You touch a creature, causing its heart to fill with a vile poison. The creature must make a Constitution saving throw or take 2d10 poison damage. At the end of each of the target's turns before the spell ends, the target must succeed on a Constitution saving throw or take an additional 2d10 poison damage. At any point during the spell, if the target dies as result of the poison damage from this spell, every creature within 5 feet of the target must make a Constitution saving throw as the target's heart explodes. A creature takes 4d10 poison damage on a failed save, or half as much on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, all damage dealt from spell increases by 1d10 for every slot level above 3rd.
You channel the peculiarity of reptiles and gain the ability to shed your skin the same manner as a snake. If you cast this spell while being grappled, the condition ends, and you can move up to 15 feet away from your target without provoking attacks of opportunity.
Using your bonus action, you are able to sheathe a melee weapon you possess with a white burning flame. You can use your action to make a melee attack with the fiery blade. On a hit, the target takes the weapon's normal attack damage plus 1d8 radiant damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
You can change an outcome that the cosmic forces have foretold. As a reaction, you touch a creature that just failed a death saving throw, and allow them to succeed instead. Additionally, any death saving throws that the target makes are done with advantage until it is stabilized or dies, whichever happens first.
Using your reaction, you can cause a creature to return to the space it just vacated with its current movement. If you can see a creature within range and are able to see its original location (though it need not be in range) the target must make a Charisma saving throw or be teleported back to its point of origin where it began its current turn. The target does not regain its movement speed. A creature can choose to fail the saving throw if it wishes.
You open a rift and are able to reach through to borrow idle time from your future self. Once per round for 1d6+4 rounds, you may take an additional action or bonus action at the end of another creatures turn. Acting in this manner consumes your reaction. At any point for the duration, if you lose concentration, you become stunned for a number of rounds equal to the initial roll of 1d6.
You use your bonus action to place a boon upon yourself, empowering your spells. While you are under the effects of this spell, the next spell of 3rd level or lower that you cast using one of your available spell slots gains benefits as though it had been cast at 7th level.
You cause demonic symbols to appear beneath the feet of every creature you choose within range. Each creature must make a Dexterity saving throw or take 3d8 fire damage and become stunned until the end of its next turn. A creature takes half damage and is not stunned on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
You touch a willing creature, instilling it with heightened reaction time. For the duration, the target adds 1d8 to it's initiative rolls.
Choose up to five falling creatures within range. A falling creature's rate of descent increases to 800 feet per round until the spell ends. If the creature lands before the spell ends and takes falling damage, the falling damage dice is increased from a d6 to a d8.
As part of casting this spell target one creature within the spells range and choose one of the following effects.
Pace Up. Add 1d6 to their total initiative and move them up the initiative order accordingly. If this would move them higher than you in the initiative order, they immediately take their turn after you this round.
Pace Down. The target must succeed a Charisma saving throw or have their initiative reduced by 1d6 and move them down in the initiative order accordingly. If this new initiative is lower than your own, the target does not gain an additional turn or any additional actions this round. In addition, the target is unable to use its reaction until the start of it's next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
You create a field of temporal flux around you, intercepting physical attacks and shifting all or part of the effects into the future, allowing to time to prepare.
When a creature successfully hits you with a melee or ranged weapon attack, half the damage is applied immediately, and the other half is put off for the duration of the spell, or until you lose concentration
You hold your hand up facing the creature that triggered your reaction and place a chronal ward on it. Until the spell ends, any damage, condition, or other effect caused by the triggering event fails to occur. When the spell does end, however, the target is immediately affected as if the attack spell, or saving throw had just been completed.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 round for each slot level above 1st.
With the yugoloth Charon's will, you cause the heavens to rain with gore from the River of Blood. This rain is summoned in a cylinder 40 ft. high and with a 30 ft. radius. Creatures starting their turn within the area take 5d6 poison damage and must make a CON saving throw or become poisoned for 1 minute. Creatures that are inside the spell's area when it appears become soaked in the gore and cannot regain hit points until they wash off the gore or until a Remove Curse spell is cast upon them. The area inside is treated as difficult terrain.
An ally you touch becomes linked to you for the duration. While the linked creature is within 10 ft. of you, you and the linked ally each have a +1 to AC
An ally you touch becomes linked to you for the duration. While the linked creature is within 10 ft. of you, you and the linked ally each have a +1 to saving throws.
An ally you touch becomes linked to you for the duration. While the linked creature is within 10 ft. of you, you and the linked ally each have a +1 on attacks when attacking the same foe.
You attempt to dispel one spell of 5th level or lower as if you had cast Dispel Magic using this spell's spell slot. If you succeed, you may immediately gain the dispelled spell's effect for yourself for the next 1 hour or the duration of the dispelled effect, whichever is lower.
At Higher Levels: When you cast this spell using a spell slot of 6th or higher, you increase the maximum level of spell you could dispel by 1 for each spell slot above 5th.