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.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
While the Planar Axi is in a perpetual state of precessing change, the flow of time is dauntingly constant... Except, of course, for the dragons. - Dezaak Lathanyll, Commentary on Supreme Symmetry
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Until the spell ends, the creature can use an action to exhale energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 2d8 force damage on a failed save, or half as much damage on a successful one. On a failed save, the creatures' speed is halved, they have disadvantage on Dexterity saving throws and they can't take reactions until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot above 3rd.
You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.
Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.