For the duration of this spell, your fists gleams with silvery arcane light and you may, as an action, make a melee spell attack against a creature within reach of your unarmed attack. The first such successful attack during the duration of this spell deals 2d10 force damage to the target, any subsequent attacks deal 1d10 force damage. On the first attack, you may choose between rendering the target prone or pushing them back 5 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for first and subsequent attacks by 1d10 for each slot level above 1st. Additionally, the distance you may push your target increases by 5 feet for every spell slot of 2nd level or higher.
(Insulting words, ex: fuck you) A bolt of lightning streaks from the sky to strike one creature within range. The creature is randomly determined by the DM. The creature must make a Dexterity saving throw, taking 2d10 lightning damage on a failed save, and taking half as much damage on a successful one.
Roll 1d20, if the result is a Nat 1, the spell targets the caster.
If the spell is cast again by any spellcaster within 1 minute, the same creature is struck.
At Higher Levels: When just spell is cast using a spell slot of 2nd level or higher, it's damage increases by 1d10 for every slot level above first.
The user claps their hands and two creatures within range switch places with each other.
If the target is unwilling they must succeed a Charisma saving throw against the caster's spell save DC. If the target resists the spell, the spell slot is wasted.
You summon a spirit that assumes the form of a non-military land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it. is celestial, fey, or fiendish (your choice)in origin. The physical characteristics of the vehicle reflect its origin to some degree.
You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle. If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can conjure a nonmilitary water vehicle. 5th level allows you to summon a air vehicle.
You point at an ally under attack, instantly conjuring an invisible barrier of magical force to protect them. Until the start of their next turn, the target has a +3 bonus to AC, including against the triggering attack, and they take no damage from magic missile.
Inspired by anime and adapted from the Thunder Step spell, you dash in a straight line the distance of the spell in a split second. Any creature within range takes plus 3d10 thunder damage. The creatures can make a DEX saving throw against your spell save DC, on a success the creature takes half damage.
At Higher Levels. for every spell slot level above 3rd, the distance increases by 10ft and the thunder damage by 1d10.
You bring to life the shadow of a creature you can see within range. The target must make a wisdom save against your spell save DC or their shadow animates into a malevolent attacker.
For the spells duration the shadow stays attached to the target, sharing it’s space and constantly assailing the target, granting advantage on all attacks against it.
In addition, the shadow deals 1d6 necrotic damage at the beginning of each of the targets turns. At the end of each turn the target can attempt a wisdom save to dispel the shadow and end the effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the shadow deals an additional 1d6 necrotic damage.
Your touch tears open bleeding gashes along a creature’s body. The target must succeed on a Constitution saving throw or take 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If the target is a creature other than an undead or a construct, it must succeed on another Constitution saving throw or lose 1d6 hit points at the start of each of its turns due to blood loss.
Once per turn, if the creature is hit the damage dealt by the wound increases by 1d6. Any creature can take an action to staunch the wound with a successful Wisdom (Medicine) check against your spell DC. The bleeding also stops if the target receives magical healing. The creature can repeat its saving throw at the end of each of its turn until the spell ends or they succeed.
At Higher Levels: For every level above 5th, the initial damage increases by 1d8 and the initial bleeding by 1d6.
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured and lasts for the duration or until dispelled by Dispel Magic or a gust of heavy wind (such as the Gust of Wind spell)
Within the sphere you know the location of every creature within the fog. Creatures with the Invisibility condition do not benefit from it to hide from you.
(Attacks against the caster have disadvantage in the fog, attacks by the caster have advantage.)
At Higher Levels: For every spell slot above 4, the radius of the fog increases by 5 feet.