(A pinch of soot and salt.) You whisper a discordant melody that only 1 creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on 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 1st.
You play a tune that inspires those who hear it to stand and fight. Creatures of your choice within range that can hear you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1 temporary hit point).
As a bonus action on each subsequent turn, you can use an instrument to play this tune again and grant another creature that can hear you within range these temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the range increases by 5 feet and you can grant one additional target temporary hit points each time you play, for each slot level above 1st.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by
1d8 for each slot level above 1st.
This spell has no effect on undead or constructs.
(No Materials Needed) -Your voice booms up to three times as loud as normal for 1 minute.
-You cause flames to flicker, brighten, dim, or change colour for 1 minute.
-You cause harmless tremors in the ground for 1 minute.
-You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
-You instantaneously cause an unlocked door or window to fly open or slam shut.
-You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
(No Materials Needed) You unleash a string of provoking words at a creature that can hear and understand you within range. The target must succeed on a Wisdom saving throw, or it takes 1d4 psychic damage and have disadvantage on every attack roll against targets other than you until the start of your next turn.
You lace your words with soothing magic and force a creature of your choice that can hear and understand you to make a Wisdom saving throw. On a failure, you have advantage on all Charisma checks directed at that creature for the duration.
On a successful save, the creature realizes that you used magic to attempt to influence it and becomes hostile toward you. A creature prone to violence might attack you, and other creatures might seek retribution against you in other ways.