You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.,
,You call forth spirits of the dead, which flit around you for the spell duration. The spirits are intangible and invulnerable.,Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 ft of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage cant regain hit points until the start of your next turn.,In addition, any creature of your choice that you can see that starts its turn within 10 ft of you has its speed reduced by 10 feet until the start of your next turn.,At Higher Levels - When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
,A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and is not blinded by this spell. Undead and oozes have disadvantage on this saving throw.,You can create a new line of radiance as your action on any turn until the spell ends.,For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.,
,Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and is not blinded by this spell. Undead and oozes have disadvantage on this saving throw.,A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.,This spell dispels any darkness in its area that was created by a spell.,
,Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends-,You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes),You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes),Spectral wings appear on your back, giving you a flying speed of 40 feet,You have a +2 bonus to AC,All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls,You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks