Defiling in "Dead areas" [Silt Sea, Dust Sinks, Salt Flats, Sandy Wastes, Boulder Fields] (Pick 2):
Add 2 to the spell level
Add 1 to the spell level, and Advantage on Attack roll, and Disadvantage on Saves
Add 1 to the spell level, and re-roll 1's on damage (a dice may only be re-rolled once)
Defiling in "Low life areas" [Mountains, Rocky Badlands, Stony Barrens] (Pick 2):
Add 3 to the spell level
Add 2 to the spell level, and Advantage on Attack roll, and Disadvantage on Saves
Add 2 to the spell level, and re-roll 1s and 2s on damage (a dice may only be re-rolled once)
Defiling in "Hig life areas" [Forest, Verdant Belts, Scrub Plains, Oasis, Mud flats, Seas] (Pick 2):
Add 4 to the spell level
Add 3 to the spell level, and Advantage on Attack roll, and Disadvantage on Saves
Add 2 to the spell level, and deal maximum damage possible
Push the spell to a higher power (Remove detriments, or add to its abilities. Ex: FULL attack, or +4 AC with Haste. Silent Image gains sound, etc. GM is the final arbitrator for what can be modified.)