You release a burst of light. Each creature within 30 feet of you make a Constitution saving throw. On a failed save, a creature takes 3d8 radiant damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and is not blinded.
(Concentration) You point at a creature within range and speak a terrible word, commanding them to suffer. The target must make a Charismasaving throw. If they fail, they take 2d8 necrotic damage and 2d8 psychic damage and they have disadvantage on Strength and Dexterity ability checks for 1 minute. If they succeed, they take half damage and don’t have disadvantage.
You unleash a destructive wave of mental power in a 30 ft cone, each creature in the area must make a Dexteriy saving throw. On a failed save, the character takes 5d8 force damage and is pushed 20 feet back from you and knocked prone. On a successful save, they take half damage and aren’t pushed back or knocked prone.
(Concentration) Music of a style you choose fills the air around you in a 30 foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you. You make Charisma checks with advantage. Bonus action target a creature. That creature becomes friendly if they fail a Charisma saving throw. All deception checks and persuasion checks made against this character are made with advantage.
You phrase a question where the person can answer in one word. They do a Wisdom Saving Throw or be compelled to answer your question truthfully. After answering the question, they know you used magic to compel an answer.
Wisdom Saving Throw or you charm them and move to grapple you during their next turn. If they succeed you can use your reaction to deliver a deadly touch, making them take 2d10 poison damage.
(Concentration) You unleash a torrent of conflicting desires in the mind of one creature. Must succeed a wisdom saving throw or be incapacitated and at the end of each of its turns, it takes 1d12 psychic damage and hen do another Wisdom Saving Throw.
You have advantage on attack rolls until the end of your turn.
You release a sting of insults, where the attacked animal has to do a Wisdom Saving Throw or take 1d4 psychic damage and have disadvantage on the next attack roll.
You sing a happy song and add 1 temporary hit point and a +1 bonus to their first roll before your next turn.
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
You create a magical paint that runs from your fingertips. You could see this pain in anyway you could see ordinary paint, though it only remains tangible for 1 hour. You can create any color of paint each time you cast the spell.