You exert control over the elements, creating one of the following effects within range:
Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.
Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.
Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature or an object) for 1 hour.,,
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.,,
You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target.
On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.,,
For the duration, you can comprehend and verbally communicate with Beasts and you can use any of the Influence action's skill options with them.
Most Beasts have little to say about topics that don't pertain to survival or companionship but at minimum a Beast can give you information about nearby locations and monsters including whatever it has perceived within the past day.
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC.
On a success, it frees itself from the grasping plants and is no longer Restrained by them.,,
Objects in a 20 foot cube within range are outlined in blue, green or violet light (your choice).
Each creature in the cube is also outlined if it fails a Dexterity saving throw.
Outlined objects and creatures shed dim light in a 10 foot radius and cannot benefit from the Invisible Condition.
Attack rolls against an outlined creature or object have Advantage if the attack can see it.
You create a 20 foot radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured.
It lasts for the duration, or until a strong gust of wind disperses it.
You create a shard of ice and fling it at a creature within range. Make a ranged spell attack.
On a hit, the target takes 1d10 Piercing damage. Hit or Miss, the shard explodes. The target and each other creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.,,
You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.
In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.