You heal a wounded creature with a touch and a word.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
This spell has no effect on Constructs or Undead.
At Higher Circles. When you cast this spell using a spell slot of 2nd circle or higher, the healing increases by 1d8 for each slot above 1st.
You hurl an energy bolt that damages your target and makes them vulnerable to the next attack.
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light
glittering on the target until then.
At Higher Circles. When you cast this spell using a
2nd-circle spell slot or higher, the damage increases by 1d6 for each slot above 1st.
You attack a target you touch with harmful energy.
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Circles. When you cast this spell using a spell slot of 2nd circle or higher, the damage increases by 1d10 for each slot above 1st.
You utter a protective prayer that makes your target difficult to attack.
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a WIS save. On a failed save, the creature must choose a new target or lose the attack or spell.
This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
You create a ward that enhances a creature’s defenses.
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
You empower a weapon with damaging radiance that makes foes visible.
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.
At Higher Circles. When you cast this spell using a spell slot of 3rd circle or higher, the extra damage increases by 1d6 for each slot above 2nd.
You paralyze a Medium or smaller creature.
Choose a Medium or smaller creature that you can see within range. The target must succeed on a WIS save or be paralyzed for the duration. At the end of each of its turns, an affected target can repeat the WIS save, ending the effect on itself on a success. This spell has no effect on Undead.
You create a ghostly weapon that fights at your command.
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. The weapon can take any form you choose. When you cast the spell, you can make a melee spell attack against a creature
within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on each of your subsequent turns, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
At Higher Circles. When you cast this spell using a spell slot of 3rd circle or higher, the damage increases by 1d8 for every two slots above 2nd.
You bless a pair of rings to link you to another creature, affording them protection, but you share their pain.
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saves, and it has resistance to all damage. However, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 HP or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
You ward your target against one type of elemental damage.
For the duration, one willing creature you touch has
resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
You summon a swarm of spirits to guard you and
harry nearby foes.
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a WIS save. On a failure, the creature takes 3d8 radiant damage or 3d8 necrotic damage, or half as much damage on a success.
At Higher Circles. When you cast this spell using a spell slot of 4th circle or higher, the damage increases by 1d8 for each slot above 3rd.
You touch a creature to drain its life force, then use it to heal yourself.
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your
turns as an action.
At Higher Circles. When you cast this spell using a spell slot of 4th circle or higher, the damage increases by 1d6 for each slot above 3rd.