Thirty more attempts at completely describing a magic spell in one sentence. If you use leveled spells, assume these are all 1st-level.
Once again, the titles were provided by Spwack’s Random Spell utility, located at Meandering Banter.
01 Banish Language (Abjuration)
A language of your choice is unable to be spoken within 10-foot-per-caster-level radius area you can see for a number of minutes equal to your caster level.
02 Blasphemous Armor (Abjuration)
A fiery glyph floats above your head for one minute per caster level, granting protection equal to wearing heavy/plate armor and advantage on saving throws to resist spells and effects of divine origin, but prohibits you from benefiting from them as well.
03 Blue Slap (Evocation)
A luminous disembodied hand with Strength equal to your spell-casting ability delivers a stinging blow to a target you can see within 5 feet per caster level.
04 Candle Intelligence (Divination)
You touch a candle and, when it is lit, you can see and hear everything within it’s light for a number of minutes equal to your caster level, or until it’s blown out..
05 Dark Steam (Conjuration)
You cause jets of boiling, black water vapor to erupt from a number of points on the ground equal to your spell-casting ability modifier, lasting for a number of rounds equal to your caster level.
06 Demon Mirror (Illusion)
You manipulate the images reflected in a mirror you can see to depict whatever you choose for a number of minutes equal to your caster level.
07 Digestion Globs (Conjuration)
You summon a number of amorphous blobs of protoplasm equal to your spellcasting ability modifier that last for a number of rounds per caster level, can move 10 feet per round, and deal 1d6 points of damage per round to creatures they envelop.
08 Electricity Bow (Transmutation)
A bow you touch is charged with enough magic to fire a number of electrified projectiles equal to your caster level; a creature struck by one of these missiles is stunned for a number of rounds equal to the damage rolled, or half as a long with a successful saving throw.
09 Enrage Gravity (Transmutation)
For a number of rounds equal to your caster level, you and an additional number of subjects you can see equal to your spell-casting ability modifier suffer no damage from falling and can walk on walls and ceilings as if it were the floor.
10 Fight Disk (Conjuration)
For one minute, you summon a whirring, spinning magical construct that orbits around you and can be commanded to strike at a number of targets you can see within 30 feet equal to your caster level, attacking with a bonus to hit equal to your spellcasting ability modifier and dealing 1d8 damage on a hit.
11 Flame Stroke (Evocation)
With a swift slashing motion of your arm, you project a 180° arc of fire that ignites flammable materials and deals 1d4 damage per caster level to creatures within, or half as much with a successful saving throw.
12 Glamour Ward (Abjuration)
For one minute per caster level, all illusion-based magic and supernatural abilities are cancelled within a 5-foot-per-caster level radius area centered on a point you can see, and any creature attempting to produce an illusion-based effect within the affected area must succeed a saving throw first.
13 Hell Sludge (Conjuration)
You create a 20-square-foot per caster level morass of noxious, caustic muck that reduces movement speed by half, deals 1d6 damage per round to anything within it, and is highly flammable.
14 Hex Sight (Divination)
For one minute per caster level, you can see all active magical effects within in your field of vision, but you have disadvantage on all mundane perception-related rolls.
15 Horror Fog (Conjuration)
You conjure up a 10-foot tall bank of dense, sight-obscuring vapor covering 5 square feet per caster level in which vague but ominous shapes seem to lurk; creatures that fail a saving throw cannot bear to enter the cloud.
16 Jar Lock (Abjuration)
You can enchant a number of closeable containers (jars, chests, drawstring bags, etc.) equal to your caster level to become impossible to open except by you.
17 Language Bezoar (Conjuration)
You vomit up a chicken egg-sized stone that, when cracked open, conveys a spoken message in your voice of up to a number of words equal to your caster level.
18 Magic Servant (Conjuration)
For one hour per character level, a mute, non-sentient magical construct with the physical capabilities of a 0-level human hireling will perform tasks for you (and only you).
19 Parasite Lightning (Necromancy)
For a number of rounds equal to your caster level, a crackling arc of energy siphons 1d6+your spellcasting ability modifier hit points per round from a living creature you can see within 30 feet that fails its saving throw to another (including yourself).
20 Ram Mutation (Transmutation)
For a number of rounds equal to your caster level, a pair of curled ram horns sprout from your head, granting you a head butt attack that deals 1d6 damage.
21 Raven Storm (Conjuration)
1d4-1 rounds after you cast this spell, a flock of ravens arrives at your location and will do your bidding for a number of minutes equal to your caster level.
22 Rot Claw (Necromancy)
For a number of rounds equal to your caster level, your dominant hand transforms into a withered talon that inflicts 1d4 damage to a living creature you strike, plus 1d4 damage each round until they succeed three consecutive saving throws.
23 Say Harm (Enchantment)
For a number of rounds equal to your caster level, a visible, living creature that can understand a language you speak and fails its saving throw believes it has suffered an injury you declare outloud.
24 Secret Object (Illusion)
For one minute per character level, an inanimate object you touch becomes imperceptible to any creature other than yourself.
25 Serpent Wrack (Evocation)
Spectral snakes grapple and bind creatures – including intangible entities, like ghosts – you can see within 30 feet and fail a saving throw for a number of rounds equal to your caster level, divided by the number of targets selected (rounded down, minimum 1 round).
26 Snow Detonation (Evocation)
From a point you can see up to 10 feet per caster level from your position, a 10-foot radius burst of stinging ice crystals and freezing cold wind knocks creatures prone; if they fail a saving throw they are also blinded and suffer disadvantage on Strength- and Dexterity-based saving throws for one minute.
27 Soul Bag (Necromancy)
You hold open a sack that draws in one spirit (either disembodied or from a living creature) within 30 feet that fails a saving throw, trapping it inside until the bag is opened again.
28 Thought Nails (Enchantment)
You instill a single, overriding idea into the minds of a number of intelligent creatures equal to your caster level that you can see and who fail a saving throw; affected creatures can attempt a new saving throw to shake off the intruding thought at the start of their next turn.
29 Vomit Know (Enchantment)
An intelligent creature capable of speech you can see that fails a saving throw begins speaking stream-of-consciousness style, conveying everything it knows about a topic of your choice for one minute per caster level or until you dismiss the spell.
30 Weird Tool (Conjuration)
You reach into extradimensional space and withdraw a vaguely unsettling-looking version of a tool you need, but there’s a 5% cumulative chance each minute it exists that it transforms into a hostile entity with hit dice equal to your caster level.