You conjure into existence a longbow made of twisting vines and branches functioning as a magical longbow that only you can use for the spells duration. As an action on your turn (and once when you conjure the bow)
You become fixated on any creatures you choose within range as long as you can see them. Until the spell ends
You can gaze through the spells material component at a creature within 60 feet in an attempt to glean information on them. Choose one of the following options: Condition immunities Current armor class Current hit points (rounded to the nearest multiple of 25) Damage vulnerabilities Damage immunities and resistances Movement types and speeds Proficiency bonus Saving throw proficiencies (not modifiers) Skill proficiencies (not modifier) Special senses The target must then make a Charisma saving throw. If they fail their save
A small glob of ink appears at your fingertips
A radiant bolt of light gathers in your palm and bursts into the shape of a twisting white quartz spear. This spear remains in your possession for the spells duration. As a bonus action on your turn
One target within range that you choose is assailed with magical energy that reduces their magical items to their most basic components. The target must make a Charisma saving throw. If they fail
Electrical energy arcs from your fingertips at four creatures you choose within range who must each make a Dexterity saving throw. On a failure
You conjure up a large missile of force energy and fire it at a point you can see within range where it explodes in a 5-footradius sphere. All creatures within range take 5d6 force damage. Any effect capable of nullifying
You recall information necessary to cast spells you dont currently have access to. Choose two spells you are capable of preparing over a long rest but you dont currently have prepared. For the spells duration
You manifest an ethereal guardian who watches over you
You conjure two phantom shield maidens who stay at your side for the spells duration
Concentration (24 hours)
Until Dispelled
You present the material component of this spell
You utter a word of power that destroys the weaponry and armor of others. Choose up to 6 targets within range
You speak a word of power
You speak a curse word of power and target one creature within 60 feet. That creature must make an Intelligence saving throw. On a failed save
Choose up to three creatures within range that you can see who are concentrating on spells or effects that require concentration. You speak a word of distortion and cloud their minds
You speak a word of power
You speak a word of power that causes a creature to be made still
You speak a word of power that forces the world around you to drop all lies and obfuscations. All illusory effects and illusion spells in a 30-foot-radius surrounding you are dispelled or suppressed for the spells duration. Furthermore
A boisterous rising call to adventure fills a 30-foot-radius sphere centered on you. All hostile creatures in range must make a Charisma saving throw while they are battered by this worldshaking spirited yell. Any creature that fails is knocked prone
invisibly watching over the area. You may describe criteria to it for anything it should watch out for while it exists. While it remains
within 30 feet of you. Those creatures must make a Wisdom saving throw. On a failed save they are frightened for 1 minute
You target one creature within the spells range who must make an Intelligence saving throw. On a failed save they briefly forget your exact appearance and characteristics
Instantaneous
You conjure up horrific darkness that reaches out toward one target within range and covers their body aggressively
You write a line of arcane text describing one target you can see within 60 feet; you describe their current state and enforce that text to prevent them from changing. Choose one of the following options when you cast this spell: Attack rolls Armor class Saving throws Ability checks The target must make an Intelligence saving throw (which they may willingly fail). On a failure
You write a line of arcane text that describes projectiles appearing and hurtling towards up to 3 targets you can see within 60 feet. The projectiles fire toward them and the targets must each make a Dexterity saving throw. On a failed save they each take 4d6 bludgeoning damage
bookmark to those who can see invisible objects. At any time before the spell ends you can use your reaction to teleport yourself and anything you are carrying back to the space where you left the bookmark
You describe a cannon in great detail
You write out a line of sacred text and choose up to 6 creatures within 30 feet of you. Those creatures hear the growling chants of celestial beings wracking them with celestial power. Your targets must make a Charisma saving throw
You write a line of arcane text describing the beginning of a flashback as if recounting an effect you had witnessed. Then choose a 10-foot-radius centered on a point you touch
You write a passage describing a blast of eldritch energy and choose a point within 60 feet
You copy down a passage describing the exact health of a creature you can see within 60 feet
You write a short phrase describing the heroic antics of an allied creature you can see within 30 feet
You write a passage about a creature you can see within 60 feet finding you terrifying. The creature must then make an Intelligence saving throw. On a failure
You conjure a narrative within the mind of a target within range
You write a line of arcane text and choose one creature within 120 feet that you can see. That creature must make an Intelligence saving throw. On a failed save
One creature you choose is given enhanced fortitude
If a creature is concentrating on a spell or benefiting from a magical effect that targets only them
You twist and mutate one of your arms to become demonic
For the spells duration one of your eyes becomes infused with concentrated fiendish energy that tears at the minds of those who see it
Until the start of your next turn
A mote of purple haze appears at a point within range
Concentration (1 minute)
When you fail a saving throw that triggers this effect
Up to 6 creatures you choose within range are given enhanced fortitude
You touch one creature
You weave a charm into the area
Choose up to six creatures within range who you speak a word of debilitating exhaustion to. Any of those creatures who has 100 hit points remaining or fewer must make a Constitution saving throw. If they fail
When a creature scores a critical hit within range
One creature you target within range experiences horrific variants of memories from their life that become twisted into scenes of carnage and traumatic imagery. The target must make an Intelligence saving throw. On a failure
You may exchange your own blood and well-being to briefly increase your abilities. You succeed on a saving throw that you would otherwise fail
Instantaneous
When one creature within range is killed or reduced to 0 hit points while suffering from a detrimental effect (such as being poisoned
You create a field of magical energy that soaks up effects that increase the movement speed of creatures within it. This field is a 50-foot-radius sphere centered on you
You create a 20-foot-radius sphere of fiendish influence centered on a point within range
Concentration (1 minute)
A burst of energy in the shape of a lesser yokai fires at one target within range as a ranged spell attack. On a hit
You conjure a yokai spirit by trapping traumatic emotional energies within a magical shell