition for the duration on a failed save or half as much damage only on a successful one.
A creature Poisoned in this way takes 1d8 Necrotic damage at the start of each of its turns. The creature
can repeat the save at the end of each of its turns ending the spell on itself on a success.
A Plant creature automatically fails the initial save, and a nonmagical plant that is not a creature simply withers and dies.
Using a Higher-Level Spell Slot:
One additional tendril leaps from the first target to another target for each spell slot level above 3.
You touch an immobile surface and mark a symbol that causes agony in twisted creatures. An invisible 30-foot radius Sphere springs out from the point you touch.
Each Aberration Fey Fiend Monstrosity or Undead in the Sphere has Disadvantage on ability checks and attack rolls.
When an affected creature enters the Sphere for the first time during a turn or when it starts its turn there it must succeed on a Wisdom saving throw or have the Frightened condition until the start of its next turn.
Using a Higher-Level Spell Slot:
Your Concentration can last longer with a spell slot of level 4 (up to 1 hour) or 5 (up to 8 hours). The
spell no longer requires Concentration and lasts for 24 hours with a spell slot of 6 or higher
You create a ghostly sickle that lasts for the duration and can strike out at your foes. The sickle appears hovering in your space and moves with you and you can immediately direct it to fly at and strike a creature within 30 feet of you.
Make a ranged spell attack. On a hit the target takes 2d8 Necrotic damage and you gain Temporary Hit Points equal to half the damage dealt. After the sickle hits or misses it returns to hover in your space.
As a Bonus Action on your later turns you can repeat the attack against the same target or a different one.
Using a Higher-Level Spell Slot:
The damage increases by 1d8 for each spell slot level above 3
You call upon the light of the harvest moon to illuminate a 20-foot radius Sphere centered on a point within range.
The area is bathed in silvery Dim Light. Creatures and objects with the Invisible condition in the light become visible as translucent silver images.
When one of your allies is within the light it can use a Bonus Action to absorb some of the light and gain 2d6 Temporary Hit Points.
Using a Higher-Level Spell Slot:
The Temporary Hit Points increase by 1d6 for each spell slot level above 4.
Crimson light shines down in a 20-foot-radius 60-foot-high cylinder centered on a point within range.
Each creature in that area that is not a Construct or Undead must make a Constitution saving throw taking 4d10 Necrotic damage on a failed save or half as much damage on a successful one.
Constructs and Undead in that area regain 5d10 Hit Points.
If any of this spells area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
Using a Higher-Level Spell Slot:
The damage increases by 1d10 and the level of spell that can be dispelled increases by 1 for each spell slot level above 3.
You send your enemies to their graves even if they are not dead yet. A creature that you can see within range that is standing on the ground must make a Strength saving throw.
On a failed save the ground opens and swallows the target burying it up to 10 feet deep. While buried, the target has Total Cover has the Restrained and Blinded conditions and cannot breathe.
On a successful save the target has the Prone condition and its Speed is 0 until the end of its next turn. A buried creature can dig out of the grave by using its action to make a DC 15 Strength (Athletics) check.
On a success it digs 5 feet closer to the surface. If it succeeds by 5 or more it reaches the surface. When
the creature reaches the surface it exits the ground with the Prone condition.
The target automatically succeeds on its saving throw if it is standing on any thickness of stone or metal or at least 2 inches of wood.
You unleash a primal howl that calls lesser creatures to your command. Each Beast in a 100-foot-Emanation originating from you when you cast the spell must make a Wisdom saving throw.
On a failed save a target has the Charmed condition and can understand your commands and follows them on its next turn to the best of its ability. On your subsequent turns you can take a Magic action to issue a new command.
On a successful save a target has the Charmed condition until the start of your next turn but you have no additional ability to command it.
The howl is audible within 300 feet.
You cause a creature that you can see within range to burst into consuming, relentless flames.
The target must make a Dexterity saving throw taking 2d8 Fire damage and 2d8 Necrotic or Radiant damage (choose when you cast the spell) and continue burning for the duration on a failed save or half as much damage only on a successful one.
While burning the creature takes the damage again at the start of each of its turns. The target or another creature within reach of the target can use its action to allow the target to repeat the saving throw ending the spell on a success.
A creature killed by the damage from this spell is reduced to ash along with any nonmagical equipment it is wearing or carrying.
You create a shadowy field that reaps escaping life force in a 30-foot Cube originating from a point within range. A creature hostile to you that starts its turn in the area enters the area or is in the area when the field is created is cursed until the start of the creatures next turn.
While cursed the first time the creature takes damage during a turn it takes an extra 1d6 Necrotic damage and a creature of your choice within the field that is not cursed by it regains a number of Hit Points equal to the Necrotic damage taken.
Using a Higher-Level Spell Slot:
The damage increases by 1d6 for each spell slot level above 5.