Create a water appendage that protrudes from the casting creature. The limb can manipulate objects, such as opening an unlocked door, pouring liquid out of vials, and carrying small objects weighing no more than 5 lbs. All objects manipulated in this way become extremely wet.
As a bonus action, you may use the limb to make a melee spell attack against any creature within 10 ft. This attack deals 1d4 bludgeoning damage + your spellcasting modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for every two slot levels above 1st.
With a lightning-fast movement of the caster's arm, a whip of magical fire extends from your wrist, lashing a creature that makes a movement within 30 ft. of the caster. The creature must make a Dexterity saving throw. It takes 2d8 fire damage on a failed save and becomes grappled until your next turn. On a successful save, the creature takes half as much damage and avoids being grappled.
At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
You spray highly flammable tar from your hands, covering the ground in a 20 ft. square in front of you. Creatures in that square must make a Dexterity saving throw. If a creature fails, their speed is reduced to 10 ft., and they are considered to be ensnared in the tar. An ensnared creature may use its action to try and free themselves by making a Strength saving throw against your spell save DC.
If the tar is ignited by fire, all creatures within it must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, and half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slow of 3rd level or higher, the damage caused by the tar when ignited increases by 1d6 for every two slot levels above 2nd.
A friendly creature within 30 ft. becomes bolstered, causing their muscles to tighten an dtheir blood to boil. Their carrying capacity is doubled, and they gain advantage on all Strength checks. Once during each of their turns, when the bolstered creature makes an attack they may take a -5 to hit penalty to add +10 damage to the attack.
You augment the volume of your voice, enabling it to be heard from great distances. For the duration of this spell, as a bonus action on your turn, you may unleash a deafening scream, causing all creatures in a 15 ft. cone to make a Constitution save, becoming deafened for the duration of the spell and taking 2d6 thunder damage on a failed save. On a successful save, they take half as much damage and are not deafened.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, damage increases by 1d6 for every two spell slot levels above 2nd.
Summon a band of spectral bards that perform a raucous, rollicking spectacle of music. When you cast this spell, you can designate any number of visible creatures within range to make a Charisma saving throw. On a successful save, the creature is unaffected.
Choose one of the following effects for the song to have on affected creatures: