You call upon the very forces of air itself to surround your body in an impenetrable gust of wind, with small bolts of lightning dancing across this wind. The gust of stormy winds confer upon you the following benefits:
You are immune to lightning damage and being grappled.
Your walking speed is reduced to 0 and you gain a flying speed of 90 ft. as the winds take you to your destination without fail, and you can hover.
Creatures cannot willingly move within 5 ft. of you for the duration of this spell, as they're pushed away by exceedingly strong winds. Creatures that are moved within 5 ft. of you take 2d10 lightning damage, as the dancing lightning finds its way into the creature, and the creature is shoved backward by 5 ft.
As an action, you can command the bolts of dancing lightning around your body to converge into a target within 30 ft. of you. The target must succeed on a Constitution saving throw against your spell save DC or take 3d12 lightning damage and be paralyzed until the start of their next turn.
you can cast lightning bolt and wind wall at will.
A web of crackling lightning appears hovering a dozen feet above the ground in a 40-foot radius you can see within range. Periodically, bolts of lightning zap down from the web to strike at creatures below. You can move the lightning web each round and then make three lightning lash attacks as an action. Its move rate is 30 feet. You may make a trio of spell attack rolls against any creatures under the lightning field when its move ends. Any creatures hit by the lightning take 5d8 lightning damage and must make a Constitution saving throw or be stunned for one round. If you succeed, you take half damage and are not stunned.
You touch a creature and grant it a measure of protection from death.
This spell has 4 effects:
- The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and this effect ends.
- When the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated. In case of a vorpal sword on a roll of 20 the target is not killed but instead takes normal damage as if the enemy's weapon has no vorpal property. This protection lasts for the whole spell duration.
- The target is immune to necrotic damage. This protection lasts for the whole spell duration.
- Any creature that strikes the target with a melee weapon or is within 5 feet of the target takes 2d8 necrotic damage.
By calling on an archangel, you become infused with celestial essence and take on angelic features such as golden skin, glowing eyes, and ethereal wings. For the duration of the spell, your AC can’t be less than 20, you can’t be frightened, and you are immune to necrotic damage.
In addition, each hostile creature that starts its turn within 120 feet of you or enters that area for the first time on a turn must succeed on a Wisdom saving throw or be frightened for 1 minute. A creature frightened in this way is restrained. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature’s saving throw is successful or if the effect ends for it, the creature is immune to the frightening effect of the spell until you cast quintessence again.
() You touch a willing creature and strengthen its resolve, allowing it to become dauntless in the face of untold danger. For the duration, the target becomes immune to all conditions. If the target is currently affected with any condition other than exhaustion or is unconscious, casting this spell will remove those conditions from the target. Additionally, if a single source of damage would kill the target while the spell is active, the target’s health is set to 1 hit point instead, and the spell ends.