Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.
You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You summon a flame and manipulate it for a great performance. You launch this flame up and watch as it takes the shape of a dragon flying in the sky before it dives back to the earth and breaths fire down upon the caster.
The caster can select any target within the 15-foot radius, including themself, and protect that target from the damage. All other targets must make a Dexterity Saving Throw or take 5d6 fire damage, with half damage on a success.
At Higher Levels. When you cast this spell using a spell slot of or higher, the damage increases by 1d6 for each slot level above 2nd.
You either create or destroy blood.
Create Blood. You can summon a gallon of blood in open air or can choose to summon blood within the bodies of creatures within a 10-foot radius. Should you choose the latter, you can heal each creature you choose to give blood from a pool of 35 total hit points, split as you wish between the targets. Additionally, if a target's hit point max was lowered by blood withdrawal, you can restore those hit points.
Destroy Bloods. You can then destroy the blood from open air, or from any number of creatures within a 10-foot radius. The targets must make a Constitution Saving Throw or take as much damage as you designate from 35 points of necrotic damage split among all targets.