You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
- Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
- Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
- Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.
Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.
Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10ft Emanation originating from you makes a Str saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.