5th-level abjuration
Life-defiling energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Any creature that starts its turn in the aura (except you) must make a constitution saving throw or take 8d6 necrotic damage, and you heal half of the damage dealt.
4th-level abjuration
Those who gaze upon your magnificence feel deeply inadequate. Creatures who begin their turn in the aura and who do not take precautions to avert their eyes suffer a penalty to their attack rolls equal to your charisma modifier.
2nd-level enchantment
You gift an enemy with a fiery halo that infects their mind with infernal thoughts, causing them to see allies as enemies. Chose a creature you can see within range. They must succeed on a Charisma saving throw or be charmed by you for the duration. While under your sway, a halo of fire floats above the target’s head.
The charmed target must use their action before moving on each of its turns to make a weapon attack against a creature other than itself that you mentally select. The target can act normally on their turn if you choose no creature or if none are within range of their weapons.
The target can make a Charisma saving throw at the end of each of their turns. On a success, the spell ends.
1st-level evocation
Consume a seal on an enemy within 30 feet. Every ally adjacent to that enemy may use their reaction to immediately make a melee weapon attack against that enemy.
1st-level evocation
You produce a whip of electric red energy that lashes out at a creature within range, creating a conduit between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d10 fire damage, and on each of your turns for the duration you can use your action to deal 1d10 fire damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
If the target has one of your seals on it, the damage from the hellish conduit is maximized.
1st-level evocation
Consume a seal on a target within 30 feet. The target must make a Charisma save or become restrained until the end of your next turn.
4th-level evocation
Consume a seal on a target within 30 feet. The target must make a Charisma saving throw. The target takes 4d10 necrotic damage on a failed save or half as much on a successful one. On a failed save, the target has disadvantage on attack rolls and ability checks, cannot take reactions, and cannot attack you until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 per level.