2nd level
Solar pulse
2nd evocation
Casting time: 1 action
Range: self (15-foot cone)
Components: V, S
Duration instantaneous
You hold out your hand and summon a bright cone of solar flames.
Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage and becomes blinded until the end of your next turn on a failed save, or half as much damage and they are not blinded on a successful one.
The fire ignites any flammable objects in the area that aren’t being worn or carried.
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.
Spell list sorcerer wizard
Nightmare shroud
2nd level illusion
Casting time: 1 action
Range: 80ft
Components: S, M (a black cask)
Duration concentration, up to 1 minute
You fill the mind of a creature you can see within range, with phantasmal dread. The target must make a dc wisdom save. On a failed save the target becomes frightened for the duration and takes 2d6 psychic damage on the start of their turn. At the of the targets turn they can remake the save, on a successful save the spell ends
At higher levels. When you cast this spell using a spell slot of 3rd or higher you can target one additional target for each slot level above 2nd
Spell list warlock, wizard
3rd level
Veil of darkness
3rd level conjuration
Casting time: 1 action
Range: self
Components: S
Duration instantaneous
you make a 10ft radius of darkness centred on yourself, no one other then you can see through this darkness.
You and all allies of your choice within the darkness teleport 60ft to an unoccupied space that you can see.
At higher levels. When you cast this spell using a spell slot of 3rd or higher increase the radius by 5ft for slot level above 2nd
Spell list: warlock, wizard