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 subsequent turns, you can take a 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.
You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the Action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.
You summon threads of the ley lines that solidify around the weapon used in the casting. When you cast this spell, as a part of the action spent to cast it, you may make one melee weapon attack with this weapon. For the duration of the spell, the weapon gains the following effects:
• Your melee weapon attacks with the enchanted weapon deal an additional 1d6 radiant damage.
• You may, as a part of the Attack action, make a ranged spell attack with the weapon (range 20/60). This spell attack deals 2d6 radiant damage.
• Once per turn, when you hit with this weapon, the light from the coalesced leylines temporarily causes your foe to falter and they gain disadvantage on the next attack roll they make.
At Higher Levels: When you cast this spell using a 4th level spell slot, the additional damage dealt by your melee attacks increases to 2d6 and the ranged attack's damage and range increase to 3d6 and (80/320). When you cast this spell using a 6th level spell slot or higher, the additional melee weapon attack
damage increases to 3d6 and the ranged attack's damage and range increase to 4d6 and (150/600).
You roar and spectral black jaws extend from you and bite down. Each creature in a 15 foot cube originating from you must succeed a Wisdom saving throw or take 3d6 psychic damage and become frightened of you. On a successful save, a creature takes half damage and is not frightened.
A frightened creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd.
Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability modifier for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).
Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
You ward an area against intrusion. Choose a flat surface that is no larger than a 30 foot radius circle. Until the spell ends, a 15 foot dome covers the warded area. When you cast the spell, you can designate creatures that will not set off the ward.
The first time a small or larger creature that can speak at least one language enters the warded area, it hears a loud voice speaking a language it understands warning it to leave. Then 6 motes of light appear in the center of the top of the dome and hurl themsleves at the target.
Each mote makes a ranged spell attack using your spell attack modifier. On a hit, each mote deals 2d4 psychic damage. If at least one mote hits, the target must roll an Intelligence saving throw against your spell save DC. On a failure, they are psychically thrown 10 feet away from the dome.
Regardless of whether any motes hit their target, you are alerted to the intrusion, even waking you from slumber.
At Higher Levels: When you cast this spell with a spell slot of 5th or higher,
the number of motes increases by one for each spell slot above 4th.