The ground around you in a 15-foot Emanation begins to shake violently. You are unaffected by the tremors. The ground is considered Difficult Terrain and whenever the Emanation enters a creature’s space, a creature enters the Emanation, or the creature ends its turn there, the creature makes a Dexterity saving throw. On a failed save, the creature takes 1d6 Bludgeoning damage and gains the Prone condition. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
You produce a whip of red electric energy that
lashes out at a creature within range, creating a
conduit between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d10 fire damage, and on each of your tums for the duration you can use your action to deal 1d10 fire damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. If the target has one of your seals on it, the infernal whip deals its maximum damage.
When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d10 for each slot level
above 1st.
When a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw, you magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.