A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
An transparent crystalline barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
You create three glowing crystals of magical force. Each crystal hits a creature of your choice that you can see within range. A crystal deals 1d4+1 force damage to its target. The crystals all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more crystal for each slot above 1st.
You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.
On a hit, the target suffers the attack's normal effects, and it becomes covered in crystalline shards until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 piercing damage, and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 piercing damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
You create a crystalline shard and fling it at one creature within range. Make a ranged spell attack against the target.
On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then bursts into sharp fragments. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 piercing damage.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the piercing damage increases by 1d6 for each slot level above 1st.