Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hinder by ice.
At higher levels. When you cast this spell using a spell slot of 3rd or higher, increase the cold damage by 1d8 for each slot level above 2nd.
You whisper a discordant melody that only one creature of choice within range can hear, wracking it with pain. Target takes a wisdom saving throw. On a fail, it takes 3d6 psychic damage and must immediately use it's reaction, if available, to move as far away as possible. Creature doesn't move into dangerous ground. On a successful save, it takes half damage and doesn't move. Deafened creatures automatically succeed the save.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above first.
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st