Temporal energy bursts from you to bathe the battlefield. Choose up to a number of creatures equal to the spell slot used within range.
If the creature is your ally, it can reroll its initiative check twice, keeping whichever of the two results it prefers.
If the target is your enemy, it must make a successful Wisdom saving throw or reroll its initiative check twice, keeping whichever of the two results you prefer.
New initiative results go into immediately effect.
A shimmering energy shield forms upon the arm of a willing creature. The target gets a +2 shield AC bonus for the duration of the spell.
When targeted by a spell, the wielder can attempt to reflect the spell back at their enemy. As a reaction, the wielder make an ability check using the spell slot used to cast Volley Shield as the ability modifier. The DC equals 10 + the spell’s level. On a success, the spell is instead reflected back at the source.
On a failure, the spell resonates with the shield, causing it to react and deal 1d6 force damage per spell level of the blocked spell on-top of it's normal effects.
You summon a shadow aberration of challenge rating equal to double the spell slot used, which appears in an unoccupied space that you can see within range. The creature disappears
when it drops to 0 hit points or when the spell ends.
Roll initiative for the creature, which takes its own turns. It attacks the nearest creature on its turn. At the start of the voidborn’s turn, you can use your reaction to command the creature by speaking in void speech or making a persuasion check equal to 10 or the creature's CR, whichever is higher. It obeys your verbal command, and you take 1d6 psychic
damage at the end of the creature’s turn.
If your concentration is broken, the creature
doesn’t disappear. Instead you can no longer issue
commands to the creature, and it becomes hostile to you and your companions. It will attack you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm, but it won’t fight if it fears it would mean its own death.
The creature can’t
be dismissed by you, but it disappears 1 hour after you summoned it.
When a target would make an attack roll, a saving throw, or an ability or skill check, you force that target to reroll a number of times equal to the Spell Level used. The target must take the lowest result. If the target rolls a 1 on any of the rerolled dice, they repeat this process on the next applicable roll with one less reroll, until 0.
A number of attacks have advantage on the caster for an equal number as the Spell Level used.
You pierce the defenses of a creature, making them vulnerable. A target creature must make a constitution saving throw or lose their immunity to a single damage type for a number of turns equal to the spell slot level used to cast this spell. If the save fails by 10 or more, double the duration. If the saving throw is a natural 1, they lose their immunity permanently. If the saving throw is a natural 20, the caster instead gains vulnerability to that damage type.
Warping, prismatic auras surround and outline each creature inside a cube within range. The cube is 5-foot per spell level slot used. If creature casts a spell or activates a magic item while within the cube, it must make a Wisdom saving throw. On a success, the spell or magic item functions normally. On a failure, the magic effect is suppressed for the duration of the aura. Time spent suppressed counts fully against the duration of the spell or magic item effect. As a bonus action, you can move the location of the aura 30ft.
If your concentration is unwillingly broken, the effects of the spell instead center on you in a 5ft cube which lasts for what would've been the remaining duration.
You pierce through the Veil and see the current state of any location, person or object within range. The distance viewed increases per spell level used.
1st - 10 miles
2nd - 100 miles
3rd - 1000 miles
4th - Anywhere on the same planet
5th - Anywhere within the same planet
6th - Anywhere within the same Plane
7th - Anywhere within the Inner Spheres
8th - Anywhere within the Outer Spheres
9th - Anywhere, including protected, or secret locations, and Godly domains.
Make a ranged spell attack against a single target, a number of rays equal to your Spellcasting modifier shoot at the target.
The ray’s effect depends on which color happens
to be dominant when the beam strikes its target,
determined by rolling 1d8.
1 = Red, 1d8 Fire Damage per Spell level
2 = Orange, 1d8 Radiant Damage per Spell level
3 = Yellow, 1d8 Lightning Damage per Spell level
4 = Green, 1d8 Acid Damage per Spell level
5 = Blue, 1d8 Cold Damage per Spell level
6 = Indigo, 1d8 Force Damage per Spell level
7 = Violet, 1d8 Necrotic Damage per Spell level
8 = Shifting, Reroll, one of the other rays affects you. On another 8, the ray fizzles with no effect.
On a critical hit, the spell causes no additional damage, but the caster can choose the colors of the beams that hits the target.