You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. lf thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 +your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.
If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
The heat of the sun is directed at an opponent you can see within range. If the creature fails a Dexterity saving throw, it takes 2d8 fire damage, or half as much on a successful save. If a creature suffers more damage from this spell in a 24 hour period than its Constitution bonus + its proficiency bonus, blisters form. These blisters halve the creature's movement and inflict disadvantage on all Charisma-based ability checks. These effects last until the victim either takes a short rest or receives some sort of healing.
Your skin becomes coarse and granular like hardened sand. For the duration, you gain resistance to bludgeoning damage from nonmagical attacks. While the spell is active, you can choose to gain temporary hit points equal to your spellcasting modifier at the start of each of your turns.