You put a miniscule light inside a glass marble and toss it to a point within 30 feet of you. Each creature within 5 feet of the point must make a Constitution saving throw or take 1d6 radiant damage, as the light radiates through the marble. The light then winks out.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You assemble a limb, such as a hand, arm, or leg, out of the spell's component parts and use it as a replacement limb for a creature you touch. Once finished casting, the creature can move the mechanical limb as if it were its own.
If the limb is damaged, it can be repaired by casting the mending cantrip or using artificer's tools over the course of 1 minute.
A nonmagical object you are holding in a hand is unbound, magically torn apart into thousands of miniscule pieces.
This spell can unbind a common magical item when you reach 5th level, an uncommon at 11th level, and a rare at 17th level.
You create an illusory duplicate of yourself in an unoccupied space within range. A creature can tell the real from the illusion with a Search action to make an Intelligence (Investigation) check against your spell save DC. As a bonus action, you can teleport to swap places with it, or move it up to your speed. If you would take damage, you can swap places with it as a reaction, and the duplicate takes the damage instead.
It has an AC equal to your own and 1 hitpoint. If damaged, it shatters. Each creature within 15 feet of it must make a Dexterity saving throw or take 4d8 force damage, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the force damage increases by 1d8 for each slot level above 4th.
You touch a wheel and spawn light that gleams from its surface. Light shines in a 15 foot radius from the outside of the wheel in all directions horizontal to the wheel except inside the wheel. If any part of a creature is inside the wheel, they are unaffected by the spell.
Each creature caught in the light must make a Dexterity saving throw or take 6d6 radiant damage and be knocked prone. A creature takes half as much damage and isn't knocked prone on a successful save. This light is sunlight.