You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
You focus your magic to shatter the body of your foe. Choose one creature you can see within range, it must succeed on a Constitution saving throw or take 3d6 piercing damage and be knocked prone by the pain.
In addition, if the target takes bludgeoning damage equal to 5 times its Constitution modifier (minimum of 5) or more in a single turn, its skeleton shatters, reducing its speed to 0 for the duration of the spell. If it does not take such damage before the start of its
next turn, the spell ends. A creature without bones is immune to this effect.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the piercing damage increases by 2d6 for each slot level above 2nd.
You enhance the gravitational field around your body, allowing you to jump higher and farther. For the duration, your jump distance is tripled. Additionally, once per turn immediately after you jump, a wave of gravity is unleashed, and each creature within 5 feet of the space you left must make a Strength saving throw. On a failed save, a creature is knocked prone.
You weave gravity in your palm before striking. Make a melee spell attack against a creature within range. On a hit, it takes 1d4 bludgeoning damage and is pushed 10 feet in a straight line in a direction of your choice. In addition, its speed is reduced by 5 feet until the start of your next turn.
This spell’s damage increases by 1d4
when you reach 5th level (2d4), 11th
level (3d4), and 17th level (4d4).
Gravity increases within a 10-foot-radius sphere centered on a point you choose within range, causing immense pressure to be applied to all within, and the area is difficult terrain. When a creature enters the sphere for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw or its speed is reduced to 0 until the start of its next turn.
On subsequent turns, as a bonus action, you can move the sphere up to 20 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet for each slot level above 2nd.
You create a portal to the cosmos and send asteroids hurtling through it. A creature of your choice that you can see within range must succeed on a Dexterity saving throw or take 7d6 bludgeoning damage. You can use an action on subsequent turns to keep the portal open and target another creature, which must make the same saving throw. The spell ends if you use your action to do anything else. While concentrating on this spell, your speed is halved.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, larger asteroids fly through the portal and the damage increases by 2d6 for each slot level above 3rd.
You focus your magic to shatter the body of your foe. Choose one creature you can see within range, it must succeed on a Constitution saving throw or take 3d6 piercing damage and be knocked prone by the pain.
In addition, if the target takes bludgeoning damage equal to 5 times its Constitution modifier (minimum of 5) or more in a single turn, its skeleton shatters, reducing its speed to 0 for the duration of the spell. If it does not take such damage before the start of its
next turn, the spell ends. A creature without bones is immune to this effect.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the piercing damage increases by 2d6 for each slot level above 2nd.