You hurl a mote of fire at a creature or an 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 starts burning if it isn't being worn or carried.
The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
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A spectral, floating hand apperas at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, you can use tha hand to manipulate an object, open an unlocked door or container, stow or retreive an item from an open containner, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can't attack, activate magic items, or carry more than 10 pounds
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You create a sound or an image of an object wihtin range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC (15). If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sounds - if you create a sound, its volume can range from a whisper to a cream. It can be your voice, someone else's voice, a lion's roar, a beat of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make descrete sounds at different times before the spell ends.
Image - if you create an image of an object - such as a chair, muddy footprintss, or a small chest - it must be no larger than a 5 foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
The hand can't attack, activate magic items, or carry more than 10 pounds
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A frigid beam of blue-white light streaks towards a creature within range. Make a ranged spell check against the target. On a hit, it takes 1d8 Cold damage, and it's Speed is reduced by 10 feet until the start of your next turn.
The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
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Choose a creature within range that has 0 Hit Points and is not dead. The creature becomes Stable.
The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
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Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this saving throw.
The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
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You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type of your choice: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of d8s you can add to the spell's damage equals your spellcasting ability modifier. (+4)
The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
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A creature you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st.
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You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
1: Acid
2: Cold
3: Fire
4: Force
5: Lightning
6: Poison
7: Psychic
8: Thunder
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type of your choice: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of d8s you can add to the spell's damage equals your spellcasting ability modifier. (+4)
The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Source: Xanthar
You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison or Thunder for the type of orb you are create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage rolls. The orb can't leap again unless you cast the spell with a level 2+ spell slot.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. The orb can leap a maxumim number of times equal to the level of the slot expended, and a create can be targeted only once by each casting of the spell.
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You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the ened of your next turn has Advantage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.
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A creature of your choice that you can see within range regains hit points equal to 2d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d4 for each slot level above 1st.
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For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them. Most Beats have little to say about topics that don't pertain to survival or campionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
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You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the spehere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save, or half as much on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start bruning if touched by the sphere, and it sheds Bright Light in a 20 foot radius and Dim Light an additional 20 feet.
At Higher Levels: The damage increases by 1d6 for each spell slot level above 2..
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You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
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Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
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Up to five creates of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit points. A creature can't be affected by this spell again until that creature finishes a Long rest.
At Higher Levels: The healing increases by 1d8 for each spell slot level above 2.
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An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at that start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.
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You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range - but useful in fending off hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.
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A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20 foot radius Sphere centred on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren't being worn or carried start burning.
At Higher Levels: The healing increases by 1d6 for each spell slot level above 3.
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A wand with 7 charges. On expending a charge it will send a 100 foot long, 5 foot wide lightning bolt in a straight line. All affected must make a Dex saving throw (15). Roll 8d6 damage. A success is half damage.
Optionally you may spend up to 2 extra charges to roll an extra d6 of damage.
If the wand is out of charges, there is a 1/20 chance the wand will be irreparibly broken.
At dawn, recover 1d6 charges.
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You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save, or half as much on a successful one.
One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels: The damage increases by 1d8 for each spell slot level above 4.
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You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. The hand doesn't occupy it's space.
When you cast the spell and as a Bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it:
Clenched Fist (5d8) The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 5d8 force damage.
Forceful Hand (Str Save, 25 foot move). The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to ives times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.
Grasping Hand (Dex Save, 4d6+4 Bludgeon). The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.
Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.
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A vertical column of brilliant fire roars down from above. Each creature in a 10-foot radius, 40-foot-high cylinder centred on a point within range makes a Dexterity saving throw, taking 5d6 Fire damange and 5d6 Radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels: The Fire damage and the Radiant damage increase by 1d6 for each slot level above 5th.
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A wave of healing energy washes out from a point of you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains hit points equal to 5d8 + your spellcasting ability modifier.
At Higher Levels: The healing increases by 1d8 for each slot level above 5th.