You transform your naked hand to iron. Your unarmed attacks do 1d6 bludgeoning damage and are considered magical.
You cause a handful of gears to orbit the target's body. These shield the spell's target from incoming attacks, granting a +2 bonus to AC and to Dexterity and Constitution saving throws, without hindering the subject's movement, vision, or outgoing attacks.
You target a piece of metal equipment or a metal
construct. If the target is a creature wearing metal armor or is a construct, it makes a Wisdom saving throw to negate the effect. If the saving throw fails, the spell makes metal cling to metal, making it impossible to move pieces against each other. This effectively paralyzes a creature that is made of metal or that is wearing metal armor with moving pieces, for example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unaffected. Metal constructs are completely paralyzed. An affected creature or construct repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. A grease spell dispels lock armor on everything in its area of effect.
At Higher Levels: When casting this spell using a 3rd level slot or higher, you may target 1 additional creature or item per level.
You target a creature within 60 feet and tell it to spin. The creature can resist this command with a successful Wisdom saving throw. If the saving throw fails, the creature spins in place for the duration of the spell. A spinning creature repeats the Wisdom saving throw at the end of each of its turns, ending the effect with a success. A creature that has spun for 1 round or more becomes dizzy and has disadvantage on attack rolls and ability checks until one round after it stops spinning.
You can cast this spell as a reaction when you're targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage. Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.
You unleash a burst of superheated steam in a 15-foot radius centered on you. All other creatures in that area take 5d8 fire damage, or half damage with a successful Dexterity saving throw. Nonmagical fires smaller than a bonfire are extinguished and everything becomes wet.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, add 1d8 damage per spell level.