You create a wall of necrotic energy on a solid
surface within range. You can make a wall up to
60 feet long, 20 feet high, and 1 foot thick, or can
make a ringed wall up to 20 feet in diameter, 20
feet high, and 1 foot thick. The wall is opaque and
lasts for the duration. When the wall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 5d8 necrotic damage and the first time it drops to 0 hit points within the next minute, it instantly fails a death saving throw, on a successful save, it takes half as much damage without the other effect. You regain hit points equal to half the amount of necrotic damage dealt. One side of the wall, selected by you when you cast this spell, deals 5d8 necrotic damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
You offer a creature a challenge they might not
be able to resist. If you have no allies adjacent to
you, choose one creature within range who can see
and hear you. They must make a Charisma saving
throw. On a failed save, the creature falls for your
ruse and must fight you. For the duration, they
have disadvantage on attacks that do not include
you, and must succeed on a Charisma save against
your spellcasting DC each time they try to move
away from you. This spell ends if you attack any other creature, if
you cast a spell that doesn’t include the creature as a
target, if an ally damages the target or targets them
with a spell, or if you end your turn more than 30
feet away from the target. The spell also ends if any
of your allies end their turn adjacent to you.
Life-defiling energy radiates from you in an aura
with a 30-foot radius. Until the spell ends, the aura
moves with you, centered on you. When a creature
enters the area or starts its turn there, it takes 1d6
necrotic damage and you regain hit points equal to
the damage dealt.
You produce a whip of red electric energy that
lashes out at a creature within range, creating a
conduit between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d10 fire damage, and on each of your tums for the duration you can use your action to deal 1d10 fire damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. If the target has one of your seals on it, the infernal whip deals its maximum damage.
When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d10 for each slot level
above 1st.
You manifest a mote of Hell on the Mundane
World. A 15-foot-radius sphere of darkness, brimstone, and blasting heat arrives, centered on a point within range and lasting for the duration of the spell. The cloud of hellfire echoes with the cries of damned souls that can be heard by anyone within 3000000 feet of the cloud.
No light, even magical light, can illuminate the
area, and any creatures fully within the area are
blinded. The cloud warps the timescape and the
area is difficult terrain. Any creature that starts its turn in the area takes 2d6 fire damage. Any creature that ends its turn in the area must succeed on a Wisdom saving throw or take 2d6 psychic damage as the voices of the damned crowd their mind. Devils are immune to this damage, can see through the darkness, and regain 2d6 hit points if they start their turn in this area.