This spell renders visible all creatures who pass within its boundaries. Choose a point within range. A 30-foot-radius, 30-foot-high cylinder centered on that point becomes visible to you and friendly creatures. Each creature in the area loses the benefits of concealment, half cover, and three-quarters cover and will appear to be haloed in glowing light that is visible through objects and the environment. In addition, you and other friendly creatures can see invisible creatures in the affected area.
You channel a sudden surge of power into a construct within range, drastically enhancing its power but reducing its precision. For the spell’s duration, the target has advantage on melee weapon attack rolls using Strength, but attack rolls against it have advantage.
You unleash a barrage of spectral ammunition from a firearm you hold, striking all enemies before you. Each hostile creature you can see within the normal range of a firearm you are currently wielding must make a Dexterity saving throw. On a failed save, a creature takes damage as if you had hit it with your firearm and is knocked prone. On a successful save, a creature suffers half damage and isn’t knocked prone.
You weave a field of magneto-arcantrik energy to shield yourself or one willing creature you can see within range. When a melee attack roll is made against the chosen creature, it can dismiss this spell on itself to make the attacker roll with disadvantage. In addition, if the attacker started its turn more than 5 feet away from the chosen creature and the attack misses, the attacker is knocked prone.
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.
You concentrate on subtly improving the flow of power through nearby mechanikal devices. For the duration of the spell, the charge cost of activating mechanika is reduced by 1 to a minimum of 1 for friendly creatures.
You extend a hand toward a mechanikal item within range and draw its power back into yourself. The item loses 2d4 charges from its capacitor, and you gain temporary hit points equal to half the number of charges drained.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the item loses an additional 1d4 charges for each slot level above 1st.
You unleash a wave of pure divine magic from within yourself, cleansing the magic of your enemies. Each hostile creature and each object within range is affected. Any spell of 3rd level or lower on an affected target ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than two levels lower than the spell slot you used.