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Tasha's Mind Whip

  • casting time Action
  • range 90 feet

  • components V
  • duration 1 Round

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw.
On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action, it gets only one of the three.
On a successful save, the target takes half as much damage and suffers none of the spell's other effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Sorcerer, Wizard Level 2 Enchantment

Healing Spirit

  • casting time Bonus Action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

Creatures in touch with the spirit gain 1d6 hp (+1d6 hp/lvl).

Druid, Ranger Level 2 Conjuration

Cause Fear

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Concentration, up to 1 minute

The target must succeed on a Wis. save or becomes frightened (nbr of targets/lvl).

Warlock, Wizard Level 1 Necromancy

Curse of Blindness

  • casting time
  • range

  • components
  • duration

You cannot see and permanently have the Blinded condition.
However, you also gain Blindsight 30 feet (you do not suffer from the Blinded condition within the area of your Blindsight. Any effect that requires you to see functions normally within the area of your Blindsight).

Improved Seer’s Curse: Your Blindsight increases to 60 feet. You obtain the second part of the curse at level 7th.

At level 11th, your curse is lifted, whether by deific intervention or due to your own conquering of it. You retain its benefits, but the downside is miraculously removed.

Seer's Curse Oracle Sight

Immediate Foresight

  • casting time
  • range

  • components
  • duration

Starting at level 2, your Sight allows you to use your magic to foresee and hopefully avoid disaster. As a reaction to an attack, spell or effect, you can spend a spell slot in order to gain a bonus equal to the level of that spell to either your AC or any one saving throw. This effect applies only against that specific attack, spell or effect.

Seer Oracle Sight

Gift of Abjuring Glyphs

  • casting time
  • range

  • components
  • duration

While you are wielding no weapons or shields and wearing no armour, your skin glows faintly with magical glyphs, shedding dim light 5 feet around you, and you are under the effects of a Mage Armour spell. If you ever reach your carrying capacity, you lose this effect until you finish a short or long rest.

Mystical Gift
When you reach 3rd level, you choose one of the following boons. If a gift outlines that you are under the effects of a spell or allows you to cast a spell, you use your own spellcasting ability, DC and attack bonus for it.
At level 13, you can change your Mystical Gift if you so choose.

Seer Oracle Sight

Danger Sight

  • casting time
  • range

  • components
  • duration

At 1st level when you choose this Second Sight, you have the ongoing effects of the Find Traps and Detect Poison and Disease spells, but only in the area you can see and up to 30 feet of distance.

Seer Oracle Sight

Visions of the Future and the Past

  • casting time
  • range

  • components
  • duration

At 1st level, you can attempt to see what the future holds in store for you. After performing a 10 minute ritual where you meditate or use a divinatory instrument (like a deck of cards, a crystal ball, a mirror or the like), you receive a vision of an event that could potentially happen within the next 24 hours. Once you perform this ritual, you must finish a long rest before you can do so again.

At level 5, you begin to receive brief glimpses of a person’s past or current troubles when you look at them, giving you advantage on Insight rolls.

At level 10, whenever you step into an important location for the first time, you receive a brief vision of the most salient event that happened there in the last millennium.

Seer Oracle Sight

Lucky

  • casting time
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  • components
  • duration

You gain the following benefits.

Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.

Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.

Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.

Seer Origin Feat

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