Whispering to the spirits of nature, you create one of the following
• You create a tiny, harmless sensory effect that predicts what the
weather will be at your location for the next 24 hours. The effect
might manifest as a golden orb for clear skies, a cloud for rain, falling
snowflakes for snow, and so on. This effect persists for 1 round.
• You instantly make a flower blossom, a seed pod open, or a leaf
bud bloom.
• You create an instantaneous, harmless sensory effect, such as
falling leaves, a puff of wind, the sound of a small animal, or the faint
odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small
campfire.
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 brandish the weapon used in the spell’s casting and make a
melee attack with it against one creature within 5 feet of you. On a
hit, the target suffers the weapon attack’s normal effects, and you
can cause green fire to leap from the target to a different creature of
your choice that you can see within 5 feet of it. The second creature
takes fire damage equal to your spellcasting ability modifier
This spell’s damage increases when you reach certain levels. At 5th
level, the melee attack deals an extra 1d8 fire damage to the target
on a hit, and the fire damage to the second creature increases to 1d8
+ your spellcasting ability modifier. Both damage rolls increase by 1d8
at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).