Material: a piece of brimstone
Consume all seals on all enemies within 30 feet. Each of those enemies must make a Charisma save or suffer 5d10 necrotic damage per seal on a failed save, half as much on a successful save.
Materiel: a piece of sulfur
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 30 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.
You offer a creature a challenge they might not be able to resist. One creature within range who can see and hear you 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 make a Charisma save each time they attempt 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 spell or if you end your turn more than 30 feet away from the target.
Your enemies’ life force restores your allies’ health. Until the end of your next turn when an ally makes a successful melee weapon attack against an enemy with one of your seals on it, they heal 1d6 damage.
This does not consume the seal.
Place as many as you wish of your remaining seals on a target.
Place a seal on every enemy within 30 feet. This does not use any of your seal charges.
Consume a seal on an target within 30 feet. The target must make a Charisma save. If they fail, they cannot attack you until the end of your next turn.
Consume a seal on an target within 30 feet. The target must make a Charisma save or become restrained until the end of your next turn.
Material: the forked tongue of a serpent.
You produce a whip of electric red 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 turns 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 damage from the hellish conduit is maximized.
Consume a seal on an enemy within 30 feet. Every ally adjacent to that enemy may use their reaction to immediately make a melee weapon attack against that enemy.
Those who gaze upon your magnificence feel deeply inadequate. Creatures who begin their turn in the aura and who do not take precautions to avert their eyes suffer a penalty to their attack rolls equal to your charisma modifier.
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.
Each creature in the aura (except you) takes 1d6 damage at the beginning of each of your turns, and you heal an amount equal to the total damage inflicted to all creatures.
You gift an enemy with a fiery halo that infects their mind with infernal thoughts, causing them to see allies as enemies. Chose a creature you can see within range. They must succeed on a Charisma saving throw or be charmed by you for the duration. While under your sway, a halo of fire floats above the target’s head.
The charmed target must use their action before moving on each of its turns to make a weapon attack against a creature other than itself that you mentally select. The target can act normally on their turn if you choose no creature or if none are within range of their weapons.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. The target can make a Charisma saving throw at the end of each of their turns. On a success, the spell ends.