Channeling the chill of the grave, make a melee spell attack a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain hit points until the start of your next turn.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17 level (4d12).
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature.
On a hit, the target takes 2d12 Lightning damage. On each of your turns for the duration, you can use your Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
The spell ends if the target is ever outside the spell's range or if it has Total Cover from you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
A black beam of enervating energy springs from your finger toward a creature within range. The target must make a Constitution saving throw.
On a successful save, the target has Disadvatage on the next attack roll it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damge rolls.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.