You alter the properties of your blood so that it is more acidic or so that when exposed to the air, it spontaneously combusts or freezes (your choice when you initially cast the spell).
When you take piercing or slashing damage, you spray blood back in the direction of the attacker out to 5 ft., with the following effects depending on the element chosen:
Ingite: The target must succeed on a dexterity saving throw or take 3d6 fire damage and are coated in searing pain, suffering disadvantage on attack rolls until the start of their next turn.
Freeze: The target must succeed on a constitution saving throw or take 3d6 cold damage and have their speed reduced by 10 ft. until the start of their next turn.
Caustic: The target must succeed on a dexterity saving throw or take 3d6 acid damage and must roll a d10. On a 1, their armor corrodes, reducing their AC by 1.
At higher levels: When you cast this spell using a spell slot of 4th or higher, the damage increased by 1d6 for each slot above 3rd.
You place a divine ward with three charges on a creature of your choice that you can
see within range. After the target takes damage, it regains hit points equal to 2d8 +
your spellcasting ability modifier, and the ward loses one charge. Once the target is
healed, the ward jumps up to 30 feet to another creature of your choice. After the ward
loses all of its charges, the spell ends. This spell has no effect on undead or
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the
ward gains one additional charge for each slot level above 3rd.
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 touch a willing creature, allowing them to add their proficiency bonus to all
initiative rolls and all Intelligence based skill checks for the duration. You can only have
one instance of this spell active at a time.
You grant the semblance of life and Intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be Undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the Languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no Compulsion to offer a truthful answer if you are Hostile to it or it recognizes you as an enemy. This spell doesn't Return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
A bedroom with a bed, chairs, chest, and magical fireplace
A study with desks, books, bookshelves, parchments, ink, and ink pens
A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
A lounge with couches, armchairs, side tables and footstools
A washroom with toilets, washtubs, a magical brazier, and sauna benches
An observatory with a telescope and maps of the night sky
An unfurnished, empty room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures
and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.
You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.
You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:
Your walking speed increases by 10 feet.
You don't provoke opportunity attacks.
You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
You pull shadows into a swirling mass inside an empty vial you possess. As long as the vial is open, you are able to use its new contents as 1 once of pitch-black ink. If the vial is stoppered, or 1 hour passes, the ink dissipates back into shadow, any writing that has already been made with the ink is unaffected.