You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit:the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10):11th level (3d10):and 17th level (4d10).
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration:you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon:and the weapon's damage die becomes a d8. The weapon also becomes magical:if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit:the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels - two beams at 5th level:three beams at 11th level:and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12):11th level (3d12):and 17 level (4d12).
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous:harmless sensory effect:such as a shower of sparks:a puff of wind:faint musical notes:or an odd odor.
• You instantaneously light or snuff out a candle:a torch:or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill:warm:or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color:a small mark:or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times:you can have up to three of its non-instantaneous effects active at a time:and you can dismiss such an effect as an action.
You point your finger:and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save:or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher:the damage increases by 1d10 for each slot level above 1st.
You place a curse on a creature that you can see within range. Until the spell ends:you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also:choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends:you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level:you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher:you can maintain your concentration on the spell for up to 24 hours.
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails:the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns:the target can make a Constitution saving throw. On a success:the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher:you can target one additional creature for each slot level above 2nd.
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit:the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher:you create one additional ray for each slot level above 2nd.
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell:a creature must take the Dash action and move away from you by the safest available route on each of its turns:unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you:the creature can make a Wisdom saving throw. On a successful save:the spell ends for that creature.
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save:or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher:the damage increases by 1d6 for each slot level above 3rd.
The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit:the target takes 3d6 necrotic damage:and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends:you can make the attack again on each of your turns as an action.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher:the damage increases by 1d6 for each slot level above 3rd.