
Shield (Abjuration)
Casting Time: 1 reaction, which you take when you are hit by an attack| Range: Self | Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Protection from Evil (abjuration)
Casting Time: 1 action |Range: Touch | Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against otherworldly beings.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them.

Absorb Elements (abjuration)
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage |Range: Self | Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

Summon Familiar
Ritual

Casting Time: 1 hour |Range: 10 feet| Duration: All day
You summon a a creature into your service. It can be anything, but it cannot fight. In battle you can move it after your turn, but it can only move or perform tasks such as opening a door.
While your familiar is within 100 feet of you, you can communicate with it telepathically. You can see and hear what it does, but are blind and deaf whilst doing this. You can also cast touch spells via the familiar.

Shatter
Casting Time: 1 action | Range: 60 feet | Duration: Instantaneous
A massive, ear-ringing bang erupts. Each creature in a 10-foot-radius sphere must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

Shadow Blade
Casting Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute
Summon a blade of pure darkness. You are proficient with it. D20+5 to hit, deals 2d8+3 psychic damage on a hit and can be thrown(range 20/60). While in shadows or dark places, attacks have advantage.If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.