() When you utter the power word for pain, one creature within 60 feet takes 22 (4d10) necrotic damage. At the start of each of its turns, the creature must make a successful Constitution saving throw or take another 22 (4d10) necrotic. The effect ends when the creature’s Constitution saving throw succeeds.
() You can cast this spell only at night. You memorialize a dead creature you touch, turning it into a constellation, provided that it has been dead no longer than 1 day. The target’s body dissolves into stardust and rises into the sky.
The spell effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead. A spell that targets the dead but usually require a body can be cast targeting this constellation instead, provided the spell is cast at night and the caster can see the target’s constellation. If the target of this spell is returned to life, this spell ends and the constellation fades.
A blast of electrified wind erupts from your hands. Each creature in a 40-foot cone must make a Strength saving throw. On a failed save, a creature takes 6d8 lightning damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
A creature you touch regains a number of hit points equal to 8d8 + your spellcasting ability modifier. When healing a creature in this manner, you immediately take psychic damage equal to half the amount healed as psychic damage and must make a DC 15 Constitution saving throw or suffer 1 level of exhaustion.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d8 for each slot level above 4th.
() You invoke a blessing from the god of courage to offer you his protection. As an action on your turn, your body is coated in a white shimmering light, creating bright light for 20 feet and dim light for another 20 for the duration. Additionally, you are granted 35 temporary hit points and any attacks against fiends or devils are done with advantage. The spell ends when the temporary hit points have been used or 1 minute passes, whichever happens first.