You fling a ball of energy towards a point you can see within range. Creatures in a 20 foot sphere must succeed on a Constitution saving throw or take 2d8 poison damage. They only take half as much damage rounded down on a success. Undead creatures regain hit points equal to the damage rolled instead.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison damage dealt increases by 1d8 above 1st.
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effect and becomes sheathed in spiritual energy until the start of your next turn. If the target takes damage before then, you gain 1d6 temporary hit points, and the spell ends.
At Higher Levels. The temporary hit points gained increases to 1d8 at 5th level, and again at 11th level (1d10), and 17th level (1d12).
As you hit your target, they are enveloped in a burst of spiritual energy and takes an extra 2d6 Necrotic damage. You then gain temporary hit points equal to half of the damage dealt by this spell, rounded down.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage dealt increases by 1d6 for each slot above 2nd.
A creature within range must succeed on a Charisma saving throw or become cursed until the spell ends. Once per turn when the cursed target takes damage from an attack or spell, it takes an additional 1d6 psychic damage.
If the cursed target is reduced to 0 hit points, their soul is violently harvested. All creatures within a 20 foot radius of the target become Frightened of you for the spell's duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage dealt increases by 1d6 above 2nd.
You send forth a giant skeletal claw, pushing enemies aside. Each creature in a 5 by 60 feet line must make a Dexterity saving throw. They take 5d8 necrotic damage on a failed save and are pushed to the end of the line. They only take half as much damage rounded down on a success and aren't pushed. Creatures larger than you have advantage on the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
You create a giant skeletal hand that grabs a creature you can see within 30 feet of you. The target must succeed on a Strength saving throw or be pulled up to 30 feet in a straight line towards you and take 4d8 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each spell slot above 3rd.
You attempt to infect a creature you can see with damprot. The target must succeed on a Constitution saving throw or become infected for the duration of the spell (it can choose to fail).
A 40 feet sphere of pus then spreads from the infected creature that moves with it, causing creatures that enter the pool for the first time on a turn or starts its turn inside to make a Constitution saving throw. On a failed save, a creature takes 3d8 poison damage. On a successful save, the creature
takes half as much damage rounded down. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the poison damage increases by 1d8 for each slot level above 3rd.
You attempt to infect a creature you can see with damprot. The target must succeed on a Constitution saving throw or become infected for the duration of the spell (it can choose to fail).
A 40 feet sphere of pus then spreads from the infected creature that moves with it, causing creatures that enter the pool for the first time on a turn or starts its turn inside to make a Constitution saving throw. On a failed save, a creature takes 3d8 poison damage. On a successful save, the creature
takes half as much damage rounded down. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the poison damage increases by 1d8 for each slot level above 3rd.
A mossy ribcage erupts from the ground, trapping a creature you can see within range inside. They must make a Strength saving throw or take 5d6 necrotic damage and be Restrained for the duration. They only take half as much damage rounded down on a success and aren't Restrained.
At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends on the
target.