You beckon to an object you can see within range, and cause it to leap into one of your free hands. The object must be one that weighs less than 5 pounds, and which isn't securely attached to another object or surface.
If the object is being held by a creature, they can make a Strength saving throw to thwart this spell's effects. A creature succeeds automatically if the object is worn by them, such as a glove, a ring, or a shield
You touch a simple or martial weapon and imbue it with a rune of power. Once per turn when an attacker deals damage to a Large or smaller creature with this weapon, they can force the target to make a Strength saving throw. On a failure, the target is knocked prone.
You infuse a suit of medium or heavy armor you touch with crackling energy. Whenever a creature within 5 feet of a creature wearing this armor hits it with a melee attack, the attacker must make a Strength saving throw or take 2d8 thunder damage or half as much on a success. A creature who fails is also pushed 10 feet away from the wearer in a straight line, and is knocked prone.
You press a palm against the enemy and channel a bolt of concussive force into them. Make a melee spell attack against a creature within reach. On a hit, the target takes 1d8 force damage and if the target is Large or smaller, it is pushed up to 10 feet directly away from you.
Upgrade:
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8)
You touch a creature that is dying and run several thousand volts through it. The target regains 1 hit point and each creature within 10 feet of it, other than yourself or the target, must succeed a Constitution saving throw or take 2d8 lightning damage or half as much on a success.