You emit a dazzling array of short lightning bolts in all directions. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 lightning damage.
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You conjure minor paranormal phenomena and other ominous effects. You create one of the following magical effects within range for 1 minute:
• You cause all candles, torches, and other open     flames to darken and flicker.
• You create a quiet sound that originates from a     point of your choice within range, such as ominous     whispers, the drone of insects, or the sound of     crying.
• You create up to four torch-sized spectral, glowing     orbs, which float around within range. The orbs do     not provide light, apart from a dim glow.
• You can chill or warm the air in a 10-foot cube by 10     degrees.
• You cause small, unattended objects to rattle or     levitate an inch off the ground.
If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.
As you cast this spell, a spectral meat hook and chain is flung at a creature of your choice. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d8 piercing damage as a spectral meat hook plunges into its body. Until the start of your next turn, the target must make a Strength saving throw to move further than 30 feet from you. On a failed save, it is prevented from moving until the start of your turn. This effect ends if you are further than 30 feet away from the target.
At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.