
Guiding Bolt Lv1
Casting Time: 1 action | Range: 120 feet | Duration: 1 round
Fire a spell of radiant power. Range spell attack, +6 to hit, 4d6 radiant damage and glows with divine light, giving the next attack against it advantage.

Faerie Fire Lv1
Casting Time: 1 action | Range: 60 feet – 20 feet radius | Duration: Concentration, up to 1 minute
All creatures in the spells radius must make a dexterity saving throw. Creatures who fail glow a colour of your choice. Attacks have advantage against them and they can’t hide or turn invisible.

Bless Lv1
Casting Time: Action | Range: 30 feet | | Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. They get an extra 1d4 to attack rolls and saving throws.

Sleep Lv1
Casting Time: Action | Range: 90 feet | | Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points.

Healing Word Lv1
Casting Time: 1 bonus action | Range: 60 feet
A creature of your choice that you can see within range regains hit points equal to 1d4 +4. Or 2d4+4 using a lv2 spell slot.

Command Lv1
Casting Time: 1 action | Range: 60 feet
Enemies makes a WIS save against a one-word command you make such as Drop it, Flee, Grovel or Halt, your choice.

Spiritual Weapon Lv2
Casting Time: 1 bonus action | Range: 60 feet | Duration: 1 minute
You create a floating, spectral weapon (anything you like) within range that lasts for the duration.
When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. D20+5 to hit. On a hit, t1d8 + 4 Force Damage.
As a bonus action on your turn, you can move the weapon up to 20 feet and attack with it.

Moonbeam Lv2
Casting Time: action | Range: 120 feet |Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-foot radius Until the spell ends, dim light fills the cylinder. Once per each creatures turn if it enters or is in the beam it makes a CON saving throw against 2d10 radiant damage. Shape changers make their roll with disadvantage and on a fail are forced into their true form. You can use another action to move the beam 60ft.

See Invisible Lv2
Casting Time: 1 action | Range: Self | Duration: 1 hour
For 1 hour, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.