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You fire an orb of psionic energy fueled by your life force at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Psychic damage and you can expend one Hit Point Die to increase the damage by 1d10. Using a Higher-Level Spell Slot. The damage increases by 1d10 and the number of Hit Dice you can expend increases by one for each spell slot level above 1.
You cloak yourself in spirits that leave ectoplasm in your wake until the end of your turn. While cloaked, you can move through occupied spaces as if they were Difficult Terrain, and moving doesnt provoke Opportunity Attacks. If you end your turn in such a space, you are returned to the last unoccupied space you were in. While cloaked, whenever you enter the space of a creature, the creature becomes covered in ectoplasm until the end of your next turn. A creature covered in ectoplasm has its Speed reduced by 10 feet and takes 2d8 Necrotic damage at the start of its turn. A creature can be covered in ectoplasm only once during a turn. Using a Higher-Level Spell Slot. While cloaked, your Speed increases by 10 feet for each spell slot level above 2.
You create an inky void in a 10-foot-radius Sphere at a point you can see above yourself within range. When you cast the spell, magical Darkness pours from the sphere, filling a 10-foot-radius, 40-foot-tall Cylinder originating from the Sphere until the start of your next turn. The Cylinder is Difficult Terrain, and no lightmagical or otherwisecan illuminate the area. When the Darkness appears, each creature in the area must succeed on a Constitution saving throw or take 3d8 Cold damage and have the Blinded condition until the end of its next turn. A creature also makes this save when it enters the spells area for the first time on a turn or ends its turn there. A creature makes this save only once per turn. Until the spell ends, you can take a Magic action to move the Sphere up to 20 feet horizontally and cause the Sphere to pour magical Darkness until the start of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3
Choose a creature you can see within range. The target must succeed on an Intelligence saving throw or have the Frightened condition for the duration. While Frightened, the target loses the ability to distinguish friend from foe and is affected in the following ways: The target regards all creatures it can see as enemies. Whenever the target chooses a creature other than itself for an attack, spell, or other ability, it must choose at random from among the creatures it can see within range of that attack, spell, or other ability. The target must make an Opportunity Attack each time it is able to. Each time the target takes damage, it makes another Intelligence saving throw. On a successful save, the spell ends.
For the duration, one willing creature you can see within range has Resistance to Psychic damage as well as Advantage on Intelligence, Wisdom, and Charisma saving throws. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura, you regain 4d8 Hit Points. Whenever you regain Hit Points, you can choose a creature you can see in the aura and force it to make a Constitution saving throw. On a failed save, the creature takes Necrotic damage equal to half the amount of Hit Points you regained (round up). A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The healing increase by 1d8 for each spell slot level above 4.
You draw the moisture from every creature in a 30- foot Cube centered on a point within range. Each creature in that area makes a Constitution saving throw, taking 12d8 Necrotic damage on a failed save or half as much damage on a successful one. Constructs automatically succeed at the save, and Plant creatures automatically fail the save. Nonmagical plants in the area that arent creatures, such as trees and shrubs, wither and die instantly.