You hurl an orb of caustic acid at a point you can see within range. Creatures within 5 feet of that point
must succeed on a Dexterity saving throw or take 1d6 acid damage.
At Higher Levels: The damage of this spell increasesincreases by 1d6 when you reach 5th Level (2d6), 11th
level (3d6), and 17th level (4d6).
As a bonus action, you wreathe the melee weapon used in the casting of this spell with thunderous magic.
Until the start of your next turn, your attacks with that weapon deal thunder damage in place of the
weapon's normal damage type.
Once per casting when you deal thunder damage with this spell, you can envelop your target in thunderous
energy until the start of your next turn. If the target willingly moves 5 feet or more before then, this
thunderous energy explodes and it takes 1d6 thunder damage, then the energy dissipates.
At Higher Levels: The thunder damage dealt by this spell when the creature moves at least 5 feet increases
at 5th level (1d8), 11th level (1d10), and 17th level (1d12).
You trace a sigil of warding into the air. Whenever you take bludgeoning, piercing, or slashing damage for
the duration of this spell, you can reduce the damage you would take by 1d4.
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack
against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic
damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the
target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your
next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8).
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing
orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely
humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot
radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light
must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the
spell's range.
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).