You strike with a melee spell attack against the target. On a hit, the target takes damage equal to 1d10, and you choose one of the following effects:
• The target is pushed up to 15 feet away from you.
• The target has Disadvantage on the next attack roll it makes before the start of your next turn.
• You have Advantage on your next attack roll against the target before the end of your next turn.
At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You strike with a melee spell attack against the target. On a hit, the target takes 2d10 damage of the type of the weapon used. If you forced it to make a Constitution saving throw to maintain concentration on a spell, subtract your Strength modifier from the creature’s roll.
You strike with a melee spell attack against the target. On a hit, the target takes 2d10 damage of the type of the weapon used. You force the target to make a Dexterity saving throw. On a failure, its speed is 0 until the start of
your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes 1d10 extra damage for each slot level above 1st.
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
When a creature you can see misses you with a melee attack, You can make a single melee attack against your attacker. On hit, it takes 2d10 damage of the type of the weapon used.
You force a creature that can see within range to make a Wisdom saving throw. On a failure, you have advantage on your attacks against it until the end of your current turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the advantage lasts until the end of your next turn.
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
You reduce the damage by an amount equal to 1d10 + your Strength modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you add 1d10 extra to the damage reduction for each slot level above 1st.
You strike with a melee spell attack against the target, and a writhing mass of thorny vines appears at the point of impact. On a hit, the target takes 3d6 piercing damage. You force the target to make a Strength saving throw. On a failure, it is restrained for two rounds until the start of your turn.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both damages increase by 1d6 for each slot level above 1st.
You strike with a melee spell attack against a cube portion of dirt or stone. You instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. If a creature is located where the material is deposited, it takes 2d8 bludgeoning damage. The creature must use half its movement and its bonus action to leave that position. In addition, the excavation provides three-quarters cover for a medium creature standing inside it.
When you or a creature within 60 feet of you falls, choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
You strike with a melee spell attack against the target. On a hit, the target takes 2d10 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d10 fire damage at the end of each of its turns.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes 1d10 extra damage (both from the attack and the undoused fire) for each slot level above 1st.
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