You summon a Heroic Spirit in an unoccupied space within range. The spirit takes the form of a warrior, archer, or mage (use the Veteran stat block or similar). The spirit is friendly to you and your companions. It acts on its own initiative count and obeys your verbal commands. If you do not command it, it defends itself but takes no other actions.
You touch a willing creature or object, enhancing its properties. Effects include:
Enhanced Ability: The target gains advantage on one type of ability check (your choice) for the duration.
Subtle Transmutation: The target's appearance becomes more refined, possibly influencing social interactions.
You create a zone of amplified suffering in a 60 foot radium sphere centered on a point within range. Effects include:
Intensified Pain: Creatures of your choice within the area have vulnerability to all damage.
Despair: Affected creatures must make a WIS saving throw at the start of their turns. On a failed save, they are incapacitated due to overwhelming pain.
Suppressed Healing: Affected creatures cannot regain hit points by any means.
You touch a willing creature, granting them unparalleled navigational abilities. For the duration:
True Direction: The target always knows the exact distance and direction to any place they have visited or any creature or object they have seen.
Pathfinder: The target can move through nonmagical difficult terrain without expending extra movement and can automatically detect hidden paths and portals.
Dimensional Awareness: The target knows the distance and direction to the nearest planar portal or dimensional anomaly.
You create an illusion that makes an entire building or structure appear to be collapsing. Effects include:
Mass Panic: Creatures inside or within 30 feet of the structure must make a WIS saving throw or be frightened and spend their turns moving away from the structure.
Blocked Paths: Illusory debris appears to block exits or paths, potentially funneling creatures in certain directions.
Structural Sounds: Loud cracking and crashing noises can mask other sounds, granting creatures within the area disadvantage on WIS (Perception) checks related to hearing.
You touch a wiling creature or yourself, cloaking them in an aura of black flames that bolster resolve and intimidate foes. Effects include:
Aura of Confidence: The target gains advantage on CHA (Intimidation) checks.
Fearsome Presence: Hostile creatures within 10 feet of the target must make a WIS saving throw or be frightened until they move out of range.
You touch a willing creature and grant them a brief glimpse of insight. The target gains advantage on the next ability check it makes before the end of its next turn.
You manipulate time and space to accelerate the progression of events in a large area. Effects include:
Time Dilation: In a 1 mile radius centered on a point you can see, time moves faster or slower (your choice) for creatures and objects you designate. This can cause crops to grow rapidly, construction to finish in moments, or enemies to become sluggish (granting them disadvantage on attack rolls and ability checks).
Mass Movement: You can move up to 1,000 willing creatures to any location within 100 miles.
Temporal Shield: Spells of 6th level or lower cannot be cast into or out of the affected area.
You touch a creature and attempt to end a significant aspect of its vitality. The target must make a CON saving throw. On a failed save, the target's physical abilities wane:
Ability Reduction: The target's STR, DEX, and CON scores each decrease by 4 (to a minimum of 1) for 1 hour.
Exhaustion: The target gains one level of exhaustion.
On a successful save, the target's abilities decrease by 2 instead, and it does not gain exhaustion.
You hurl a mote of shadow at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage, and the next attack roll made against this target before the end of your next turn has advantage as shadows cling to it, making it easier to strike.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You evoke a minor elemental force to strike at a creature within range. Choose one of the following damage types: fire, cold, lightning, or thunder.
Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of the chosen type.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You create a minor illusion of a small cluster of stars or a simple constellation in an unoccupied space within range. The illusion sheds dim light in a 5-foot radius, and you can move it up to 20 feet as a bonus action on your turn. The stars can be used to distract or intrigue creatures, granting you or an ally advantage on the next ability check involving CHA (Performance) or DEX (Stealth) made against a creature within 5 feet of the illusion.
You open your senses to receive a minor sign from a divine source. You gain a brief insight into a simple question you pose, receiving an omen of weal or woe regarding a course of action in the immediate future (within the next minute). This insight is limited and cannot account for circumstances beyond the caster's immediate perception.
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren't especially good or bad
You conjure a small, temporary object or minor aid to assist in a pinch. Choose one of the following effects:
Conjure Tool: You summon a simple tool or item (weighing no more than 1 pound) that lasts until the end of your next turn.
Distracting Illusion: You create a minor illusion that distracts a target creature, giving the next ally who attacks it advantage on their attack roll.
Minor Aid: You grant an ally within range a +1 bonus to their next ability check or saving throw.
You touch a willing creature and bestow a minor divine blessing. The target gains one of the following effects of their choice until the start of your next turn:
Divine Guidance: The target adds 1d4 to their next ability check.
Radiant Spark: The target's next weapon attack deals an additional 1d4 radiant damage.
Blessed Resilience: The target gains temporary hit points equal to your spellcasting ability modifier.
You extend a protective aura toward an ally. When an ally within range takes damage, you can use your reaction to reduce the damage by 1d4 + your spellcasting ability modifier. This reduction increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)