Level 1  Evocation
- Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
- Range: Self
- Components: V
- Duration: Instantaneous
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Level 1  Evocation
- Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
- Range: Self
- Components: V
- Duration: Instantaneous
The target takes an extra 1d8 Lightning damage from the attack and is unable to use reactions until the end of their next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Level 1  Evocation
- Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
- Range: Self
- Components: V
- Duration: Instantaneous
The target takes an extra 2d8 Cold damage from the attack and must succeed on a Constitution saving throw or its speed is reduced by 10 feet until the end of its next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Level 1  Evocation
- Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
- Range: Self
- Components: V
- Duration: Instantaneous
The target takes an extra 2d8 Necrotic damage from the attack. The damage increases by 1d8 if the target is a Celestial or a Fey.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Level 1  Evocation
- Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
- Range: Self
- Components: V
- Duration: 1 minute
As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1.
Level 1  Necromancy
- Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
- Range: Self
- Components: V
- Duration: Instantaneous
The target takes an extra 1d8 Necrotic damage from the attack. You recover Hit Points equal to half of the necrotic damage dealt (rounded up).
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Level 1  Evocation
- Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
- Range: Self
- Components: V
- Duration: Instantaneous
Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Level 1  Evocation
- Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
- Range: Self
- Components: V
- Duration: Instantaneous
The target takes an additional 2d12 Poison damage and must succeed on a Constitution saving throw or be Poisoned until the end of their next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 1.
Level 1  Enchantment
- Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
- Range: Self
- Components: V
- Duration: 1 minute
The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.